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ajackson

HERO Member
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About ajackson

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    Millennial Master
  1. ajackson

    FUZION Kill Damage in Hero

    Re: FUZION Kill Damage in Hero My general opinion of the Fuzion kills mechanic was that it was Ultra-Mega-Stupid. If you want tanks to be chaff in your game, so that the alien battlesuits have to be defeated by superheroes (as opposed to the way it works in vanilla champions, where the tank has scary damage and defense levels, it's just too immobile and too low CV to be much use vs supers), I'd just reduce the defense levels of tanks in your campaign.
  2. ajackson

    Free Trial Restart?

    Re: Free Trial Restart? They certainly have the technical ability to grant you extra days of play, as well as detect whether you have actually logged in. However, they have no formal publicized policy for using those abilities, and thus it's basically up to you to convince them to give you the extra time. It probably isn't too hard to do so, but I haven't dealt with their support desk, so I don't actually know.
  3. Re: Question about Combat skill levels and damage
  4. Re: Question about Combat skill levels and damage
  5. Re: Question about Combat skill levels and damage
  6. Re: Question about Combat skill levels and damage
  7. Re: Question about Combat skill levels and damage How common this option is depends on (a) whether people have enough levels to bother, and ( power levels. Basically, reducing your hit chance is worthwhile if you get a greater increase in damage. Looking at normal dice attacks, here's the average damage required for it to be worth buying damage, for hit chances from 10- to 17-, assuming normal dice: 10-: 3.8 damage (after defenses) 11-: 5.2 damage 12-: 7.3 damage 13-: 10 damage 14-: 16 damage 15-: 26 damage 16-: 43 damage 17-: 80 damage If you're doing 6d6 against a target with 15 defense, leaking through 6 damage a shot, it's worth spending levels if you'd hit on a 12- normally. If you're doing 12d6 against a target with 30 defense, it's not worthwhile until you have a 14- hit chance. Also, if you have maneuvers, it's often better to use a more powerful but less accurate maneuver rather than spending levels.
  8. ajackson

    6e Discussion: Combat Values

    Re: 6e Discussion: Combat Values You probably missed that it was a ranged drain.
  9. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far
  10. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far The problem with this argument is that it's based on personal experience, and RPGs have pretty aggressive clumping behaviors, because an awful lot of it is spread by word of mouth and personal connections. Of the early 80s D&D competitors, GURPS, Hero, Runequest, and Traveller all still have live fanbases today, so the #2 is probably one of those, but I have no data adequate to tell me which.
  11. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far Hexagonal taxicab geometry, please. Has the useful feature that pi = 3.
  12. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far And created a few new ones; I'm curious to see whether 6e will finally fix adjustment powers.
  13. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far
  14. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far I believe that it's been stated that they're somewhat more expensive, though I think it's in the vicinity of 50 points for supers, which is not enormous.
  15. ajackson

    6E Rules changes confirmed so far

    Re: 6E Rules changes confirmed so far
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