free,half and full action attacks and powers

The place to discuss using and abusing the first edition Mutants & Masterminds rules. Rules questions, rules interpretations, house rules, and more rules.
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Rickynet
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Postby Rickynet » Sun Aug 07, 2005 1:49 pm

Tagnik wrote:What about something like "Magic Missle"

Could you do:

Energy Blast (Extra: Energy Blast, Energy Blast, Energy Blast)

To represent the 4 Missles?

What would that be? One roll to hit vs one target, then 4 damage saves, one after the other? If the first one does damage, does that count as a hit for the next one?


i think would be 4 rolls, one for every missle

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the_masochist
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Postby the_masochist » Sun Aug 07, 2005 3:36 pm

my magic missle would be 1 rank of energy blast with ghost touch and triggered (when this attack misses), and multifire and autofire

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farik
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Postby farik » Sun Aug 07, 2005 8:12 pm

Tagnik wrote:What about something like "Magic Missle"

Could you do:

Energy Blast (Extra: Energy Blast, Energy Blast, Energy Blast)

To represent the 4 Missles?

What would that be? One roll to hit vs one target, then 4 damage saves, one after the other? If the first one does damage, does that count as a hit for the next one?


You could with GM approval. Personally I'd handle magic missile as area effect selctive and treat the multiple hits as sfx.
One man's hobo booze is another man's fiiiine sippin' wine.

Oh, and by the way, I don't use drawbacks in my game, just complications.

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Tagnik
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Postby Tagnik » Sun Aug 07, 2005 10:18 pm

but then they could reflex save against Magic Missle..

and its unavoidable :(

but I do like the idea.

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the_masochist
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Postby the_masochist » Mon Aug 08, 2005 12:09 am

the triggered idea I had only covered the point that the missles couldn't be dodged: they couldn't technically miss, but if you have it as an area effect, the missles are similar to the spell in the sense that all the targets have to be within somany feet of each other (the number of feet eludes me, 10 or 30 seem about right)


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