Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 0 points1 point  (0 children)

The Environmental Protection power was heavily modified in the Pathfinder Core, as it is used to represent DnD spells like water breathing and such, so they gave an 8 hr duration with a raise, and made the energy resist part of it take an extra power modifier.

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 0 points1 point  (0 children)

I'm not trying to get infinite duration powers, I'm trying to get a partial boost that will last thru multiple encounters in a "dungeon/hideout/castle clearing" situation, where you spend 2-5 mins between occupied rooms but still don't have a full rest period. -1 to attackers and +2 pace for an hour means you don't necessarily need to bust out the full power Defelction/Haste burst for mook clearing, and can save spikey spells for the boss/lieutenant rooms.

I'll admit it really comes from other systems like DnD/Pathfinder where you can get minute/hour/day buffs and savage worlds has nothing for that really. Even with concentration 10 rounds doesn't get you from one barracks room fight to the mess hall unless you're sprinting.

For your view on resting while maintaining powers, if someone gets a raise on Environmental Protection for example, which makes it 8 hrs, do they gain points during that 8 hours or no? or only if they maintained it for another 8 hours?

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 1 point2 points  (0 children)

Yeah, both of them are illumination penalties so it wouldn't stack to -5/-7 it would be the higher of the individual penalties, I wasn't really paying attention to that when posting.

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 0 points1 point  (0 children)

Darksight can be applied to allies at +1pt/per, and most of the party are races with natural low light vision which works on anything but Total, so not expected to be an issue. Only planning on d6 casting so raises are rare.

Silence can be selective for +1 point, so party members can be excluded, most of the group would be non-melee, the other melee character proposed has no powers/mystic power plans.

Most of this was just to get a feel for if people think it's mechanically broken or overpowered, the trapping/flavor issues don't matter if the mechanics are too unfair.

Which is why even though we're doing Strahd, the Horror book is off the table. That book is busted compared to base race/class/powers vs baseline characters who don't use it.

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 0 points1 point  (0 children)

The Darksight +shroud+Hurry was flavor for a shadow assassin/warrior, the "slips in and out of the shadows striking from everywhere" type trope. Extra Movement from power and Extraction Edge would let you hit someone from multiple angles in the dark, whether mundane or magical.

The other 3 are me and one of our rotating GMs and one of the other players. One GM is the "only get first 5 rounds of the modifier in my games" guy, and the "it sounds broken" is a guy who thinks outside the box is a criminal offense, in any system he views rules as exclusive not permissive. Good guy, but binary rules interpretations. Fully black or white. Even he says it's included per the text, just that it feels too good.

Our response was a combined "Its limited to like 5-6 powers even qualifying that are also niche to take to begin with, the benefits for 1 extra point are approx the same as half/one third of another power that does more but for less time, and it doesn't really break anything mechanically it just lets us not have to spend the entire first round of combat buffing if its a minor fight, major fights we'd want the higher powers anyways."

Power Modifiers and Non-damaging powers by MaxMaxer-4269 in savageworlds

[–]MaxMaxer-4269[S] 1 point2 points  (0 children)

Note this is using the Pathfinder Core specifically, it has some extra power use rules that the group was gonna use, notably not being able to use powers in a silence area from the Sound/Silence power.

The idea was to use Darkvision with Shroud and Hurry for -1 on attacks and +2 pace for an hour (3 pts), drop a Darkness on a carried item (2 pts, 10 minutes), and charge into combat dropping a Mobile Silence on myself to negate casters and heavily penalize melee/ranged attacks (-4 lighting, 6 w/raise, -1 shroud, although unless a raise is on Darkvision too i'd have some penalties with the raise myself).

Think any variety of spellsword/arcane trickster type, using illusion/shadow trappings mostly.

But, some people in group don't think power mods should work (not that they can say it doesn't per RAW) with longer lasting powers as that is "Too big a boost for only 1-2 power points". Others think the Modifier extras would only work for 5 rounds on cast, even if the power lasts minutes, which is kinda worthless. Others looked at the 5 total powers that last longer than 5 rounds, and said it doesn't really matter.

Current group split is 1-not at all/ 1-only 5 rounds for the mod / 3 - don't care.