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Chris Goodwin

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Chris Goodwin last won the day on February 19

Chris Goodwin had the most liked content!

About Chris Goodwin

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    Some Guy On The Internet
  • Birthday 04/03/1970

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    Hillsboro, Oregon, USA
  • Interests
    Monkeys, stacking things on top of other things
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    No soap, radio
  • Occupation
    Doing the same thing, getting different results

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  1. If I were playing a Jedi in a 5th edition Champions game, and I'd bought Missile Deflection at the 20 point level so that I could Block any deflectable attacks, at a straight OCV vs. OCV roll, otherwise at will... what would I need to buy in 6th edition to do the same thing? I want my character to be able to do the same thing in 6th edition that he could do under 5th. I bought a Power in 5th edition to do that because it was assumed that nobody could do that unless they had a Power. If anyone can do it now, with the same facility as I could then, without buying a Power.. I'd be pissed, and IMO rightly so. Anyone can *try* to Block bullets or lasers...? Well, I can *try* to jump 50 meters straight up, but I guarantee I won't succeed unless I buy some Leaping. So, what do I need my Jedi to buy in 6th edition so that he can Block everything he could in 5th edition with the same amount of reliability (which is what I mean by "reliably") using Missile Deflection at 20 points?
  2. Why do we assume that a person who can Block a punch can also Block a tiger claw, and that therefore they can Block lasers? Why don't we then assume that a person who can Block a laser that's targeting themselves can't Block a laser that's targeting someone across the room from them?
  3. Because the GM said so? Because not everyone can even Block a punch, much less a tiger claw or a charging elephant? Because the GM wants Blocking ranged attacks to be something special in his game? I see any of those as valid reasons.
  4. So, that's all it takes? A 1-point weapon familiarity and someone can block lasers? Yoda has a power that lets him deflect lasers. Wonder Woman has a power that lets her deflect bullets. Cap's shield is a power. Small-p power, but they used to be big-P Powers. It used to cost 5 points to be able to block thrown knives; 10 points to block arrows; 15 points to block bullets; 20 points to block lasers. But now it's 1 point?
  5. And as Ninja Bear asked, how many levels? Does it take fewer levels to deflect knives than it does to deflect arrows, than to deflect bullets, than to deflect lasers?
  6. Han Solo can't pick up a lightsaber and deflect lasers. Yoda can. What does Yoda buy that gives him "justification"? Robin can't put on shiny metal bracelets and deflect bullets. What does Wonder Woman buy that lets her do that? Most people in the Marvel universe couldn't pick up Cap's shield and deflect Thor's hammer, or bullets, or lasers. What does Cap buy that lets him do that?
  7. "It depends." Wonder Woman blocks bullets with her bracelets. That is a thing she does. Captain America blocks all kinds of things with his shield. That is a thing he does. Yoda, and other Force users, block lasers with their lightsaber. Other people in the Star Wars setting don't do that. Most people in those settings don't do those things. What do Wonder Woman, Captain America, and Yoda, buy so that they can do those things, that other people can't? There, that. How much does that cost? Han Solo can't pick up a lightsaber and deflect lasers. Yoda can. What does Yoda buy that gives him "justification"? Robin can't put on shiny metal bracelets and deflect bullets. What does Wonder Woman buy that lets her do that? Most people in the Marvel universe couldn't pick up Cap's shield and deflect Thor's hammer, or bullets, or lasers. What does Cap buy that lets him do that?
  8. We had five editions where if you wanted to block ranged attacks you had to pay points. We also had a couple of instances, before 4th edition came out, where the answer was "It depends." Fantasy Hero, with shields vs. arrows, for instance. Now, the answer is completely "It depends." Depends on what? (This is supposed to be a universal system, right?) I'm with Ninja-Bear. He asked, what do you need to do if you want to do it reliably? He asked me, in fact, and my answer was: most likely, buy Deflection at no range. Because in 6th edition, Deflection is the thing you buy if you want to Block ranged attacks, at range, without "it depends". But then why do Wonder Woman and Captain America and Yoda pay points to buy Deflection to deflect bullets and lasers, when it depends?
  9. I honestly haven't seen any reasons to like it so far. Not any more since the last time we went round and round on it.
  10. In real life, some people can Block some projectiles -- assuming we're defining "hit the ball with the bat" and similar activities as a use of the Block maneuver. Typically the people who can do that are skilled via training (baseball, tennis, or hockey players) and the projectiles they can Block are slow-moving and fairly large (muscle powered or similar). Some people can, under extremely controlled circumstances and with great training, Block bullets, or at least appear to; the magician's bullet-catching trick has resulted in deaths, so we can stipulate that that's a real thing (but not something that can be done regularly in combat). People's ability to do this seems to be based mostly on training with some natural aptitude (DEX? CV?), which in the game we'd represent by paying points. In most fiction the HERO System intends to emulate, some people can Block some projectiles. From 1st through 5th editions, typically the people who can do that have bought some kind of special ability to do so. The Missile Deflection Power had an increasing cost depending on the types of projectiles the person could Block: 5 points for thrown objects, 10 points for arrows and similar projectiles, 15 points for bullets and shrapnel, and 20 points for everything -- up to and including lasers, tachyon beams, and so on. 1st through 3rd editions gave Powers more implied special effects for genre simulation; Powers there were more explicitly "things superheroes can do" with limited exceptions for building weapons, and Missile Deflection also was its own Power in 1-3e with its own rules for use, rather than using the Block mechanic, but I'll stipulate that it's close enough. Missile Deflection, especially in 1-3e, was strongly implied to be what you used to represent Captain America's shield, Wonder Woman's bracelets, the Jedi's ability to block blaster bolts with their lightsaber and the Force. Sixth edition got a little more... gooey, as regards Blocking and ranged attacks. Did the Thing buy Missile Deflection in his 1st through 5th edition incarnations? If this was a thing (NPI) he did regularly, then I'd say yes. I'd assume he'd have to buy something in 6e to do that as well. In 1-5e it was made pretty clear. I'm not sure where the "Just bad game design!" is you're talking about... But presumably skilled tennis players, baseball players, and so on, have spent points on something to represent their skill at their game? In the same way that wrestlers have spent points on their fighting ability? And runners have spent points on their abilities? And... and... and... We assume a starting point for player characters and their antagonist equivalents. We use some common sense for who can do what. Can Aunt May Block a punch? Does it matter if that punch is from a normal or from Galactus? Common sense says no, and I'm pretty comfortable with that. In most of her depictions she has one or more Disadvantages/Complications to the effect of "frail and elderly" and I'm fine with it being assumed that her inability to Block regular attacks is part of that. Likewise, can a baby Block a punch, or drive a car, or go to work and earn a living? Physical Limitation: Baby assumes they don't have the Everyman TF: Car, PS: Job (11-), or even 4 points in their native language. Can somebody do something (edit) most people (/edit) can't? If so, then they pay points for it. In 1e through 5er, Blocking ranged attacks was one of those things. In 6th edition? That's what this thread is about. (edit) Can somebody not do something most people can? That's a limitation of some kind. A Complication, Disadvantage, Limited Power, etc. (/edit)
  11. When are you starting? My convention game is the weekend after this coming one, and I'll have some more data for you after that. 6e Champions didn't work for my group. That's my only data point so far. Interesting side note: two of my players from that game have signed up for my Danger International game at GameStorm, and they both sound excited about it. That leads me to... I will let you know how it goes. Anecdata: back around 2003 or so I'd read a posting by S. John Ross (and I have no idea where now, so I can't go back to it) where he was talking about trying to get back into the HERO System with the big books. That wasn't working for him, so he picked up Danger International, which was lighter weight enough that he could relearn how the game worked without being buried, and helped him get back into the full game. I recounted that on the boards, which led to Steve Long talking about the project that would eventually become Sidekick. I don't know if that project was already in the pipeline when I posted, but it was definitely one of the things that helped it along. I think it can work very well, but again I will let you know how it works. I'll be using pregen characters for my convention game. I created almost all of the PCs for my aborted 6e Champions game. I thought that might be a better solution, but I think the jury is out. If you've gone straight from 2e to 6e, I can see that being somewhat difficult. I had a decent amount of 4e play, and there's not as much wholesale change from 4th to 6th as far as that goes. Based on my experience, I'd keep a handout with the list of maneuvers handy. I'd intended to do this with my Champions game but forgot, but on the character sheets, I'd go through -- with not just the maneuvers but with their non-maneuver attack powers as well (Blasts, etc.) -- and in the OCV column I'd write down not the bonus or penalty, but the total 11 + their OCV +/- the adjustment for the maneuver. So they can look down their sheet, and for whatever attack they're doing they can say "It says here 20" or whatever. They can roll against that and tell you how much they made it by, which is the OCV they've hit, or you can tell the target's DCV and let them subtract that and roll. (I wouldn't worry too much about trying to keep your NPCs' DCV's secret.) For yourself: you might pull the bank robbery scenario out of your 2e Champions book, and play through it by yourself with the 6e versions of the same characters, or their equivalents. Again, have the list of maneuvers handy for reference, and take notes on what you need to look up. And the old school OCV/DCV/DEX/phases/etc. chart you write down all of the characters on is still a thing. Hero Designer will actually pull out that data for you, and there's an export for it that generates the full sheet. I wish to heck I knew. If I had more time in my convention game, I'd run through a sort of semi-in-character "boot camp" with a drill instructor persona teaching them some basics of stat rolls, skill rolls, combat. What I'm planning right now is just start it with roleplaying and skill use, and combat will happen when it happens. Again, I'll let you know how it goes. I'm planning on creating for myself a Danger International GM's screen with charts from that book, possibly make cheat sheets for the players from those as well. I think there are a lot of good 6e cheat sheets, GMs screens, and other helpful files in the Downloads section of the forums.
  12. Dingdingdingdingding! We have a winner! Others too, but Commando is the definitive source.
  13. To be more specific: It tells the GM to mandate it, but it doesn't mandate that the GM mandate it. Page S22: Boldface mine.
  14. The game will take place in the small, fictional Central American country of Val Verde. (That is a reference...)
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