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PhilFleischmann

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PhilFleischmann last won the day on February 2 2005

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About PhilFleischmann

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    Mad Scientist
  • Birthday 07/30/1966

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    I was born at a very young age.
  1. If we were in the same room, we could probably get to a point of clarity a lot quicker. I have no such build, that's why I'm interested in this thread. I want the bag to: * Do what you'd normally want it to do. That is, hold a bunch more stuff than an ordinary bag. * Have some sufficient degree of consistency. That any restrictions on what can be placed in the bag make some kind of sense in the game world. If you can't put living things in the bag, it looks really weird to be able to put an empty birdcage in, but not be able to put in the exact same birdcage if there's a live bird in it. * It could have restrictions on living things or not. A bag of holding is intended for cargo, not for passengers. But players may think of creative and unintended uses, like hiding themselves inside, or trapping an enemy inside. Should this be allowed or not? What happens to living things inside the bag? Is there air to breathe? As an animate, free-willed creature, can they simply leave the bag whenever they want to? Or are they trapped there until the bag holder reaching in for them? Does a living being in the bag have access to all the other things in the bag? As I write this stuff, I think that the best way to restrict "non-cargo" uses might be to say that there is no air in the bag, but that the open is easily visible and accessible from the inside. If you're in, you can't breathe, but you can leave any time. So you can't use it to trap someone or to hide yourself (unless you don't need to breathe). A bird in a cage in the bag will die, since the bird can't breathe or leave the cage. A bird not in the cage can simply fly or walk out. But such a restriction isn't even necessarily the "right" build. A GM might be perfectly happy with creative, unintended uses of a bag of holding. But you do have to consider whether the players can simply pull the bag over the big boss villain and trap him in there forever, without ever having to fight him. That was my original understanding of Lucius' build as well, but I was wrong. In Lucius's build, it does matter.
  2. I'm not squabbling. I'm asking for clarification.
  3. Accelerated Aging

    Well it might come up for NNDs or limitations. A power that only works on species with shorter life spans, or with longer life spans. Longevity doesn't cost much at all because it really isn't worth much in the game, and likewise a shorter life span also won't have much of a game effect, which is why it also should be worth so few points.
  4. So your interpretation (which you're certainly entitled to, since it's your build) is that when you try to put a living person in the bag, they get stuck with just their head or feet in the bag, and somehow won't be able to go all the way in. Which is fine, I suppose. It just looks a bit odd if you just put a mannequin in the bag all the way with no problem. So the bag can then be used as a "Detect Living Thing" item. A corpse will go all the way in, but a character Simulating Death will get stuck somehow. And there are all kinds of other questions that might be raised: What about AI robots? What about really small living things? Insects? Bacteria? Can the bag be used to knock germs off of whatever is put in it? An empty birdcage can be put in the bag, but what if it has a live bird in in? Your original Limitation was really two Limitations in one: "Inanimate Objects Only" and "Only what will fit through the mouth of the bag." Builds are more confusing this way, more prone to misinterpretation. Especially when the two different properties being specified have nothing to do with each other directly. Something's size is not related to whether it is alive.
  5. How much damage does my truck do?

    Topical!
  6. My HERO System Library

    And multiple copies of many of them! (Why?) It looks more like the HERO Games product shelf at a FLGS*, rather than a private collection! *A really GOOD FLGS!
  7. Accelerated Aging

    Well, you can buy Life Support - Longevity to make a character with a longer life span. Useful for fantasy elves and such. But there's no way to buy down the "standard" lifespan. What if there's a fantasy race that just naturally has a significantly shorter life span than humans? Off hand, I'd say just buy the reverse of Longevity - 1 point for each halving of lifespan. Max 50 years = -1 point Max 25 years = -2 points Max 12.5 years = -3 points (Ocompa?) Max 6.4 years = -4 points Max 3.2 years = -5 points You might want to cap it at the -5 points level. Just like +5 points means immortal.
  8. What changes in the extra-dimensional space that enables mice to kill cats? Don't be obtuse. You said your build prevents people and other living things from being put in the bag. What happens when someone tries to do this? How is it that a person-sized statue can be put in the bag, but a person-sized person cannot?
  9. I see, so your limitation specifically is intended to prevent that, without any SFX or logical justification - which is perfectly OK from a game rules standpoint, but what about the logic within the game world? It seems that by "object" you mean to specifically exclude anything living. But how does that work within the game? I can put a man-sized mannequin in the bag, but not a man-sized man. Why not? How does that look to the character using the bag (or the person that would be going in)?
  10. That doesn't really tell us much. And it doesn't prevent a person or other living thing from being put in the bag. How big is the opening? -1.5 is a pretty big limitation. How big would the opening be for a -2 limitation? For a -1 limitation? For a -0.25 limitation? For no limitation? The point was the Active Points, that an earlier poster complained about. When you have to put a huge advantage like UAA, and then limit it with a limitation that takes away most of the advantage, you wind up with a power with a much higher active point value than the utility of the power warrants. IMO, the better solution would be a smaller advantage that doesn't need to be almost entirely canceled out by a limitation.
  11. I have long held that there should be a "Usable on Objects" advantage that's a lower value than "Usable as Attack". Based on Lucius' build, can he trap someone in the bag indefinitely?
  12. Zero DEX and Combat

    Well, if they shoot as well as Stormtroopers, it's no problem.
  13. How much TK/STR does it take...

    Likewise, you could stop a car with a wall or a tree or a telephone pole or a lamppost, or something else sufficiently strong and anchored to the ground. And you don't necessarily even have to ram the car into it. If a car's front bumper is touching a brick wall, and then you floor the gas pedal, it probably won't move or do much damage to either the wall or the car, because it hasn't built up any momentum. You'll wear down the tires only. I guess this is how TK is supposed to work - it has no momentum. This is why TK is and remains in the realm of sci-fi, fantasy, and comic books.
  14. How much TK/STR does it take...

    It's an inherent property of cars that they can't move unless they have traction between their tires and the ground. Lifting the driving wheels (the back two, assuming a 2-wheel drive vehicle) just enough so that they don't have sufficient grip on the road will stop the card from moving. And if the tires still have a little bit of contact with the ground, they can be made to "smoke", scraping against the ground without the vehicle moving. Stopping the car without lifting it assumes that the person has sufficient traction with the ground. If Our Hero's arch nemesis, The Mad Clown, slips some banana peels under Our Hero's feet, then he'll slide along behind the car. But it's really a property of the way cars work. Just because "Running" is Ground Movement, doesn't mean all ground movement works the same way. Lifting an airplane off the ground will prevent it from taxiing, but not from flying, because the jets (or propellers) don't have to be in contact with anything but the air. The only way to stop a helicopter from moving straight up is to weigh it down with a weight heavier than it can lift. Our Hero may have a 60 STR, but if he only weighs 100 kg, he won't be able to pull down a helicopter with a STR of 30. To stop the helicopter, he's have to grab it with his arms, while grabbing onto a tree with his legs, perhaps. Then it would depend on how much strength it takes to either uproot or break the tree, or break Our Hero's grip or body.
  15. System quirks (your favorite or least favorite)

    But every point of every characteristic DOES mean something - for every single characteristic except INT. So why not say that? Why not say, "I'm glad every point of 16 of the 17 characteristics means something, but I wish it was so for INT as well." And as I've suggested many times before, for years in fact, there's a pretty easy house rule I use for this: Intellect skill rolls are not always based on 9+INT/5 or less. That's just the default. Two factors come into play in using the skill: general intelligence, and specific experience/training in the skill. There may be some circumstances where general intelligence is more important, that usual, relative to training/experience with the skill. In such cases, the base roll becomes 8+INT/4 or less, or 8+INT/3 or less, or maybe in extreme cases, even 6+INT/2 or less. And there are some cases when specific training/experience is more important that general intelligence. In such cases, the roll becomes 9+INT/6 or less, or 10+INT/7 or less, or maybe even as extreme as 10+INT/10 or less. Thus, a character with 30 INT and just the base 3-point skill does really well the more raw intelligence is a factor, but worse when training/experience is more of a factor. And the character with 10 INT who has spent 11 points on the skill at +4 does much better when the specific training is the primary factor. And yes, this can be applied to other CHA-based skills as well. But I find it gets the most used for INT-based skills.
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