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whitekeys

HERO Member
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About whitekeys

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    Winnipeg, MB
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    Casual Superhero
  1. Drain Powers, on non-living things?

    I think we're straying a little bit from the OP's original request. Especially when we started talking about 1st, 2nd, 3rd, and 4th editions! haha I would build it as a Suppress, I think, with a GM hand-waved length of time, like Only lasts until end of battle (+/- ?). That would steer you away from any questions about whether it is destroyed or not.
  2. Success chance of rolls based on maximum value

    The stats for rolling numbers on 3d6 can be found below, along with a comparison for d20 rolls. http://gamesandgadgets.org/theblogs/perrol/dice-odds-for-3d6/ EDIT: To be more helpful, the odds of rolling 12 or under are 74.1%, the odds for rolling 13 or under are 83.8%. But if you're trying to figure out how much of a boost that is to your odds, to go from 12- to 13-, you should put that in the context of the other numbers. That is to say, the biggest statistical increase is to go from 11- to 12-, and each increment above that is slightly less of a statistical increase. I think.
  3. The Two Types Of Standard Effects.

    Where does it state this in the 6E rulebook?
  4. Highly Intelligent Character

    This I agree with, though problems can arise in many different ways.
  5. Highly Intelligent Character

    With respect to your games and style (not a criticism), if it's make-believe, who says you know? I realize that's a stupid question because, obviously, that's the way your games are set up. That's just a problematic statement for me, personally. As soon as someone says they "know" something, or are convinced, about an imagined world, then there are control issues for me. That's why I don't set my games up like that, and mostly the reason why I haven't get along well in other games set up like that.
  6. Highly Intelligent Character

    The perceived ownership of the setting is problematic for me, and, I believe, tends to result in such instances as I previously mentioned where GM's say "Nah, you can't do that." I realize that's probably the standard, for the GM to create the world, but my games always begin with a conversation between all people around the table, coming to some kind of understanding about how the world is supposed to function. You make lots of other great points in your post. Regarding the example you gave, I have a question. Suppose the GM had not necessarily anticipated the solution struck by the Science-super. How would you perceive the GM's hesitancy to allow such a plan to be executed? Of course, this is a line of questioning heading towards "Whats to stop me from making up those kinds of "solutions" all the time?" where, it may not be as obvious for each problem presented by the GM.
  7. Classic Cinematic Battles in Hero

    I respect this answer but I don't like it =P In theory, I totally agree with you: that's how I would play it. But for the task at hand, that leaves too much up to special effects, and takes some of the excitement and the verisimilitude out of casting these has HERO encounters. Of course, they aren't really HERO encounters, but never mind that!
  8. Highly Intelligent Character

    That's so interesting you mention this, Crusher Bob, because that is, in a manner of speaking, my modus operandi constantly, when I play and GM. It's one of the reasons I asked this question because I wanted to know how open other gaming groups were to the idea that players can take creative control of their environment just as much as the GM can. I feel like highly intelligent characters in one instance of player control coming up more frequently. For example: GM: There's a massive problem that's going to kill a lot of people. Player: Well, if my calculations are correct, we should be able to get this and that, attach it to the other thing, and it should save the world. (Without rolling, necessarily). ...as opposed to a character who might have had to shake down someone else for the information, a character who was more capable of just evacuating everyone really quickly, or or a character more capable of punching the problem into submission. It's like... the idea that highly intelligent characters "know" stuff that gives them the authority to come up with pseudo-plausible solutions to problems. I would be crestfallen, to say the least, if I got "Nah, you can't do that" from the GM. It's happened.
  9. Really terrible villains.

    What the joke "should" be, is whatever the OP wants it to be. We're here to give helpful advice, not convert people to our own way of thinking. That being said, don't forget zoot suits! The 1930's MUST have zoot suits. They could be led by someone who is smart, but the execution of plans goes horribly wrong based on a few, seemingly-minor misunderstandings. I think that's a pretty common trope. Incompetent cronies. They could be doing something which they themselves believe to be secondary to their attempt to conquer and not particularly harmful to the world, but for humans would be terrible or devastating. For example, capturing humans and making them do a range of awful things. So, all the while they're attempting to conquer the world by buying up all the stuffed animals and attempting to mind control people with them (Charm, 6-), but in the background, they've kidnapped children and are "sucking the fountain of youth" out of them in order to sustain their power source. Maybe it becomes apparent that their techniques are useless on humans, but that they plan to move onto another world where their abilities will be much more devastating. Now the PCs have to try and stop them tactfully because they are essentially an unarmed foe.
  10. Highly Intelligent Character

    The links are great guys, thanks so much. Especially the ones from Powerlisting.wikia with the reference to characters.
  11. Highly Intelligent Character

    Yes, it's more of about player vs character knowledge. But not knowledge that would be meta-game knowledge, I'm talking esoteric information that your character is familiar with but no one else is, including people in real life. I'm aware that it doesn't pose a hindrance to the flow of a role playing game to lack some tidbit of knowledge, like how the Lorenz Transforms are supposed to be calculated in Special Relativity. You can ignore this paradox by simply rolling the dice to determine success and stating "My character knows how to do this." But I feel there are more creative ways of tackling that issue, it's more gamey that way and less role playey in my opinion. I wanted people to comment on how they view that, not necessarily how they overcome it. Furthermore, I also strongly object to the idea that the GM is supposed to fill in all those gaps, as was suggested by a previous comment. I feel like that gives all the creative license to the GM, when the players are just as creative, not to mention the increased burden of having to improv on the spot. I feel like the players become actors who don't know their lines or their roles. I feel like if you're going to write a character who is familiar with esoteric information of some kind, you should have something to say on the subject. And that goes beyond esoteric information, as well. It's your schtick, after all. That's a little bit like building a combat-heavy character but not bothering to describe any of your combat maneuvers... you just roll the dice and say "I hit". Thoughts on that?
  12. Highly Intelligent Character

    I thought I was being funny when I said "real life fictional". I think it's a funny phrase But what I meant was characters from fictional works, comics, movies, etc. as opposed to characters that you've created for your own role playing games. Sorry for the confusion. I will edit original post.
  13. Highly Intelligent Character

    Three requests: 1. Are there currently any guides, here or elsewhere, on how to play/create highly intelligent characters, or characters that have access to information that other characters do not? 2. Can you list any fictional characters such as described above? Sleuths, detectives, savants, highly evolved aliens, or characters who regularly use technology to aid them, like techies. Not ones from your own role playing games. 3. How do you view the apparent role playing paradox that a character knows something a player does not? Not in regards to the narrative story, but in regards to their own character's knowledge. For example, a character that can fix internal combustion engines should be able to answer the question "What parts do you need to fix it?" but the player may lack the lingo. It's also not something the GM would necessarily provide with a skill roll since the GM may lack that same knowledge.
  14. Effects Of Superheroic Technology On Society: Protect-O-Weave

    I can't see there being much effect on society. As with most things in this diverse culture we live in, some people are really into some things, where others are not. In America, I see a market in people who already own guns, and for the same reason they own and carry a gun, they own and wear POW. In Canada, I see no such market.
  15. Classic Cinematic Battles in Hero

    Ya, I'm having trouble wrapping my head around some of the scenes. For example, in the Kung Pow scene 0:51, the Cow gets in about 12 kicks in a row, all of which are blocked by the Chosen one. Is that a special effect of a Multiple Attack missing on the first try, so all subsequent kicks also miss? Or does the Cow have some crazy SPD/ Marital maneuvre/ etc? The Chosen one should go first automatically in the next Segment in which both have a Phase. But the Cow gets another kick. Soooo.... The Chosen One's SPD is much lower, correct?
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