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LoneWolf

HERO Member
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About LoneWolf

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    Lincoln, California
  1. LoneWolf

    Normal Dice and Does Body & Pen.

    Stop thinking in game terms and instead figure out what you want your character to do. Once you have what you want your character to be able to do build it. Trying to translate exactly from one system to another is a waste of time. There are probably a dozen ways to get what you want. One thing to keep in mind is that once you get past the DEF of an object it is not hard to break them. Look at how much damage you are doing with your attack, and see how close you are. For an Iron Fist effect I would simply buy a few extra dice of damage. Maybe put a couple of limitation on it like extra time and maybe requires a roll.
  2. LoneWolf

    Normal Dice and Does Body & Pen.

    What you are trying to do will not work. But what you could do is to use a killing attack and take the +0 advantage AVAD to make it so you use your normal defenses vs the killing attack. If you apply penetration to this attack the body will be penetrating. Since you take a minimum of 1 stun per body taken this will effectively make the stun penetrating as well. Martial maneuvers are not limited to normal attacks. There are plenty of martial killing attacks as well as a variety of other attacks as well.
  3. LoneWolf

    Advice

    Actually always on would not be appropriate because cyclops can shut his eyes to prevent the blast.
  4. LoneWolf

    Images - Danger Sense

    Striking appearance is simply a bonus to interaction skills and presence attacks. Someone with a danger sense should still get a roll to see if they are actually in danger, especially if they bought it as any danger. When a danger sense is capable of detecting danger when none of the characters other sense are operational, being “Visible” is meaningless. Images to danger sense would allow a false positive. Someone with danger sense can use it as a way to check to see if something really is a threat. Images to danger sense means the character with danger sense would perceive the threat to be real, even if it is not
  5. LoneWolf

    Hardened Defences

    The wording on that section makes no sense. They seem to be saying you have to harden all of a particular defense, but contradict the rule in the next sentence. There is no real difference between buying hardened on your first 3 pts of resistant defense and not the next three, and buying 3 points of hardened resistant defense, and 3 points of resistant defense without the advantage hardened. Since hero system has no rules that prevent defenses from stacking this rule makes absolutely no sense. Let’s say I have a character that has combat luck, and also wears actual armor. Combat luck is hardened, but the armor is not. Does this rule mean that I have to purchase hardened for my armor? The last sentence of the rule specifically states I can have some defenses that are different. If the rule is because of a computer programing limitation it has no business being in the rules. In all honesty I would simply ignore that section because it makes no sense.
  6. Most games I have been in you do not use character points for magic items. Depending on the campaign level the GM may or may not give out magic items as part of the starting gear. On a separate note the perceivable limitation is not valid on your item for two reasons. First and most importantly it is an obvious focus. Second of all, any magic is already perceivable by detect magic. If the focus was not obvious you could use the perceivable, but then anyone would be able to tell it was magic even without casting detect magic.
  7. LoneWolf

    Images - Danger Sense

    You could use both the images to danger sense and the striking appearance in a compound power. The striking appearance is probably the best way to do the intimidation. By itself the images will only affect a small number of targets. If you don’t have danger sense images vs danger sense are useless. You could buy danger sense UAA, but that is going to be incredibly expensive. You would need to purchase danger sense as a sense, any danger, at range, UAAt which would come to 74 active points in addition to the images. Purchasing the images to danger sense is going to make sure that anyone with danger sense takes the character seriously. Most characters with danger sense are going to really pay attention when it is triggered. By combining these powers you cover affect both people with danger sense as well as those without it. The images vs danger sense will mean that those that have danger sense will not be able to simply ignore the threat. They will probably be more affected by the power than those that do not have danger sense.
  8. LoneWolf

    Feint

    A feint is supposed to be a false attack that causes your opponent to be at disadvantage vs the real attack. Because of this I would say you have to declare the dodge or block before the feint. Basically consider feint a combined attack not a separate action.
  9. LoneWolf

    The Arms Race Must End

    What you really need to do is lead by example. For your next villain create something with a lot of skills and use it against the party. Make the villain a little weak on the combat side, but go nuts for skills. His combat abilities should also be designed to be able to take advantage of his skills. The idea is to create a synergy between the villain’s skills and powers. Once the players have been beaten down by something supposedly weaker than they are they may get the idea. Most of my characters are built this way and they seem to be the most powerful characters in the group. Another thing to do is to allow the characters to fail if they don’t have the skills. Many GM’s will bend over backwards if the characters don’t have the right skills or powers. This often leads to situations like you are in. This encourages the players to ignore the things they should be purchasing. The way to fix this is to let them fail form time to time.
  10. LoneWolf

    Reskinning Killing Attacks

    Having killing attack damage dice changes the dynamics is a lot of ways. While rolling a large number of dice seems to be more satisfying it actually has a huge drawback. Once you get past a certain number of dice the laws of average take over and the damage is pretty much the same. People look at a10d6 attack and think I can do 60 points of STUN and 20 BODY. In reality you are going to do 35 pts of stun and 10 body. You might get some variation but not a whole lot. Chances are you are never going to do over 40 stun, but probably also never do less than 30. The body will be around the number of dice you roll, again with some variation, but not much. A standard killing attack is a wild card. If you are using 5th edition rules, or 6th edition with hit location a killing attack is a wild card. The lower number of dice allow for a lot more variation in damage. If I am rolling 3d6+1 the chance of getting maximum damage is a lot higher than if I am rolling 10d6. The down side is I will also have a greater chance of rolling crap for damage. This makes for a more exciting game. If hit locations or the old stun multiplier rules are being used, it is even more pronounced. I have seen many a villain, and a few heroes go down to a lucky shot with a killing attack. This rarely happens with normal attacks. This would make the game a lot more boring especially for a Fantasy Hero game.
  11. LoneWolf

    Countering Flash with Mental Illusions?

    I think Steve is right about using mental illusions, but I would require both characters to make perception rolls. You need to make a perception roll to be able to feed her accurate information. She needs to make a perception roll to be able to compensate for the fact that your point of perception not going to be exactly the same as hers. What type of character is your wife playing? Does she have any area of effect attacks? Those go against the DCV of the hex to target so are usually a lot easier to make with a reduced OCV. If she makes a non-targeting perception roll and has an area of effect attack she can still probably hit. If you want to purchase a way to do this permanently consider combat sense UBO. Put Cost END, UBO, Grantor Pays the END, Grantor can only grant power to others and it will only cost 7 pts. Or she could buy some sight Flash DEF through a focus.
  12. I was wondering how big of a penalty people usually give on computer programing rolls to hack into a system. The books mention a penalty of -5 being reasonable, but to me this seems to be actually pretty low. It seems to me the penalty should be much higher. What you are really doing when you hack into a system is making a skill vs skill roll against the person who setup the system. This got me thinking about what a decent network engineer would have in game terms. I came up with the following skills for good network engineer. He starts with a slightly above average INT, say a 13. For skills he has the following Computer Programing 13-, Cryptography 12-, Security Systems 12-, Science Skill Computer Science 12-, Science Skill Mathematics 12-, and Professional Skill Network Engineer 12-. All these should be complementary skills to the base computer programing. Assuming a roll of 11 for all skills, that gives him a base roll of 18- on computer programing. The base setup of a network probably takes around a week to complete. After it is setup he goes over it for about a year to give him an additional +3. That brings his roll up to a 21- Again assuming a roll of 11 that would mean a -10 for someone trying to hack into the system. The above number would be for a small company with a single dedicated engineer. Most large companies would have a team of engineers. Highly secure networks like most government networks would probably have very large teams of highly trained engineers. Does this look reasonable?
  13. LoneWolf

    Tricks and Tips for managing a game

    Make the players responsible for their characters. If the player does not understand something about their character they should not be allowed it. As a GM you have enough to worry about running everything else, and should not have to worry about a player’s ability. Before allowing a player to purchase an ability make sure they understand how it works. Try and explain it before the game, but if they still don’t understand how it works don’t allow them to purchase it. Keep SPD reasonable. Lower SPD keeps the combat more easily manageable. If the average SPD is 6 try cutting in half so the average is 3. If characters have the same ratio in SPD a lower number plays pretty much the same. So let’s say your campaign has a character with an 8 SPD and one with a 6. If they both cut their SPD in half the first player still gets to act 8 times to the second players 6 times. The only difference is it is done over 2 turns instead of 1. Also keep CV reasonable. The biggest slowdown of the game seems to be doing the math. Most people have a difficult time dealing with large numbers so having 10+ skill levels to distribute will cause a bottle neck. Use the 11 + (OCV –DCV) method to determine your chance to hit. Take your OCV and subtract the defenders DCV and “add that number to 11. If the number is a negative number you follow the rules of mathematics and subtract it. So if you have an 8 OCV and the defender has a 5 DCV subtract 5 from 8 to get 3 and add that to 11 for a 14 or less. If the values were reversed subtract 8 from 5 to get -3 and add that to 11 for an 8 or less. From a mathematical standpoint it is the same thing as the standard 11 +OCV –DCV, but you end up dealing with smaller numbers which most people find easier. The OCV +11-3d6 method actually involves more calculations and comparisons. The most important thing to keep the game manageable is for the GM to know and understand the rules. Nothing and I mean nothing slows the game down more than having to look up a rule in the books. Hero System is a great system, but it is complex. If you are new to the system and no one else in the group has more experience limit yourself to the standard rules and avoid the optional rules until you have a chance to learn them. As you become more familiar with the rules you can start adding in some of the optional rules. Pay attention to the recommendation in the books as to which rules are more appropriate to what campaigns. Critical Hits for example usually don’t work well in a super hero setting, but work much better in a fantasy setting.
  14. LoneWolf

    Limiting and AoE Radius

    From the looks of it you are using 5th edition. In 6th edition you can define the area to any size you want. A 2” Area of Effect is now a +1/4 advantage so your 8d6 blast only cost 50 active points.
  15. Does spatial awareness have range built in? The rules do not list it as being built in, nor does Hero Designer. It does list fully penetrating and targeting, but not range. I am trying to figure out how you can have a sense that works through walls, but is not at range.
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