ValhallaGH wrote:Dealing Mega Damage is certainly worth a +1 racial ability (if not more). It is worth it precisely because it allows the character to hurt potentially anything, and in Savage Worlds if you're allowed to try then you can succeed spectacularly.
That's an important lesson for every Savage GM to remember. Otherwise you'll allow a roll, have it succeed wildly despite the odds, and then have to negate the result. Which leaves you looking like an ass, generally leaves the players in a foul mood, and reduces the fun of everyone.
I am inclined to down cost the ability to do MD. Sure, it allows the possibility to do mega damage. So does a vibro knife that pretty much every IF receives for free at start, and are frankly endlessly available in setting. The vagabond with a vibro knife "could" kill the glitter boy wearing pilot, but in the same token, is incredibly remote.
Why would you take back a roll? If it is some sort of cthulhu monster that is immune to harm, then there is no roll. If you are allowing the attack to happen, and are not telling them "Your attack connects/doesn't connect, and has no effect", then it can kill/destroy the target, regardless of how remote it is. Hmm.
I guess I should ask, with the absolutely abundant availability of MD melee weapons and abilities, why would you cost the ability at +1 - more range, instead of where I would cost it at +0-1 range. I would not cost it more, and could entertain ideas of it being a 1/2 cost ability. It should probably have a cost, if for no other reason then "my custom dbee has MD abilities, cause, like, why wouldn't you, it's free!"