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  2. I really don't remember the most amount of points I have ever spent on a character but I seriously doubt that I have ever spent more than around 2000 points on any character even when just making characters for fun. I can't even imagine making a character with numbers high enough to need 5000 points let alone 20,000.
  3. Hugh: With all sincerity and all respect, you know I _love_ discussing just about anything with you. But we are not going to be able too discuss this. Our experiences with the game have been too different. You can't accept, for whatever reason; presumably your own experience with the game, that there are a shocking number of us who play this game and don't give a rat's runny crap about "what the math says" in terms of X better than Y because two steps from now, and when you factor in-- and on and on. If I got my joy from that-- well, I got my first RPG (Traveller) at a book store. They had calculus text books, too. I didn't leave with one of those, though. I am not math ignorant. I don't even find math particularly difficult. But fun? As far as fun, I'd put it somewhere around having a colonoscopy done with a golf umbrella that had to be opened before extraction. I spend, like a lot of other people, the best part of my working day juggling numbers, running math, etc. And the reason I get _paid_ to do it is because it is not fun, which makes it hard to find volunteers. When I have a bit of time to relax, you can damned well bet "doing math" isn't on my list of things I might do. And I'm not alone in that. I'm not even a minority in that. According to stories you stumble across now and again on the news and on the net, I live in a country _dominated_ by a general dislike of recreational math (why do you think the most common complaint against HERO is "it's so.... Mathy..."?) Do I ignore the math? No. It has to be tracked so you can get your totals or what-have-you. It has to be figured so when a proposed Limitation or Advantage pops up you can get a good idea just how much discount or additional charge is being suggested; all that "let's get our concepts down on paper and start the game" stuff. Am I going to diddle around with it so I can see which power has the best chance of inflicting an extra pip of BODY every four uses? Frack no; I ain't. And there are those of you to whom that is part of the fun, or in some sense of "more fair" becomes important, and is broached with introductions that suggest your lack of understanding of how a large number of us play concept-first: things like "but you'll be hobbled against the other players" or "voluntarily being the least powerful at the table" or "outclassed by your teammates..." You don't seem to really appreciate that this is not happening because _none_ of us are interested in points effectiveness, splitting and round overs, squeezing out another pip every seventh shot, making sure we spend every single character point we are allotted, spiking up dead to the campaign limits, or any of that other "but the math is the best part!" stuff. None of us. Not one single player. You can't get your heads around that any more than we can understand why the hell you _would_ waste all your play time trying to figure it all out. In short: it's not you. It's not us, either. It's the simple fact that we are so far away from each other (semi-formal plural, of course, meaning the two "camps" of play style) that we can't understand each other enough to discuss what the rules "need" or the "proper use" of a mechanic or the "perfection" of a system or even the validity of a character construct in any meaningful way.
  4. Yeah, I'm in the camp of allowing characters to have normal crap as long as they can justify it (buy it, steal it, whatever) be it a flash light, a cell phone, a blender, or a gun. However, it is treated as real world stuff and subject to real world rules. You didn't play for it with points so I am free to do with it as I see fit. Since you didn't buy it with points, it doesn't really belong to you, it belongs to the campaign world.
  5. Today
  6. I haven't really had to opportunity to play as much Hero System as I would have liked over the years (played way too many other games) but I have played it a decent bit. The Multipower Framework in itself isn't really that much of a problem but I do think that it requires gm oversight. Yes, I know everything does but I have seen some people really stretch a "concept" to justify putting something into a Multipower because adding slots is pretty cheap. I have had wanna be munchkins over the years but no really competent ones. I am actually pretty good at picking up things that will be a problem and I have absolutely no problem with saying "no." I don't really find the Multipower Framework to be too cost effective but then again I can be a rather strict gm. If you can't explain your concept in detail well enough to justify something, you don't get it. As I said, I have no problem saying "no" and my gaming group knows it. Variable Power Pools are a different animal and I do find those too cheap and I have addressed that in my games but I will not really go into that: I don't want to deviate too much from the original poster's intent. That is my answer as far as the second question. As for the first question, regarding what game effect the Multipower is supposed to provide, I don't have any answer for that beyond what is in the rulebook and the various examples in the various supplements.
  7. Multipowers seem fine the way they are, to me. And I consider them distinct from power pools because they are "one at a time" options for most builds, which power pools are not. Plus, they are fixed and specific what they offer rather than anything within a concept.
  8. Yesterday
  9. February 16th 1923 the burial chamber of Tutankhamun was unsealed. February 16th 1862. The end of the Battle of Fort Donelson results in the nickname of Unconditional Surrender for U S Grant
  10. To me, the flaw was that there was no mechanical drawback - none whatsoever - to placing powers in an EC rather than purchasing them independently. The "drain one, drain all" mechanic came along later, and eventually morphed into the current -1/4 limitation we see in 6e. Multipowers always came with the limit that the powers could not be used at the same time. Whether the magnitude of the discount is appropriate or excessive is a separate question. But when there is a discount with no drawback at all, I consider that a bad mechanic. I had seen killing attacks used so infrequently (PCs had them, but tended not to use them against living targets) that I had to be dragged to the math which demonstrated they were more effective at getting STUN through, and Stunning opponents. The math did not lie. And only then did I recall how often mooks had KAs, because with small attacks and big numbers, a few would get a decent BOD roll and high Stun Multiple, and do some damage to the Supers. Why is a concept of invulnerability unacceptable? I have seen very few "highly trained normal", at least pre-6e, stick to normal (not even legendary) human characteristics and use combat skill levels instead. Why? Because the concept simply was not viable when realized in that mechanical way. It was too expensive to replace a 32 DEX with a 20 DEX and skill levels. No 4 SPD highly trained normals either. Because, like everyone else, they wanted to play a fun game, and being far weaker and less effective than one's teammates is not many people's idea of a fun game.
  11. To be fair, the Sith seem to be the ones who have to work the hardest to get their plans in motion. By contrast, the Jedi are a bunch of slackers.
  12. I have said it before but OMG Duke, when you start to type, you REALLY start to type! 🙂 Am gonna have to read this at least twice to draw out what needs drawing out!!!
  13. Good point. Though, I don't know about character and hard work. Hard work doesn't create Force ability. Just hones it. If character did, we never have a Dark Sider. You still have to have latent talent, whether it be genetics, or divine luck of the draw, or whatever you want to go with.
  14. "VIPERware: villain tested; Champion approved."
  15. This is one of the more challenging issues in setting a range. The D&D character who does 1d6 or 1d8, with no bonuses, still does some damage, even when that 1d10 + 5 warrior does quite a bit more. A Hero character with low DC may get nothing past defenses on enemies built to stand up to much higher DCs. With 20 defenses, an 8d6 attack will average 8 STUN past defenses. That seems a reasonable low. 12d6 passes 22 points past defenses, and 14d6 would average 29. That's a pretty big range - how useful will the 8dc character feel? Bump defenses up to 25 and 12d6 passes 17 damage through, while 8d6 is only doing 3 stun (**plink**). I am thinking a 4 DC range is probably where we settle in. That might mean a typical attack is 12d6, 14d6 is the top and 10d6 is the bottom we would expext, and we expect defenses of 25 on average, maybe 20 - 30. But if you want 14 DCs damage, you should expect little or no versatility, and should be below campaign average in some other respect.
  16. I actually don't want Force ability to be genetic. At all. I get why you're-a-wizard-Harry is a popular story, and why it's almost necessary for background reasons. But I'd rather Force ability be the result of character and hard work, rather than some kind of latent royalty.
  17. Caps means ceilings placed on D6, DEF, etc. I do apply some limits in some campaigns, such a Skill Maxima, or limits on levels of Combat Luck and Deadly Blow when that seems appropriate to the tone of the setting. I tend to prefer checks to disincentivize via diminishing returns rather than "hard No" things when possible; overhead costs, etc. I do use the character ability guidelines as a loose guidance for some campaigns, but not in others. Of course there is oversight. Heavy oversight. I carefully consider each character overall as an individual, then how they fit within the group of PC's, then how they fit within the campaign setting, both at character creation and as play progresses and the character develops. Given that I've made hundreds of characters available to the community over the years, and detailed many campaigns and how I used the system to realize that campaign, I feel like my approach in this area is sufficiently covered. Some of the campaigns I developed collaboratively on these very forums with other forumites. My "coding style" with the Hero System has been on display for a very long time. Those who are familiar with my material tend to recommend it, and even years later after not being active with the community of the system for several years I still get emails from people asking for advice or wanting to incorporate some aspect of the material in their own work. Not everyone is familiar with the material, not everyone is interested in it or cares, but for those willing to challenge their long-held habits of how they have used the system and preconceptions might learn a thing or two, just as I continue to learn a thing or two from other practitioners of the system. People who are unfamiliar with me who might think I'm a lone bearded maniac howling from a cave on the mountainside are free to peruse my stuff, or not, but I've never been shy about putting my efforts out there for others to see...the good the bad and the I wont be doing that again et al. I'll respond to the rest later, but family duties call...
  18. The Elevator. This was the basis for a mail campaign I ran for a few years. I had an elevator that went to different Earths and related dimensions. The top five floors was occupied by a hotel where floor 2 was a hotel and diner, floor 3 was a museum. floor 4 was an armory, and floor 5 was a vehicle/mech store. The other 95 floors were the various dimensions. CES
  19. That was a pretty darn good defensive series to open the second half for Salt Lake.
  20. And I'm pretty sure that thirty-eight months of crying on the internet wouldn't have changed much.
  21. Yes, but you don't want to see that in actual developed nations. And in America, you rectify the situation in 2,4,6 years. One of my state's U.S. Senators, I truly despise, as a politician and human being, but he wins. It is what it is. I've been living regardless.
  22. Both of these are completely correct. If the car itself is sentient, go with Doc's suggestion. If the AI is portable and is just in the car right now, but can be taken out and put elsewhere (note that this is different from "copied"), then go with Joe's suggestion. By tradition in HERO, INT refers to "processing speed," whether it be a person, and alien, or a computer. It is not a measure of raw IQ or any other such thing. Thus, it's entirely possible to have a Nobel Laureate with a 5 INT: he is the "slow and steady" thinker, but he is _not_ stupid. It's possible to have an utter moron who processes things quickly: note that one of the functions of INT is (used to be? I can't remember) the PER roll. Again, this is by _tradition_. I personally find it _really hard_ to justify when, in the next breath, knowledges and intelligence-based skills like are based on the INT roll..... But apparently it wasn't broken enough to notice in 5e, and I simply haven't had time to refresh myself with 6 (my new copy of Basic is still shrink wrapped, two weeks or so after arriving), but since you can't kill people with it, it probably wasn't broken enough to fix there, either. (again, I really don't remember). By further long-standing tradition, "EGO" represents, among other things, strength of will. Willfulness implies self-direction, or at the very least, some sort of wanting, ergo: sentience. Hope that helps! Duke
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