Steve Posted January 12, 2015 Report Share Posted January 12, 2015 Search appears to be disabled right now, so I'm not sure what threads might exist discussing how to set up a cooldown cycle on a power. I have a power write-up I am working on that involves an ability that takes a little while cooling down after it has maxed out its Time Limit before it can be restarted. I've currently written it up as having both Time Limit and Extra Time, but the Extra Time only affects restarting the ability. The power runs, hits its Time Limit then has a cooldown period before it can be restarted. Is using a form of Extra Time the best way to do cooldown in Hero terms? Quote Link to comment Share on other sites More sharing options...
Greywind Posted January 12, 2015 Report Share Posted January 12, 2015 Search is disabled. Quote Link to comment Share on other sites More sharing options...
schir1964 Posted January 12, 2015 Report Share Posted January 12, 2015 I've seen people try to use Endurance Reserve to simulate this, but it is not really what you are looking for. Basically 'Extra Time', or another way of naming it 'Pre Time', is forcing a minimum amount of time required between each use of the attack. I would simply rename it 'Post Time' and instead of the time required before the attack can be used, the time required is after each use. - Christopher Mullins I have a power write-up I am working on that involves an ability that takes a little while cooling down after it has maxed out its Time Limit before it can be restarted. I've currently written it up as having both Time Limit and Extra Time, but the Extra Time only affects restarting the ability. The power runs, hits its Time Limit then has a cooldown period before it can be restarted. Is using a form of Extra Time the best way to do cooldown in Hero terms? Quote Link to comment Share on other sites More sharing options...
Grailknight Posted January 12, 2015 Report Share Posted January 12, 2015 Extra Time comes closest, you have to decide if the DCV penalty will apply. Sounds like a candidate for a new limitation or at least an expansion of Extra Time. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 12, 2015 Report Share Posted January 12, 2015 Clip reloading times for Charges might another example to help set the value of a custom Limitation. 10 Clip Example: Killing Attack - Ranged 1d6 (15 Active Points); 128 clips of 1 Charge (Increased Reloading Time: 1 Turn; -1/2) - END=[1] Quote Link to comment Share on other sites More sharing options...
Ndreare Posted January 12, 2015 Report Share Posted January 12, 2015 Delayed effect combined with extra time is really designed for this kind of effect. Basically it is like spells that you set up ahead of time or a power that requires 5 minutes to recharge. Once they recharge though they are again available at will as a single attack action. For a cinematic effect like the Confessors Touch from Sword of truth you could add a side effect as endurance drain. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted January 12, 2015 Report Share Posted January 12, 2015 I can see Cooldown as one Recoverable Charge. Easy and clean. Quote Link to comment Share on other sites More sharing options...
WistfulD Posted January 12, 2015 Report Share Posted January 12, 2015 Forcefields are sometimes built as barriers that have the limit "takes a turn (or minute) to restart after shield fails". I think it is a -1/2 limitation, but I don't remember for sure. Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted January 12, 2015 Report Share Posted January 12, 2015 Delayed effect combined with extra time is really designed for this kind of effect. Basically it is like spells that you set up ahead of time or a power that requires 5 minutes to recharge. Once they recharge though they are again available at will as a single attack action. I second this. Delayed Effect plus Extra Time will give you exactly what you are looking for. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted January 12, 2015 Report Share Posted January 12, 2015 There's a limitation in Fantasy Hero that requires time between uses that might work the way you want; its -1/4 for each step up the time chart (so every other phase is -1/4, every turn is -1/2, etc). Quote Link to comment Share on other sites More sharing options...
Steve Posted January 12, 2015 Author Report Share Posted January 12, 2015 I'm currently using Extra Time at half-value for the Limitation. In the RAW, you can have Extra Time (only to activate) at half the normal value. It seems even more limiting to have a time delay between activations instead of just for the first activation, but it is less limiting than a time delay every time the power is started so I'm going with the lesser value of the limitation. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted January 13, 2015 Report Share Posted January 13, 2015 The 'Delayed Use' Limitation in Fantasy Hero 6E (p162) is designed just for this situation. Quote Link to comment Share on other sites More sharing options...
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