Hi Guys,
Having a little brawl and a query has come up on confusion.
I like this house rules
Our house rules are that if you want to remove the confusion, it takes your entire panel to make the 20 Mind Check. And if you hit a 30 Mind check, you can shrug it off and still keep your panel.
What do you think?
Regards,
Steve
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Confusion
- BeardedDork
- Hero
- Posts: 348
- Joined: Wed Jun 16, 2010 11:00 pm
- Location: The Snow Covered Mountains of Montana
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I've never had it take an action, since confusion doesn't prevent you from taking any actions and never had any balance problems with it.
Since confusion doesn't prevent you from acting, it doesn't make a lot of sense to "waste" actions trying to recover from it rather than just fighting through it for three pages with the dice penalty.
Since confusion doesn't prevent you from acting, it doesn't make a lot of sense to "waste" actions trying to recover from it rather than just fighting through it for three pages with the dice penalty.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- BeardedDork
- Hero
- Posts: 348
- Joined: Wed Jun 16, 2010 11:00 pm
- Location: The Snow Covered Mountains of Montana
- Contact:
A Mind 20 check is also tough, an awful lot of characters would be gambling and losing to try and remove that if it cost an action. rather than just doing what they are doing at a penalty.
It would be a choice, and it would make sense for some characters to make it one way, and others to make it the other way.
Requiring an action to get out of it does increase it's effectiveness considerably, and that should probably be evaluated for balance.
I guess my issue is that confusion can be so many things, some times an action would be appropriate other times not as much. When in one of my first games a player power-stunted confusion and dropped a garbage can on the villain, making that take an action to clear up makes sense. When they, several issues later, ran into a villain who used a fear gas with confusion as a linked power, what kind of action would it be to remove that confusion?
It would be a choice, and it would make sense for some characters to make it one way, and others to make it the other way.
Requiring an action to get out of it does increase it's effectiveness considerably, and that should probably be evaluated for balance.
I guess my issue is that confusion can be so many things, some times an action would be appropriate other times not as much. When in one of my first games a player power-stunted confusion and dropped a garbage can on the villain, making that take an action to clear up makes sense. When they, several issues later, ran into a villain who used a fear gas with confusion as a linked power, what kind of action would it be to remove that confusion?
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
Maybe catching their breath or clearing the air around them?fear gas with confusion as a linked power, what kind of action would it be to remove that confusion?
My two movie inspirations for Confusion are Batman's smoke bombs and Spidey's web in the face. In both cases, the affected bad guys either didn't do much other than struggle with the effect or attempt to fire weapons with horrible penalties.
I don't find that house rule for Confusion any more over-powering than Immobilize or Daze for 2 points. Of course, it's only my two cents
cheers