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Thread: Hand Attack

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    Hand Attack

    I'm sitting here at work thinking about HERO (because work needs to be avoided right now) ... and since I don't have my rule book on me the thought is really off the top of my head.

    Instead of HA being +5STR; Only For Hand Attack what if it were redefined to +1D6EB; No Range (assuming that I'm correclty remembering that No Range is also a -1/2 Lim).

    That would keep it at the same point cost, same AP level and remove the issue of it being something that adds to STR.
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    Re: Hand Attack

    Quote Originally Posted by ghost-angel
    I'm sitting here at work thinking about HERO (because work needs to be avoided right now) ... and since I don't have my rule book on me the thought is really off the top of my head.

    Instead of HA being +5STR; Only For Hand Attack what if it were redefined to +1D6EB; No Range (assuming that I'm correclty remembering that No Range is also a -1/2 Lim).

    That would keep it at the same point cost, same AP level and remove the issue of it being something that adds to STR.

    If it were bought as EB, then Str couldn't add to it. Which would be kinda silly if you're trying to build something like a club.
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    Re: Hand Attack

    Ah yes, I knew there was a reason the whole thought was flawed....

    I should learn not to think at work.
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    Re: Hand Attack

    I don't think of HA as being STR or even related to STR. I personally don't think that relation should have been put in the book, but alas...

    First off, it doesn't act like STR. It isn't halved by things that halve the STR value.

    Second, it doesn't add in reverse. It adds to STR, but STR doesn't add to it.

    It's just a Damag Class with a Limitation that says it can only be used in HTH combat and only when adding to damage done by STR.
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    Re: Hand Attack

    Quote Originally Posted by Dust Raven
    I don't think of HA as being STR or even related to STR. I personally don't think that relation should have been put in the book, but alas...

    First off, it doesn't act like STR. It isn't halved by things that halve the STR value.

    Second, it doesn't add in reverse. It adds to STR, but STR doesn't add to it.

    It's just a Damag Class with a Limitation that says it can only be used in HTH combat and only when adding to damage done by STR.
    As opposed to a 4 point "+1 DC w/ Martial Arts", which can add only to martial maneuvers, but affects all types of STR applications, such as holding SR for grabs, KA's and NND maneuvers.

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    Re: Hand Attack

    Quote Originally Posted by Hugh Neilson
    As opposed to a 4 point "+1 DC w/ Martial Arts", which can add only to martial maneuvers, but affects all types of STR applications, such as holding SR for grabs, KA's and NND maneuvers.
    Absolutely true, but further evidence that Martial Arts (one of my favorite aspects of Hero) is vastly undercosted as well, because it is based on "STR with lims" for the most part.

    Marital Arts maneuvers are so cheap because they are based on the idea, "If they are five points or more in cost, might as well just buy five points of STR and get ALL the bonuses of STR." (I'm not saying you don't know this... just stating the obvious.)

    Hand Attack/Martial Arts, etc. They only crack the game system because STR costs half of what it should. Upping STR to 2 points per 1 would truly balance a lot more of the game... and with current character point inflation as it is... would not be as bad as 2 points per 1 at 200 point character levels.

    (Also... once STR was more balanced in cost, it might be considerable to drop Elemental Controls from the game and all the problems they bring... since essentialy the EC was designed to give the Blaster character an EB, Force Field and Flight at a point break to balance them with the brick.)

    Again, I'm probably preaching to the choir here... but the Strength Cascade Problem (as I call it) is a perenial discussion... and I figured I'd be the one to resurrect it from the shallow grave this time!
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    Re: Hand Attack

    Quote Originally Posted by Dust Raven
    I don't think of HA as being STR or even related to STR. I personally don't think that relation should have been put in the book, but alas...

    First off, it doesn't act like STR. It isn't halved by things that halve the STR value.

    Second, it doesn't add in reverse. It adds to STR, but STR doesn't add to it.

    It's just a Damag Class with a Limitation that says it can only be used in HTH combat and only when adding to damage done by STR.
    And don't forget the restriction that if you can't use your normal STR, you can't use the HA either. It was definately intended to be some type of STR, but I think a better mechanic could be constructed.

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    Re: Hand Attack

    Quote Originally Posted by ghost-angel
    Instead of HA being +5STR; Only For Hand Attack what if it were redefined to +1D6EB; No Range (assuming that I'm correclty remembering that No Range is also a -1/2 Lim).
    You also have to deal with the guys that want to Missile Deflect it.
    ...and that's when the destruction began.

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    Re: Hand Attack

    Quote Originally Posted by schir1964
    And don't forget the restriction that if you can't use your normal STR, you can't use the HA either. It was definately intended to be some type of STR, but I think a better mechanic could be constructed.

    - Christopher Mullins
    Only HA is the better mechanic. All one has to do is stop thinking it's STR with a Limitation.
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    Re: Hand Attack

    Quote Originally Posted by Hugh Neilson
    As opposed to a 4 point "+1 DC w/ Martial Arts", which can add only to martial maneuvers, but affects all types of STR applications, such as holding SR for grabs, KA's and NND maneuvers.
    Well, I tend to think of the Martial Arts DC as STR with Modifiers, but it's other things too and really isn't STR either (after all, it adds directly to the KAs and the NND and even the Flashes, so it can't be STR).
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    Re: Hand Attack

    All I have to say is, think on this one: how common are Str Drains, and how effective are they?

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    Re: Hand Attack

    Quote Originally Posted by Shadowpup
    You also have to deal with the guys that want to Missile Deflect it.
    I would rule that you can't Missile Deflect a No Range power. Missile Deflect only works against Ranged attacks. If an attack has No Range, then it can't be deflected, however, it might be blockable, depending on the SFX.

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    Re: Hand Attack

    Quote Originally Posted by ghost-angel
    Instead of HA being +5STR; Only For Hand Attack what if it were redefined to +1D6EB; No Range (assuming that I'm correclty remembering that No Range is also a -1/2 Lim).
    Quote Originally Posted by dust raven
    I don't think of HA as being STR or even related to STR. I personally don't think that relation should have been put in the book, but alas...
    I would agree, Dust Raven.

    In fact, it would make as much sense to make HAs as EB (no range) as it would be to make HKAs just RKA (no range).

    While the mandatory -½ lim to me seems a little wonky, it is mostly done as a balance. Otherwise, why wouldn't you just buy it as +X STR, no figured?

    However, the mechanic is definately different than both STR and EBs. The biggest difference is how the advantages added to an HA are inherited by the STR DCs (without prorating the STR), as long as the DC of STR added does not exceed the dice of the HA attack.

    My only beef with HAs is this inheritance of advantages. It is the only combat mechanism that allows this, all others (such as movement damage, and HKAs) require that the added damage be pro-rated by the advantage.
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    Re: Hand Attack

    Quote Originally Posted by NuSoardGraphite
    I would rule that you can't Missile Deflect a No Range power. Missile Deflect only works against Ranged attacks. If an attack has No Range, then it can't be deflected, however, it might be blockable, depending on the SFX.
    That's not entirely true. A Power could be "ranged" but only have a range on "adjacent hex". It could also be a Power that simulates a HTH attack that is so fast that you need to be able to deflect missiles to block it (as opposed to just deflect punches).
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    Re: Hand Attack

    Quote Originally Posted by Silbeg
    I would agree, Dust Raven.

    In fact, it would make as much sense to make HAs as EB (no range) as it would be to make HKAs just RKA (no range).

    While the mandatory -½ lim to me seems a little wonky, it is mostly done as a balance. Otherwise, why wouldn't you just buy it as +X STR, no figured?

    However, the mechanic is definately different than both STR and EBs. The biggest difference is how the advantages added to an HA are inherited by the STR DCs (without prorating the STR), as long as the DC of STR added does not exceed the dice of the HA attack.

    My only beef with HAs is this inheritance of advantages. It is the only combat mechanism that allows this, all others (such as movement damage, and HKAs) require that the added damage be pro-rated by the advantage.
    As an idea, I would suggest costing HA at 5 points per d6, having no Limitation and allowing it to be used without adding or using STR (like an HKA can be used). The lack of range and lack of stuff an equivalnt amount of STR gives you is made up by the inheritance of Advangates when adding STR to the damage and the fact that you can use more STR than DC in HA (without the Advantages) which you can't do with an HKA.
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