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Attack/defense trade offs?

Harbinger wrote:
>
>
> How are the Attack/defense trade offs handled? I can't seem to find how
> to set the limits?


Try changing your defense to +15, then changing your toughness to +15
(by giving yourself a +15 CON bonus, for example) - they'll be limited
to +10 each automatically. Decrease one far enough, and the other will
start increasing - Hero Lab handles it all automatically.


What sort of "limits" are you talking about? As far as I'm aware, the
only limit is Def+Toughness or Attack bonus+Damage bonus not going over
2x your power level.


--
Colen McAlister, colen@wolflair.com
Chief Engineer, Lone Wolf Development
 
copied from page 24 of the book

ATTACK/DEFENSE TRADE-OFFS
Although the campaign’s power level defines certain limits, there is some
flexibility to them. Players can choose to lower one power level limit on a
hero to raise another related limit. You can adjust power level limits in the
following ways:
• Attack & Save Difficulty: You can trade-off attack bonus for the saving
throw Difficulty Class modifier with an attack on a one-to-one basis.
So a PL 10 hero could have a +8 attack bonus in order to have a +12
save DC modifier, for example, or a hero that has chosen to have a
+15 attack bonus is limited to a +5 save DC modifier. This modification
does not apply to powers that do not require attack rolls; they
remain limited by the campaign’s normal PL limit on save DC modifiers.
Strength is considered an “attack” for purposes of this trade-off, so lowering
your attack bonus limit increases your Strength bonus limit.
• Defense & Toughness: You can trade-off defense bonus for
Toughness saving throw bonus on a one-to-one basis. So a PL 10 hero
with a +7 defense bonus could have a +13 Toughness save bonus.
Conversely a hero in the same campaign who has a +15 defense
bonus is limited to a +5 Toughness save bonus.
No limit can be reduced to less than 0 in this way and the GM must
approve all such trade-offs. Attack/defense trade-offs allow for some
variety in combat-related bonuses while maintaining power level balance
among the heroes overall.
 
Harbinger wrote:
>
>
> copied from page 24 of the book
>
> ATTACK/DEFENSE TRADE-OFFS

*snip*


Hero Lab handles all this automatically. For example, load up the sample
Battlesuit hero. His Toughness is +12, and his defense is +8, which
trades off 2 points of Defense for Toughness.

Now try increasing his defense bonus by 1. His toughness bonus
automatically drops to 11, because his defense is now 9. Hero Lab also
warns you that his Toughness bonus exceeds the PL limit by 1.


--
Colen McAlister, colen@wolflair.com
Chief Engineer, Lone Wolf Development
 
Can you guys give out an example hadling Attack - DC trade offs?

Here's the deal... I want a Hero/Villian with 3 diff sets of atks:
PL 9
1.- Damage/Strike 14 (the DC should be 19 but HL throws the warning of the traid off but doesnt change the final DC so i'm confused).

2. Damage/Strike 9 DC 24 ( no problems here. Default PL limitations)

3. Damage/Stike 5 DC 29 (Totally Lost here.)

Thank You.
 
Sorry, k3nj1n, just now saw your message. If I'm understanding your list correctly, you want the following:
1) Attack 1 - +14 attack bonus, Damage of 4
2) Attack 2 - +9 attack bonus, Damage of 9
3) Attack 3 - +4 attack bonus, Damage of 14

That's a lot of variation of attacks. Frankly, with how he system is put together, you can't build this as a vanilla character unless attack 2 is a different range than 1 and 3 because you can modify the attack bonus of a power by 1 with Attack Focus, which applies to all ranged or all melee options, or by 2 with Attack Specialization/Accurate, which apply to a single attack. Let's say that 1 and 3 are ranged and 2 is melee for the sake of argument.

First, you need the lowest attack bonus. Let's make his base attack to be +4 (8 pp). Now, we buy 5 ranks of Attack Focus (Ranged). Lastly, buy 5 ranks of Attack Specialization. Create Attack 1 as Strike 14. Create Attack 2 as Blast 9. Create Attack 3 as Strike 4 and set Attack Specialization to Attack 3 (alternately, you could give Attack 3 five ranks of Accurate).

Looking at it again, it would also be possible to make all of the attacks ranged, or all melee, by messing with Mighty and particular values of Strength to increase the damage of certain attacks.

^_^ Does that answer the question?
 
You could also buy the alternate powers with the Accurate and Inaccurate modifiers. Those can only go up or down in increments of 2, though; you'd be able to affect your tradeoffs by 4 or 6, but not by 5.
 
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