Member
|
As the title hints at, this is two things;
Enhanced Trait and Variable do not allow ye to buy Equipment (A hero who can summon up weapons like the old Weapon Summoning power from 2e might decide they just have Enhanced Trait: Equipment 2 or Variable 1 (Limited to Equipment) instead of building all the powers as a Variable or as a bunch of Damage effects). I understand why it's not there as ye can't buy Equipment via the Advantages Tab either, ye just buy stuff in the Equipment Tab and it purchases the correct amount of Equipment Advantage that ye need. It would be helpful if it was selectable via other means however. Is there a way to make the Quirk flat act like the Limited flaw in that it stays on the list so ye may put multiple's on a single power? I know that ye can raise it via that arrow to its right but the character cap in that text box is killer (and I know ye can use Notes, it doesn't look quite as elegant that way). The Feature flat could use that love as well ^_^ |
#1 |
Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
|
Offhand, if you override the Limited Flaw in the editor and change its Uniqueness to No, it will work.
Huh... that's funny. Apparently 3E lets you reduce your points below 0 and it affects your total points spent. |
#2 |
Senior Member
Join Date: Jan 2009
Posts: 223
|
I don't have any trouble adding multiple Feature effects to a single character.
Quirk, on the other hand, could probably stand to be made not unique as a standard. (edit) Ah! I see you meant the extra, not the effect. My mistake. Yes, we should be allowed to have multiples of both these. Last edited by Shadowchaser; February 3rd, 2011 at 02:39 AM. |
#3 |
Member
|
What are ye suppose to do with that .user file? I haven't messed around 'under the hood' of HeroLab
|
#4 |
Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
|
Drop it in c:\HeroLab\Data\Mutants3. I think it will just work by doing that.
|
#5 |
Member
Join Date: Sep 2010
Posts: 32
|
And to answer your other question, you want Create, not Variable. You/your GM will still have to add remove gear from the character as appropriate.
|
#6 |
Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
|
*wince* In general, using Create to build equipment takes you down a dark road of players creating plot coupons left and right. Requiring the player to invest the points in Variable is a decent start, although even there, you have to talk with them to be sure that it's limited to reasonable things like common equipment, weapons, or vehicles. The cost savings of equipment is partly based on it being very specialized and partly on it being very breakable. Having a power that lets you summon any equipment you want and get new ones as the old ones break kind of bypasses the spirit of it.
|
#7 |
Senior Member
Join Date: Jan 2009
Posts: 223
|
Create is NOT meant to buy gear. It only provides a toughness stat over an area, that's IT. You can use the 'Objects' created by Create to do physical damage the way you would by dropping something or throwing something, but it's not meant for things like flashlights, lockpicks, or swords.
Now, for the Equipment thing, if I just want the character to have access to "10 Points in Equipment" I give them a rank 2 Custom Advantage "10 Points in Equipment." I've had to do this for some builds like special forces soldiers who would change out their gear depending on the mission they're on. Last edited by Shadowchaser; February 4th, 2011 at 10:28 PM. |
#8 |
Senior Member
Volunteer Data File Contributor
Join Date: Nov 2009
Posts: 1,502
|
That's how I've done builds in the stock portfolios as well. It would be nice to be able to have powers which add "X ep of equipment" although as noted above in my post, I'm a little leery of allowing equipment summoning at full EP discounts due to the ease of production and replacement.
|
#9 |
Member
|
Quote:
|
|
#10 |
|
|