John wrote on Nov 4
th, 2009 at 5:13pm:
While I hardly am an advocate of toning down powers. In fact, I am usually accused of making powers TOO powerful. I mean, we are supposed to be SUPER hereos. However, I do feel that ice powers is too easy to abuse.
So without really changing anything, I have done a few things to make ice powers a bit more managable.
So far everything stays as is in the rules, with one exception. I don't limit the amount of armor you can generate. You will see why.
As movement you can create armor out of ice. Fine, but you are SPENDING your movement points to do so. That means, if you create 50adr you spent 50 movement points and can not regain those movement points until that armor is gone. So if you have a total movment of 55 points, you can only move at 5 mp untill that armor is blasted away.
AND each point weighs a pound. That means your agility is adjusted as far as saves and intitiative.
Go ahead speedy, create 200adr, see if I care. Be immobile, be the last in combat with your one attack. I hope not getting hurt is worth the sacrifice!
I see what you're getting at, but if you limit somebody to 5" of movement remaining, that wouldn't mean they would have 5 m.p.h. remaining, only 5" (which means just over 1 m.p.h.).
As Stormdance pointed out, it still becomes problematic if the character has really high Movement (which can result from really good physical stats), Heightened Speed, or even Speed Bonus (one of the few times that power is actually
super powerful!).
We found this to be so problematic (over-powerful) with a PC by the name of White Leopard (run by one of the player's wife) that we have now essentially put it on our "banned" list as just being too powerful (i.e., unbalancing).