I've been trying to construct a power with a Fading -like characteristic but, since that limitation and others don't fit well, I decided to craft something new.
Fade-Out: A power with this limitation will begin with full strength when activated, and be maintained at that level for three pages. Each subsequent page thereafter, the power will loose one level of strength until it has reached 'zero'; at which point it turns off and cannot be reactivated until the character takes a panel to rest. This limitation can only be applied to a power that can be bought at weaker versions.
My questions:
1/ Is 3 pages to long a period for the power to be sustained before degradation begins?
2/ Is the 1 panel of rest too quick for recovery?
3/ Is the description missing any language that would make it more clear? [Edit: Just added this point.]
Any input would be greatly appreciated.
Thanks;
Ben
Last edited by MrJupiter on Wed Nov 02, 2011 5:46 pm, edited 1 time in total.
It might help if you let us know what kind of super power your trying to model
At first glance your Fade-out seems to be like fading, only it works for longer before fading, it also replenishes faster. In comparison to Fading your disadvantage isn't quite as disadvantageous
Would anybody ever take Fading over Fade-out? From a purely power/munchinkin game perspective your disadvantage gives the same point for less inconvenience, so why would anybody take fading?
Thanks for the response WaylanderPK, and good points. Fading is a limitation that applies its degrading effect on a power each time it is used, replenishing each new scene or by the player taking 1 or more panels to rest. I like this limitation and have used it for many builds but, for the effect I was trying to create, it just didn’t fit – and neither did any of the others. For me, it’s more about the ‘effect’ of the limitation on a power rather than the advantage/disadvantage: in BASH, a Munchkin can only save 1 character point with a limitation.
Fade-Out is meant to make the hero sweat it out a bit. The meter’s running! Once it’s on, it’s on – and won’t last long. For example: In combat, Deepfreeze will probably wait until Broad Brawler charges him before activating his Ice Armor 3 (Limit: Fade-Out) power; because once it degrades to nothing and he becomes a sitting duck while taking the time to Rest! [Hey BASHMAN can a character actually “Rest” while a brawny thug like Broad Brawler is knocking the stuffing out of him? LOL]
BASH’s Fading limitation can offer a substantial period of time before many powers would begin to diminish. Flight, for instance, could go on for an entire scene without degrading. With Fade-Out, I wanted to create an effect where the power kicks in hard but quickly looses steam and is gone: unable to return without the hero/villain putting his/herself into that vulnerable position of having to ‘Rest’ for an entire Page “…in which you do nothing but move at half speed” (pg 37 in Energy Cost).
All limitations have applications where they fit well with some powers yet would suck when applied to others. For instance I would almost never use a limitation like Finite, which will quickly nix a high-level power for the rest of the – entire – Issue/game session, unless it made for a cool effect.
With Fade-Out, I just want to make it an interesting effect that can be applied to a power – that will also do its job of actually limiting the super ability in a genuine way. Would shortening the duration that the power can maintain its maximum level from 3 Pages to 2 work better? Should the player be forced to take 2 pages of Rest before the power will reactivate (and if so could they “Push a Power” to bypass this)?
So what do you BASH Forum-teers think could improve this limitation?
Yes, that's kinda where I was going with Fade-Out already. I gave it the 3 pages of the power staying at full level so there would be a short period where the benefit of the power could be counted on before degrading. [I'm thinking I might lower this to 2 pages, though.]
That grace period is kinda a balance to the way that Gradual might take 2 to 5 pages to gather strength, but when it does is there for the balance of the scene. I really like the fact that Gradual offers alternative triggers to power level gains (the example mentioned show that it could be recieved damage that bumps up your power's strength).
I'll try to work in some kind of framework for alternate triggers besides time.
Thanks, WyalanderPK, for mentioning that Limitation.
Sounds cool, I think I see where your coming from now. I think youd need to playtest it to get the length before degradation right. Could be cool for a gas explosion that fades-out,or wall of fire that slowly goes out