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Steve Long

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Everything posted by Steve Long

  1. Steve Long

    combat value

    I'm sorry, but I don't answer game design/philosophy questions. If you want to start a conversation about a topic like this, please post on the Discussion board, where anyone can post a reply (here, only I can respond).
  2. Steve Long

    Costs END to maintain

    The character pays END to maintain the power on each of his Phases when his DEX occurs during the Segment.
  3. Steve Long

    Deck creation questions ..

    Since this isn't a HERO System rules question, but an issue pertaining to the character creation deck, I've moved it to Company Questions so Jason Walters (the creator of the deck) will see it and respond. If he doesn't get back to you in a few days, feel free to send him a private message.
  4. Steve Long

    Improving Intimidation

    You figured out the answer to your own question perfectly, though the Limitation should have a different value if you want to follow examples in published books. You buy extra PRE with the Limitation Only For Fear-/Intimidation-Based Presence Attacks (-1).
  5. Those are all questions that are best left to the GM. Obviously major Defense Powers should factor into the calculations somehow, as should Limited defenses, but exactly how I leave to the wisdom of the benevolent GM.
  6. As noted on 6E1 82, characters can only put Limitations (such as Linked) on a Martial Maneuver with GM’s permission. So Linking an ability to a Martial Maneuver isn’t strictly illegal, but you’d need to get your GM’s permission to do this. I suspect most GMs wouldn’t allow it (or if they did, it would be for a -0 Limitation value, since Martial Maneuvers are already pretty cheap). The Trigger method you describe works better in most campaigns, methinks.
  7. Steve Long

    Limited OCV/DCV

    Yes it is; there are a few examples of that in published characters, if memory serves. Of course, whether the GM will allow it is another question altogether.
  8. This came up a few years ago, and I answered as follows:
  9. 1. The DCs listed cover "[t]he typical range of Damage Classes in characters' attacks" -- which would include Deadly Blow, Weaponmaster, Martial Maneuvers, CSLs, and anything else a character typically uses to boost his DCs. But as always, how the GM wants to interpret and use the Character Ability Guidelines Table is up to him. 2. Same as #1. 3. In the case of Def/rDef, "Def" means the character's total defenses, while "rDef" indicates how many points of those total defenses are likely to be Resistant. So for a Competent Normal, the guidelines suggest that he have 4-8 PD and ED, with no more than 2-4 points' worth of each being Resistant. But once again, these are guidelines, and how the GM wants to interpret and use them is up to him. For example, I think most GMs running Fantasy Hero campaigns, including me, regard those guidelines as applying to a character's innate defenses, and allow him to wear armor that adds to them.
  10. Steve Long

    DEF Builds Hell

    Thanks! Glad you're enjoying the 6E rules. First off, it looks to me like you're going around your elbow to get to your hand (as they say). Why aren't you using the Power Resistant Protection? It avoids all the folderol of having to buy PD, then buy ED and do it all over again. You end up with something like this: Shield Spell: Resistant Protection (6 PD/6 ED) (18 Active Point); Costs Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), whatever other Limitations you want, etc., etc. Total Cost: 6 points. If you want different Limitations on the PD and the ED, then sure, you have to use a compound power. That's just the nature of differing Limitations on the parts of what would otherwise be one power. Beyond that, I'm not sure what to say. I think the HERO System already has the elements to do what you want to do. If I'm missing something, please PM me or post a follow-up.
  11. Steve Long

    Mixed HA defense?

    That's OK, you don't have to post questions. See the upper right of 6E1 231 for the answer to your question. Basically, you can define the attack as effecting PD or ED when you buy it. You can't change it thereafter, of course.
  12. Yes, you could apply the STUN Only (-½) Limitation to Damage Negation, provided the GM permits you to. When an attack hits the character, the GM rolls the full dice to determine the BODY damage done. Then the GM should shut his eyes and randomly remove the appropriate number of dice based on the amount of Negation bought and the type of attack. That tells you how much STUN damage the character takes.
  13. The rules for putting Limitations on Penalty Skill Levels (any type) are at the bottom right of 6E1 84 (and the middle left column of 6E1 85, for defensive PSLs). Beyond that, it's mostly a matter of what the GM will let you get away with. For example, I probably wouldn't let you place Limits on TSLs at all -- they're already incredibly useful at their base price. I can see the real world logic behind your request, but I'd rather just work it out to say that you Uppercut always hits Location 5 for free, with no OCV penalties or damage bonuses. But other GMs may think differently.
  14. Steve Long

    Extra Time, 1 Turn

    Well, we definitely wouldn't want you to have a fist fight with yourself. Probably not a flame war either, though if you haven't already posted about this in the Discussion forum, it might make for an interesting group conversation. First off, one problem that's tripping you up is the idea that these spells could potentially activate/take effect during the Post-Segment 12 interlude. That's incorrect. Nothing happens in Post-Segment 12 except the free recovery. So for example, if a SPD 2 character casts a spell on Segment 6 that requires an Extra Phase, it activates/takes effect on the character's DEX in Segment 6 of the next Turn, as discussed on 6E1 372. The "(Post-Segment 12)" parenthetical in the Extra Time Table is probably what's causing the confusion here, and I apologize for that. It's a carryover from previous editions that I should have removed. And I will, in the errata. Now on to the meat of the question. This is a perfect example of a situation calling for the discretion of the GM -- i.e., you. In a world where you expect pretty much everyone to have SPD 2, Extra Time (Extra Phase) and Extra Time (1 Turn) are effectively the same thing. So you have to decide which Limitation value to use. In doing that, I recommend that you keep one salient fact in mind: the rules aren't really designed for the average Joe Schmoe on the street, they're designed for heroes and their equally powerful and competent adversaries. Unless you specifically restrict the PCs to SPD 2, the harsh truth of the matter is that every PC will buy his SPD up to 3, or even 4, as soon as he gets the chance. In that case, Extra Phase and 1 Turn have different game effects, so the Limitation value difference between them makes sense. In the case of a character with an Extra Time (1 Turn) ability/spell who casts it in the middle of a Turn, you just count 12 Segments down from when he casts it, and it activates/takes effect on the character's DEX in that Segment (again, the Post-Segment 12 interlude doesn't factor in to this count). I think that covers your questions, but if I've missed something in my run-down, please send me a private message or post another question. Good luck with your conversion project! That's a heckuva lot of work.
  15. Howdy, Herophiles! As some of you may already know, I'm a guest at GenghisCon 42 -- this February 21-24! You can find out about the con in general here: GenghisCon 42, Feb. 21-24 And early registration for games is already open! Game Registration I am running three games, one each day: Scales Of The Serpent (which I think has gotten mis-named "V.I.P.E.R. Returns" in the registration table), a Champions scenario; The Shadow From The Mountains, a Fantasy Hero adventure; and Let's Go To The Maul, an MHI RPG / Urban Fantasy Hero caper. I've already seen a couple of people sign up for them, so you'd better hurry if you want to get one of the five seats at the table! Though who knows? If all goes well, maybe there'll will be a chance for me to play in, or run, some unscheduled "pick up" games. Or just sitting around in the bar talking HERO and gaming and such. Or trying a new board game. The possibilities for fun are endless -- but you've gotta be there to take part!
  16. Steve Long

    Mental Combat Skill Levels

    Happy New Year to you and yours as well, LL! The default answer is, “No, it wouldn’t” — but this is really something that should be left up to the GM to decide. How Mental Powers work in his campaign, the special effect of the slot in question, and other factors may affect the answer, so the GM’s the only one who can respond definitively. He should start with my “No” as a default (in the interest of keeping the rule about Mental Powers and CSLs consistent), but shouldn’t feel any qualms about changing the answer if he feels that suits his campaign (or this particular character) better.
  17. Just a quick reminder that GenghisCon, where I'm a guest, is coming up in just a few weeks -- and early registration for games is already open! You can find out more here: GenghisCon 42
  18. Just a quick reminder that GenghisCon, where I'm a guest, is coming up in just a few weeks -- and early registration for games is already open! You can find out more here: GenghisCon 42
  19. Steve Long

    Pushing in Heroic Campaigns

    He can Push for 8 points of STR in this situation. He can Push for up to 5 Character Points' worth of an ability (STR, in this case) just for succeeding with the EGO Roll. If he succeeds by a greater margin, he can exceed that amount as indicated in the rulebook.
  20. Steve Long

    Healing on Objects

    See 6E1 234, under "Healing Inanimate Beings And Nonliving Objects." (Though you could certainly build a "mending" power with Transform instead, if you prefer.)
  21. No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  22. Steve Long

    Steve On The BAMF! Podcast

    Yes, I believe this past December 3 marked twelve years. I may be off a year or two, but I think that's when it was.
  23. Steve Long

    Steve On The BAMF! Podcast

    Earlier this week I taped an episode of the BAMF! podcast, in which I and superhero gaming luminaries Steve Kenson and Christopher McLoughlin talk about superhero RPG design and related topics. Enjoy! BAMF! Podcast: Steve Talks Superhero RPGs
  24. As discussed on page 250 of The Ultimate Skill / HERO System Skills, telling believable lies is a function of the Persuasion Skill. Depending on the situation, the text on that page suggests that any of the following Skills might be appropriate to determining that the character using Persuasion is lying: --INT Roll --EGO Roll (which is typically used to resist Interaction Skill rolls) --Deduction --Perception --Persuasion (the idea here being that if you're good at lying, you might also be good at determining when someone's lying to you) Alternately, if you think that lying/uncovering lies will be a significant factor in the campaign (in other words, that it will happen frequently), the GM might want to create a Skill especially for that (probably an INT-based Skill, but that's up to the GM creating it). See also TUS/HSS pp. 65-67, which discusses how to handle Interaction Skills in general (especially when used against PCs).
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