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Athas
April 11th, 2009, 08:55 PM
First off, great program.

now down to business.
Trip power has gives you the choice of 'selective' power feat rather than 'Selective Attack' Extra [gives validation error] which it should be since it requires a Str or Dex check (and is what is in Ultimate Power book).

Thanx

Colen
April 14th, 2009, 12:58 AM
Thanks, this slipped through the cracks because it doesn't really have a saving throw like other powers. I'll get it corrected in the next version.

Nigel Fogg The Wayfarer
April 21st, 2009, 11:59 AM
Afraid I've found another one that has slipped through the cracks. :-( Vehicles and Headquarters are showing up on the PDF & regular printout with the words "Power Points Spent" when it should be "Equipment Points Spent"

My GM & fellow players love the product. Even got some to sign on to the idea of using Hero Lab for our 3.5 D&D game. When are you going to make a module for SAGA Edition Star Wars? ;-)

Colen
April 29th, 2009, 08:54 AM
Thanks, I'll try to get the "Power Points Spent" thing fixed. :)

Unfortunately, data files for Star Wars are probably not feasible; to do them, we'd need to get a license from LucasArts, which would not be easy to do unless we put 5 figures down on the table...

Qzap
May 4th, 2009, 12:23 PM
I love this program. My Gaming group loves this program. Well all love this program. Know that I have gotten that out of the system, some issues that we have found.

1) When changing character sheets into PDF format output, the pictures that we have imported to the sheet goes gray and pixulated.

2) The Density power adds super-strength, but does not let you attach extra like shockwave or thunderclap like the actual power.

3) If you make equipment and want to store it temporally in your HQ there is no way to bring it back out to your character. It incorporates it into the HQ powers.

4) This is just a suggestion. The main sheet has a slot of your super power characters name, but no place for a Secret ID. Our group would like to see a section just for Secret ID's. (Name, Race, Occupation, Contact Names and Occupation, Proffession, etc...). Yes I know there is a background notes section, we would just like to see something more professionally done.

Keep the support up. Thanks

Gaming Monkey Qzap

Nigel Fogg The Wayfarer
May 11th, 2009, 08:35 AM
Since Qzap just mentioned HQs, ;) , I thought I'd ask if you intend to add the features mentioned in the M&M Book of Magic (Dual-Sized, Sealed, Self-Repairing, etc.) to the list one chooses from.

Right now I'm listing the "additional" features under Equipment but it sure would be nice to have them right there with the HQ. Mine has several levels of Temporal Limbo (time flows 25x faster on the inside...so one can spend a full day researching in the library inside while only an hour passes for the outside world) and it is Dual-Sized.

Colen
May 11th, 2009, 04:17 PM
I love this program. My Gaming group loves this program. Well all love this program. Know that I have gotten that out of the system, some issues that we have found.

1) When changing character sheets into PDF format output, the pictures that we have imported to the sheet goes gray and pixulated.

2) The Density power adds super-strength, but does not let you attach extra like shockwave or thunderclap like the actual power.

I'll put these on the to-do list.


3) If you make equipment and want to store it temporally in your HQ there is no way to bring it back out to your character. It incorporates it into the HQ powers.

Whoops, this is a really obvious thing to do, but it hadn't occurred to me at all! I'll get this resolved for the next version.


4) This is just a suggestion. The main sheet has a slot of your super power characters name, but no place for a Secret ID. Our group would like to see a section just for Secret ID's. (Name, Race, Occupation, Contact Names and Occupation, Proffession, etc...). Yes I know there is a background notes section, we would just like to see something more professionally done.

This is probably one of our most-requested features, but everybody wants something different from it - your group wants somewhere to put your secret identity, someone else wants a place to put a quote, someone else wants somewhere to put their superhero team name, etc. The problem is, if I add all of them, there'll be no space for anything else on the Background tab.

I think what I'll do is add a new table on the Personal tab that lets you add as many of these "facets" as you like, and then display them under the hero portrait. That way everyone can use them for whatever they feel like - you can put your secret identity in there, someone else can put a quote, etc. They'll display under the portrait on the character sheet. Does that sound good?


Glad to hear you're enjoying Hero Lab! :)

Colen
May 11th, 2009, 04:18 PM
Since Qzap just mentioned HQs, ;) , I thought I'd ask if you intend to add the features mentioned in the M&M Book of Magic (Dual-Sized, Sealed, Self-Repairing, etc.) to the list one chooses from.

Right now I'm listing the "additional" features under Equipment but it sure would be nice to have them right there with the HQ. Mine has several levels of Temporal Limbo (time flows 25x faster on the inside...so one can spend a full day researching in the library inside while only an hour passes for the outside world) and it is Dual-Sized.

You should be able to add these using the "Custom Feature" at the top of the list for vehicles and HQs. :)

Tauroch
May 27th, 2009, 05:29 AM
Hero Lab is an amazing program that is a terrific aid. However, the variable powers seem to incorrectly calculate the number of PP available for alternate powers. They use the PP cost of the Array power, for instance, instead of providing 2pp per rank of Array. This means that if the Array has a flaw, the program gives you 1pp per rank instead of 2pp.

Colen
June 1st, 2009, 01:33 PM
I believe this is correct behaviour - you're applying the flaw to the Array, not to the powers within the array. If you want to apply it to the powers within the array, apply it to each of them and everything should behave as you expect.

Nigel Fogg The Wayfarer
June 27th, 2009, 06:53 AM
Hello again :)

Just wondering if the HQ features (and maybe some of the other things) in Book of Magic might make it into HL. :)

Keep up the good work. :)

Nigel Fogg The Wayfarer
July 5th, 2009, 06:22 AM
Hello all. :-)

After making up some characters for this past Saturday's game I noticed two problems. One with just the printout and one with both the onscreen computation and the printout.

Printout only: Even though one can select what Attack one is specializing in via the drop-down it doesn't print that out on the sheet so the person I made the character for asked "Umm, what does this Attack Specialization" apply to? Granted the higher 'To Hit Bonus' should've given it away but she had a point that it should've been reflected in the Feats area of the printout using the "name" of the power, if one was provided, or somehow identifying which "blast" for example of an Array of blasts that it applied to. Perhaps putting a Slot One, Slot Two, etc. tag on Arrays?

Speaking of Arrays, all the slots say (Alternate) next to them. It would help if the base/default power in an Array was identified with the word (Base or Default) instead. :-)

Onscreen & Printout. Bought an Undercover Vest as Equipment for a character. Checked the box to have it "in play" and neither on-screen nor in the printout did it include the +3 to Toughness one is supposed to get. I didn't check the Undercover Shirt to see if the + 2 is also being ignored but I suspect it is. :-(

Speaking of Protection, is it possible to have a on/off selector box for Protection? I have a character that has Protection (general) and Protection (only vs. magic) and I would prefer that the (only vs magic) NOT be automatically included in the Toughness displayed since it only counts when hit by an attack/effect with descriptor of magic.

Hopefully these are getting to you guys in time for the fix to make it into the next update. Keep up the good work. :-)

Nigel Fogg The Wayfarer
July 7th, 2009, 03:04 AM
Hi again,

:eek: I had a feeling something was not "right" about a character HL (with UP supplement) was letting me build.

It allowed me to pile on Power Drawbacks (Power not Character) and reduce the FINAL cost of some powers to - and some even gave me points back!

That's a no-no per UP, page 108. The minimum cost for a Power is 1 point no matter how it is constructed. It is true that you can get more bang for your buck due to "fractional costs" BUT the point remains, you have to spend at least one point for that Power.

Sorry to be the bearer of bad news. :( Hope this is in time for the next update to the software.

Keep up the good work,
Nigel Fogg, The Wayfarer
:)

Nigel Fogg The Wayfarer
July 13th, 2009, 04:34 PM
Hello again,

Hope this is in time for the next update. Would it be very difficult to have the points spent on a power be printed out. Perhaps along with the action/duration?

This would be helpful for those who have the mimic power and wonder if what they are trying to mimic (be it of a friend or foe) is within their power point limit, per U.P. page 173.

Thanks in advance. Keep up the good work.
:)

Colen
July 21st, 2009, 03:45 PM
Hello again :)

Just wondering if the HQ features (and maybe some of the other things) in Book of Magic might make it into HL. :)

Keep up the good work. :)


The next update to the M&M data files will probably just be a bug fix release - there are a number of outstanding issues that have been reported since the last release, and we're in the middle of Gen Con preparation (including releasing new versions of 2 separate products) right now.

After Gen Con, I want to do another update including new material from one of the books, either Warriors & Warlocks or Book of Magic.


Onscreen & Printout. Bought an Undercover Vest as Equipment for a character. Checked the box to have it "in play" and neither on-screen nor in the printout did it include the +3 to Toughness one is supposed to get. I didn't check the Undercover Shirt to see if the + 2 is also being ignored but I suspect it is. :-(

Equipment like armor doesn't stack with any other bonuses to Toughness. So if I have Protection 5 and then wear an Undercover Vest, the vest has no effect. If you start a new character and equip a vest, it should give him the bonus.

Thanks for all your other suggestions / bug reports - I'll try to get them implemented. :)

Nigel Fogg The Wayfarer
July 24th, 2009, 08:11 AM
The next update to the M&M data files will probably just be a bug fix release - there are a number of outstanding issues that have been reported since the last release, and we're in the middle of Gen Con preparation (including releasing new versions of 2 separate products) right now.

After Gen Con, I want to do another update including new material from one of the books, either Warriors & Warlocks or Book of Magic.




Equipment like armor doesn't stack with any other bonuses to Toughness. So if I have Protection 5 and then wear an Undercover Vest, the vest has no effect. If you start a new character and equip a vest, it should give him the bonus.

Thanks for all your other suggestions / bug reports - I'll try to get them implemented. :)

Okay, I'm not sure why armor doesn't stack but the bonus from the Undercover Vest DOES show up IF it is more than the bonus from Protection AND/OR if you put "force field" on the Protection to represent Toughness that isn't always there.

Have a new problem though :eek:

If you put the "limited - narrow" Power Flaw (in this case magic) on the (Saving Throw) Protection you buy under the Powers Tab some math takes place that I believe is in error. I'm going to try and attach the screenshot but if that fails to come through..... the -3/r of the PF makes the cost become -.3333333/r and thus you can buy (Saving Throw) Protection 2 on WILL and GET BACK 6 points. It does not matter if those 2 are less than/equal to/greater than your WILL. :o

Have fun at GEN Con....still deciding if I want to go to it. lol

Colen
August 4th, 2009, 11:33 AM
Okay, I'm not sure why armor doesn't stack but the bonus from the Undercover Vest DOES show up IF it is more than the bonus from Protection AND/OR if you put "force field" on the Protection to represent Toughness that isn't always there.

Can you give me a specific example that isn't working the way you expect? The vest bonus showing up if it's more than your innate protection is correct - it just doesn't add to your innate protection.


If you put the "limited - narrow" Power Flaw (in this case magic) on the (Saving Throw) Protection you buy under the Powers Tab some math takes place that I believe is in error. I'm going to try and attach the screenshot but if that fails to come through..... the -3/r of the PF makes the cost become -.3333333/r and thus you can buy (Saving Throw) Protection 2 on WILL and GET BACK 6 points. It does not matter if those 2 are less than/equal to/greater than your WILL. :o

Thanks, I'll see if I can fix this.

Colen
August 4th, 2009, 02:05 PM
I had a further thought about this:

If you put the "limited - narrow" Power Flaw (in this case magic) on the (Saving Throw) Protection you buy under the Powers Tab some math takes place that I believe is in error. I'm going to try and attach the screenshot but if that fails to come through..... the -3/r of the PF makes the cost become -.3333333/r and thus you can buy (Saving Throw) Protection 2 on WILL and GET BACK 6 points. It does not matter if those 2 are less than/equal to/greater than your WILL. :o

Is it really appropriate to put flaws on your base saving throws? If you wanted to limit your saving throws in some way, isn't it a better idea to add a Weakness or Vulnerability to the condition, instead of meddling with the saving throw itself?

Nigel Fogg The Wayfarer
August 5th, 2009, 07:21 AM
I had a further thought about this:



Is it really appropriate to put flaws on your base saving throws? If you wanted to limit your saving throws in some way, isn't it a better idea to add a Weakness or Vulnerability to the condition, instead of meddling with the saving throw itself?

I would agree that it should be a weakness or vulnerability if it was to the BASE saving throw. In this case I'm putting a limitation on the ENHANCED portion of the Toughness saving throw & please note, this is a specific error to (Saving Throw) Protection. If the incoming attack doesn't have that descriptor then the plus-up to the saving throw doesn't kick in. :)

Colen
August 19th, 2009, 02:54 PM
So the effect you want is that the "Impervious" extra on your Toughness save is limited to only during the day, or something similar?

That seems a little "meta" to me - it's like wanting to apply an extra to Protection only under certain circumstances. You're wanting to apply something like the "Limited" power flaw, but you want to apply it to the Extra, not the power itself. As I understand it, that's not something the rules support.

I think the best solution here is to create a new extra, maybe with a cost of 0.5, that acts like the Impervious extra but only works half the time. That way you can apply your new extra to the "(Saving Throw) Protection" power, or a regular Protection power, and have it work appropriately.

Foolkiller
September 1st, 2009, 10:42 PM
Hello, I've recently got HL and have been using it to put in my groups characters. I've noticed a few things I didn't notice before for some of the characters, so I am quite happy with it. It is helping me correct people's characters and save them a few points here and there.

But I noticed that the cost of Tremorsense is showing up at 2 instead of 3. Accurate Touch 2pts + Ranged Touch 1pt.

As well one of the characters uses a Blowgun, I didn't see that in there on the already created list.

Other then that I haven't encountered a couple of requests:
Is it possible to include multiple pictures on the PDF print outs? My group likes having their in and out of costume looks, or profiles and full bodies.

Can the attack area of the powers include the area of affect, as well as the Reflex saving throw to avoid the General Area attacks? I find for some of newer players find it easier if everything is in one place instead of flipping back and forth.

Thanks for the great program!

Nigel Fogg The Wayfarer
September 12th, 2009, 06:55 PM
Since Foolkiller mentioned having the dimension of AoE in the printout I got a little curious.

The 5x75 dimensions of Wayfarer's AoE (line) STUN 3 attack print out. Perhaps this is only working for some types of AoE?

Anyway, my curiosity led me to the discovery that when I added Progression, Area to my audible Illusion power it put (10 ft. area) on the printout. Now, that seems to match the write-up in Ultimate Power BUT the pop-up/bubble description in the software says 10 ft. radius.

I know this may sound nit-picky but the Area of a circle is Pi x (radius squared). So a 10 Sq. ft. area circle would have a radius of approx. 1.784 feet which is essentially the square or hex the character is standing in if the effect isn't ranged or a single target square or hex if it is ranged. Whereas a circle with a radius of 10 ft. has an area 314.159 Sq. Ft.

I thought I'd be remiss if I didn't point it out & as you can see it makes quite a difference. ;)

Keep up the good work. :)

Colen
September 21st, 2009, 11:59 AM
Nigel Fogg: Good catch, according to Ultimate Power p57: "Your illusion occupies an area 5 feet in radius by default. To increase the size of the illusion you can create, apply the Progression power feat". So it should say 10 ft. radius, not 10 ft. area. I'll correct that.

Nigel Fogg The Wayfarer
September 21st, 2009, 01:42 PM
Hey there.

I think it will probably have to be handled as a House Rule, or GM-Approved Extra or just an "understanding" the GM & Player have. :)

Colen
September 21st, 2009, 01:53 PM
Foolkiller: According to the Ultimate Power errata, Tremorsense costs 2 points instead of 3.

I just tried adding a Blast (Explosion Area), and it shows the save DC and explosion radius properly in the power description. Which power is not displaying the area / DC properly?

Finally, I'll see if I can do something about printing multiple pictures on the character sheet, but it would an optional setting you'd have to turn on.

Foolkiller
September 23rd, 2009, 09:50 PM
Oh, sorry about that, I must have missed the errata. Thanks for clearing that up.

As for the areas showing up, it is under the Power section, but I am not seeing them listed under the Attacks area. For example one of my teammates has an "Earth Rupture" attack, a line attack. In powers it lists the length of it, but not under attack. As well the only DC I am seeing that shows up is the Toughness DC, there is no Ref DC for area attacks (that are general). I've got a bunch of new players and the easier it is to get answers for what they are doing and how it works, the quicker combat can go.

And what about the blowgun? Will that be added in with the rest of the Mecha & Manga rules?

As for the multiple pictures, having it as an option is perfect for me. Only a few of our characters would need more then one picture.

Thanks for your time.

Colen
October 7th, 2009, 01:48 PM
Ah, I see what you mean for the area problem now. I'm not sure if I can tackle that easily, but I'll give it a look.

Yes, the Blowgun will be included with the Mecha & Manga update.

Nigel Fogg The Wayfarer
October 17th, 2009, 07:14 AM
Hello all. :)

While helping one of my fellow players last night with his replacement character, I saw that under Healing the Power Feat: Reversible was still selectable when Ultimate Power, page 56, specifically states that the PF: Reversible does not apply to Healing. :eek:

Hope this is in time to make the next update. :)

Colen
October 20th, 2009, 11:28 AM
Thanks, I'll get this fixed.

bkcurley
November 11th, 2009, 01:17 PM
I purchased the supplemental package to get support for the options in the Masterminds Manual, but I see that enabling the Tactical Movement option in Chapter 8 isn't listed. Is this in the works, simply not feasible, or what?

Thanks.

bkcurley
November 17th, 2009, 09:55 PM
I have installed the latest version and all updates on a 64-bit Vista SP1 system. I've installed the program into the following directory: "c:\users\brian\HeroLab"

I want to use the Alternate Save Folder setting to have portfolios saved in my documents directory (c:\users\brian\documents). But when I double-click on "Up One Level" until I shows the current directory as c:\users\brian, I do not see the Documents folder. In fact I don't see any of the system created folders (i.e. Downloads, Music, Saved Games, Videos, etc).

When I use the normal "Save Portfolio" dialog, I can navigate to the Documents folder normally.

The Alternate Save Folder dialog also won't allow me to manually enter the path to the Documents folder.

Is it possible to manually edit one of the XML files and force the path that way?

Other suggestions?

Thanks,
Brian Curley

Colen
November 23rd, 2009, 12:53 PM
I purchased the supplemental package to get support for the options in the Masterminds Manual, but I see that enabling the Tactical Movement option in Chapter 8 isn't listed. Is this in the works, simply not feasible, or what?

Thanks.

There are so many optional rules in the Masterminds Manual that I usually wait for people to ask before implementing them. I'll see if I can get this into the next update. :)

Colen
November 23rd, 2009, 12:58 PM
I have installed the latest version and all updates on a 64-bit Vista SP1 system. I've installed the program into the following directory: "c:\users\brian\HeroLab"

I want to use the Alternate Save Folder setting to have portfolios saved in my documents directory (c:\users\brian\documents). But when I double-click on "Up One Level" until I shows the current directory as c:\users\brian, I do not see the Documents folder. In fact I don't see any of the system created folders (i.e. Downloads, Music, Saved Games, Videos, etc).

When I use the normal "Save Portfolio" dialog, I can navigate to the Documents folder normally.

The Alternate Save Folder dialog also won't allow me to manually enter the path to the Documents folder.

Is it possible to manually edit one of the XML files and force the path that way?

Other suggestions?

Thanks,
Brian Curley

I'm not sure why you can't navigate to that folder; it might be a bug in Hero Lab, I'll have to investigate it. :(

To solve your problem, save a file manually in the folder you want to keep your files in. Then try to select an alternate save folder - unless you selected one before, it should start off in the last folder you saved / opened something from.

Alternatively, if you keep selecting "Up one level" in the "Select Alternate Save Folder" dialog, you should eventually get to the top level, where you can choose "My Documents" to save stuff in - this should be the directory you want.

Hope this helps,

Nigel Fogg The Wayfarer
December 8th, 2009, 09:02 AM
Hi there,

Sadly I have to report a glitch with the printout. When you use the 'Device as Equipment' option when purchasing Equipment it does the calculations just fine but on the sheet it lists the cost paid as PP not EP.

Keep up the good work, hope this is in time to make it into the next update,
Nige Fogg
:)

Nigel Fogg The Wayfarer
December 13th, 2009, 08:58 PM
Hello again. :)

Last Saturday's game exposed a problem with Arrays.

One of the players brought in a new character. We're playing at PL 11 and mid-combat he uses a power from an array & all is cool until he's asked "what is it ranked at?" by the GM.

Eyebrows shoot up and much murmmuring around the table as folks wonder how he could afford that. Turns out it was "legal" according to the software because it allowed him to buy the Array up to rank 23, here, let me say that again, rank 23 in a PL 11 game, so he had 46 points to spend in that slot for a rank 9 (5/rank) power. :eek:

So what I'm saying is, Hero Lab needs to also throw a flag on the play when the Array power structure exceeds PL limit in addition to making sure the slots don't exceed PL.

Yes, I went back and checked post-game on my copy of the software and it will let me crank the Array beyond PL without notifying me that's a no-no.

Hope this and my previous post aren't too late for the next update.

Keep up the good work,
Nigel Fogg, aka The Wayfarer

Woodclaw
December 14th, 2009, 09:28 AM
Hello again. :)

Last Saturday's game exposed a problem with Arrays.

One of the players brought in a new character. We're playing at PL 11 and mid-combat he uses a power from an array & all is cool until he's asked "what is it ranked at?" by the GM.

Eyebrows shoot up and much murmmuring around the table as folks wonder how he could afford that. Turns out it was "legal" according to the software because it allowed him to buy the Array up to rank 23, here, let me say that again, rank 23 in a PL 11 game, so he had 46 points to spend in that slot for a rank 9 (5/rank) power. :eek:

So what I'm saying is, Hero Lab needs to also throw a flag on the play when the Array power structure exceeds PL limit in addition to making sure the slots don't exceed PL.

Yes, I went back and checked post-game on my copy of the software and it will let me crank the Array beyond PL without notifying me that's a no-no.

Hope this and my previous post aren't too late for the next update.

Keep up the good work,
Nigel Fogg, aka The Wayfarer

Maybe it's just me, but based on my knowledge of the rules the array power is not caped since it isn't an attack, defense or saving throw power, it's justa container. All the powers withint the array must be bought accoring to the caps, but not the array as a whole.

It's GM job to ensure these rules aren't abused.

Nigel Fogg The Wayfarer
December 14th, 2009, 10:01 AM
Maybe it's just me, but based on my knowledge of the rules the array power is not caped since it isn't an attack, defense or saving throw power, it's justa container. All the powers withint the array must be bought accoring to the caps, but not the array as a whole.

It's GM job to ensure these rules aren't abused.

Yes, the GM called a halt to using that power specifically and wanted a closer look at other slot powers in that array once this came to light.

After consulting U.P. page 108 and onward I see that there isn't an in-print limit. Perhaps Green Ronin should be notified. ;) As it says about a Container, it's all about equivelance.

Since the Array generates the power power available to spend it should be capped. The slot was "legal" because the software "saw" rank 9 but didn't take into consideration those were 45 points spent on that power. That's a heck of an advantage you get by sneaking under the wire.

I mean, you're getting a heck of a discount as it is by having a slot power valued at 22 power points (presuming a rank 11 array generating 22 pp for slots) and only playing 1 Power Point for it thanks to the power structure. Being "forced" to keep a 5/rank power at rank 4 because you "only" have 22 pp to "spend" in that slot seems perfectly reasonable to me.

FYI: our GM considers the very existence of Arrays to be an unfair advantage for us but has conceeded to allow them provided the array only has 5 or fewer slots. Hence you can see why the rest of us called foul on a rank 9, 45 pp power while the rest of us stayed within the boundary of 22 pp.

Also for the record, I do believe it was an innocent mistake by the player who simply thought, "hey, the software lets me get away with it so it must be legal."

Plus the printout doesn't show how many pps have been spent on each slot so a quick glance at the power on the sheet wouldn't have alerted him or the GM.

I do concede that he should've seen the Array 23 & points spent. ;)

Duggan
December 14th, 2009, 02:57 PM
After consulting U.P. page 108 and onward I see that there isn't an in-print limit. Perhaps Green Ronin should be notified. ;) As it says about a Container, it's all about equivelance.

Since the Array generates the power power available to spend it should be capped. The slot was "legal" because the software "saw" rank 9 but didn't take into consideration those were 45 points spent on that power. That's a heck of an advantage you get by sneaking under the wire.
Not entirely sure what you're getting at here. It sounds like it's legal because the effect in consideration was indeed a rank 9 power that happens to have cost 45 pp. The player paid the cost to get those extras on their power and it hasn't hit caps, presumably (not even accounting for that a power that doesn't force a save isn't capped except by GM decision). (worth noting too that the use of an Array structure instead of just a base power with APs is a slightly artificial thing added in UP to simplify things like adding drawbacks which restrict switch powers in the array).

I mean, you're getting a heck of a discount as it is by having a slot power valued at 22 power points (presuming a rank 11 array generating 22 pp for slots) and only playing 1 Power Point for it thanks to the power structure. Being "forced" to keep a 5/rank power at rank 4 because you "only" have 22 pp to "spend" in that slot seems perfectly reasonable to me.
Indeed, if the base power of your array is only 22 pp, you should only be able to spend 22 pp on alternate powers. That is reasonable. But, well, it sounds like the base power is 45 pp, which is not 22 pp. I'm not following your analogy. If you're referring to the idea that if you have a sufficiently expensive base power, you can get APs that draw from the same pool, yes it is a nice cost savings, something almost necessary if you want a character with more than a single attack and a single defense. The drawbacks have been discussed at length on the Atomic Think Tank, but basically it comes down to a) you can only have one power on at a time (outside of Dynamic Arrays which have their own costs), b) if one power is nullified, they all are, and c) it still costs you 1 pp per AP which means you still have to economize sometimes.

FYI: our GM considers the very existence of Arrays to be an unfair advantage for us but has conceeded to allow them provided the array only has 5 or fewer slots. Hence you can see why the rest of us called foul on a rank 9, 45 pp power while the rest of us stayed within the boundary of 22 pp.

Also for the record, I do believe it was an innocent mistake by the player who simply thought, "hey, the software lets me get away with it so it must be legal."
I'm still a bit confused about this "boundary of 22 pp". Since the power was legal, unless he had more than 5 powers in his array, I don't see where he went wrong at all. I mean, it's obvious that that particular base power had a lot of extras layered onto it, right?

Plus the printout doesn't show how many pps have been spent on each slot so a quick glance at the power on the sheet wouldn't have alerted him or the GM.

I do concede that he should've seen the Array 23 & points spent. ;)
This actually might be a nice idea, showing the number of PP on the sheet so that quick math can be done at the table for Power Stunts ("My Telekinetic Perception Penetrating Selective Area Blast (TPPAB for short) 9 cost me 45 pp. I need to get from here to China really quick, so I'm going to AP Burst Area Burrowing 22 to dig a tunnel for the team from here to China by battering my way straight through." "*shocked silence* Are you... certain you want to dig a straight line through? Is everyone OK with this?" General assent by teammates who think this is terribly clever. "Alright... roll a DC 35 Damage check for going through the molton core of the earth, and then a DC 30 Damage check for the crushing influx of the Indian ocean on the other side. Oh, and the Earth is tearing itself apart through your somewhat misguided use of brute force to go from Point A to Point B. Oh, and you're fatigued starting in your next round.")

^_^ Ok, extreme case, but I need my amusements.

Nigel Fogg The Wayfarer
December 14th, 2009, 06:43 PM
Okay, let me try to clarify.

Our GM would truly wish we had to pay through the nose & thus wishes Arrays never existed so we'd have to buy all powers straight up.

Now, since he's not a tyrannical despot, well not too much of one, he has allowed Arrays that have a default power and 4 other slots.

He is okay with a Rank 11 Array which provides 22 pp to play with in each slot. He was unaware that Hero Lab would let someone crank it up to Rank 23 in order to get 46 pp in order to afford a Rank 9 (at 5/rank) power in a slot. Yes it is legal but it caused a whole lot of heartache at the game table & afterwards. The player has now cranked his Array down to 11 and spent his points elsewhere. He is awaiting GM's, who I am sure is sitting there with a calculator double-checking the math, approval.

Thus, perhaps a House Rule selector button under Configure Hero that says Array Power Structure is capped at PL, at 2xPL, and/or 3xPL to give some control over this situation in the future. Those who think it's fine for there to be no upper limit to the rank of the Array Power Structure itself will never check any of those boxes. Making it the same as all the other optional settings. :)

FYI, he'd hate the burrow through the planet idea. He already thinks M&M is way too generous with speed & ranges & such. He doesn't like my postulation that Green Ronin wants us to be The Fantastic Four vs Galactus not mediocre heroes who would require the 2 lvl boost of Extra Effort to shoot a laser from one side of a football stadium to another. :p

Only seeking to have a level playing field where all players are effectively equal in power / 'pecking order' (I'm sure you know what I mean by that) no matter how their powers are configured,

Nigel Fogg, the Wayfarer :)

Woodclaw
December 15th, 2009, 11:50 AM
Well, given the fact that there are some exaple powers on UP that are 5pp/rank and that all the main combat powers are PL capped anyway, I think that the problem is more a matter of revising the single AP rather tahn the array power itself.

Nigel Fogg The Wayfarer
December 21st, 2009, 05:46 AM
Hi again,

:eek: I had a feeling something was not "right" about a character HL (with UP supplement) was letting me build.

It allowed me to pile on Power Drawbacks (Power not Character) and reduce the FINAL cost of some powers to - and some even gave me points back!

That's a no-no per UP, page 108. The minimum cost for a Power is 1 point no matter how it is constructed. It is true that you can get more bang for your buck due to "fractional costs" BUT the point remains, you have to spend at least one point for that Power.

Sorry to be the bearer of bad news. :( Hope this is in time for the next update to the software.

Keep up the good work,
Nigel Fogg, The Wayfarer
:)

Well, hate to be going back to this old post from last July but I just discovered that HL still let's a person pile on Drawbacks & end up EARNING power points. lol

For example: Strike 4 costs 4 points. Put 6 points worth of Drawbacks on it and it doesn't stop at a cost of 1 it rolls on to a value of -2 thus getting you are refund which is not legal. If you make it Strike 4 with a Power Flaw then you only need 3 points of Drawbacks to get to the -2 value. Oops. :o

Nigel Fogg, aka, The Wayfarer

Colen
December 21st, 2009, 11:42 AM
Strange, I thought I'd fixed that. I'll double check and see what's going on.

Thanks for the other bug report, I'll get that resolved. I'll also see if I can add a "limit array rank to power level" optional rule. It's a house rule, but I can see why you'd do it, and it shouldn't be a lot of work.

Nigel Fogg The Wayfarer
December 21st, 2009, 07:06 PM
Strange, I thought I'd fixed that. I'll double check and see what's going on.

Thanks for the other bug report, I'll get that resolved. I'll also see if I can add a "limit array rank to power level" optional rule. It's a house rule, but I can see why you'd do it, and it shouldn't be a lot of work.

Colen,

You did fix it for the Power Flaws. It's the gremlin of Power Drawbacks that is still at fault. ;)

Nigel Fogg The Wayfarer
January 6th, 2010, 05:04 AM
Thanks for the update yesterday. :)

Quick questions: why does Color Control now have an "affects:____" drop-down selector box? Why does said box come up with "nothing to select!" when you try to accomodate it? ;)

Sorry to be so picky. ;)

Nigel Fogg, aka The Wayfarer :)

Colen
January 18th, 2010, 06:40 PM
No idea - I may have screwed up a copy & paste while I was fixing stuff for the last update. Thanks for the report, I'll get this fixed. :)