05-17-2018, 10:41 AM
(05-17-2018, 10:23 AM)Handsome Jack Wrote: Generally speaking, you should be using the information, including energy drain or other weaknesses, as a guide when making Moves which build on your Powers.
Yup. That's really good advice, and something I look for when approving moves that build off powers.
(05-17-2018, 10:23 AM)Handsome Jack Wrote: Ignoring the drawbacks of a Power when building a Move that uses it is tantamount to trying to circumvent the balancing of that Power. If you, say, made a Burst Movement Move that allowed you to rapid fire quick jukes and dashes for no energy drain, it'd be unbalanced.
Which is why stuff like that won't get approved.
That said, if you charged up, then did some burst movements, you could get away with a lower fatigue cost as you'd be trading out the fatigue drawback for something else.
As your comments on Viola, yeah. Those are correct. I have nothing for her that physically speeds up to slows stuff down, at the moment anyway. That said, if I made something with a charge time, then had it slow down stuff, it wouldn't necessarily have to be tiring (depends on the strength of the move). But I obviously couldn't write down something the power could already do, but with lesser drawbacks.

