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[HoE - Classic] Fusion

 
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SniperJuice
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Joined: 06 Jan 2007
Posts: 19

PostPosted: Thu Feb 26, 2009 5:49 am    Post subject: [HoE - Classic] Fusion Reply with quote

I've found this to be one of the more abusive powers in the Doom Sayers Arsenal and was wondering if anyone had found a solution to it, currently in my campaign the power has been reduced to touch, however this has caused people to not want to take it, so I'm looking for a happy medium I was thinking of implementing the same TN system as EMP.
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Fuzyfeet
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Joined: 07 Sep 2005
Posts: 371
Location: Gilroy, Ca.

PostPosted: Thu Feb 26, 2009 7:22 pm    Post subject: Reply with quote

I always pictured this as a welding torch on steroids effect, so if the range was 1 feet/faith level that would make you need to be closer, but with a high enough faith, just out of reach. If that doesn't work, just lowering it to 1 yard/faith level, but I like the visual of a Doomie kneeling at a hatch with one hand propped on the hatch for stability and a beam coming out of the index finger of his other hand wielding it shut.
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SniperJuice
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Joined: 06 Jan 2007
Posts: 19

PostPosted: Fri Feb 27, 2009 6:53 pm    Post subject: Reply with quote

Actually one of my players came up with a solution today, and that solution was to have a reverse power that is the same TN but speed of 2 minutes, making it impossible to do in combat.
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