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Doc Democracy

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Doc Democracy last won the day on March 14

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  1. The big “trick” with HERO is figuring out how you want things to play out in game. You need a really good vision of that to properly model the game effect. If you think about the call in artillery, then you have a presence close to the rest of the party (the avatar) and a presence off-shore (the ship). The idea is that the avatar “spots” for the ship and the attack will not come from the avatar but from the ship. There are various ways to accomplish this. One. You make the avatar the character and the ship is an adjunct. You can model the artillery with an indirect attack and the range modifier is based on the distance between the avatar and the target. You might impose a slight delay between the attack being fired and the attack hitting. You might indicate that the attack might be blocked or prevented in some way from reaching the target. In this case the ship does not necessarily exist, it is a special effect. However you could indicate that the ship is a focus, or that the power has a physical manifestation. In either case that means opponents can interact physically with the ship, potentially depriving the avatar of access to the artillery. Two. You make the ship the character and the avatar a physical manifestation of a clairaudience power. The presence of the avatar means that the ship can target opponents close to the party but range penalties are based on the distance between the ship and the target. There are a variety of options for this method too that enhance the avatar or accuracy of the artillery. If you want the range of the artillery to be enhanced when the avatar is on the ship then you can model this as well. I think this is only an issue because, if the avatar is on the ship, how does the ship target an opponent. You need to be able to perceive a target before you can shoot at it. Doc
  2. I think you really are at the coal-face of, is there a limitation, and is it worth anything. As a GM, I am looking and saying that, in my judgement, there will be times that the 12D6 blast will not be available to the character at times when he wants it to be. I am saying that the lack of this 12D6 will significantly impair the effectiveness of the character but perhaps only as often as an IIF focus. Good grief, ?I have just realised that I have wandered down a rabbit hole. I have stopped talking about the use of a no conscious control limitation on the reserve of a small bonus damage element to a main power to its use on primary powers. I am inclined to be a little bit more generous on the bonus colour items than the core stuff. Talking about the bonus additions, the player has no choice as to whether his 12D6 blast is supplemented with a small flash or minor drain or a bit of NND damage. It happens always and randomly. That is not hugely important and the savings over purchasing a flash that only goes off when the core power goes off is zero. I might allow the NNC to give a -1/2 limitation to the reserve, same as the linked limitation. In the event of NNC being added to the reserve of the multipower you were talking about, the player would have no conscious control of when the points in the reserve shifted. That would bring the time factor into play much more regularly and be FAR more limiting than a straight 12D6 blast... So while I see the principle you elucidated using the 12D6 multipower, I think it is a different judgement being applied to core powers and flavour elements around the core powers. I also think that there is a real difference in applying NCC to the reserve than time taken to activate. Each one comes to a different judgement when I apply the “will it limit the character” test. Doc
  3. I think you need to think harder about stuff when you begin throwing large limitations around. I am of exactly the opposite opinion to you here. I think the reserve is limited but the slots are not and the limitation is not as severe as the rules say for no conscious control. If you allow a limitation that does that does not limit the character then you have gone wrong. I would have slashed the value of the limitation on the reserve to -1/4 making the reserve cost 48 points, a fixed slot cost 6 (no limitation as it is not the power that is limited it is the ability to switch between powers). So 60 points to have the ability to switch between blast and flash. Same price, more utility but I think I could live with that...or I might allow the full delay limitation but they apply to the slots as default, so it always takes five minutes to activate a power, much more restricted, much cheaper. Doc
  4. It is a limitation, I am poor with the notation! As soon as you have no choice things are worth less (IMO). You have no choice to switch it off and cannot pick the most advantageous supplement to the attack. If it was simply a single power that always accompanied the first, I could buy linked, which would be worth more than -1/4
  5. Hugh, I normally agree with everything you say. 🙂 In this case, I disagree, I think that we are look at a +1/4 version of no conscious control (and that does affect everything quite equally). Doc
  6. My problem with the whole “punch a nazi” meme is that most people are not equipped to punch a Nazi and the idea that you physically assault someone just because you judge their motivations to be suspect, is in itself, suspect. Doc
  7. I would be happy to contribute. I am a better proofreader and idea suggester than author but am happy to contribute on whatever. Doc
  8. My usual idea is to measure the characters against a standard straw man and see how they stack up. In your case I think I would construct a straw man SPD 5, CV7, 10DC attack defences 20 and CON of 20. Aquanet: Makes 5 attacks with 84% chance of success (both levels in offence) doing 15 STUN and 0 BODY. That comes to an average of 63 STUN per round with little chance of stunning. [could use skill levels for damage - 58 STUN per round still with little chance of stunning]. Bondage: Makes 4 attacks with 62% chance of success doing 15 STUN and 0 BODY. That comes to an average of 38 STUN per round with little chance of stunning. [could use NND to get 52 STUN and a reliable chance of stunning] Chronic: Makes 6 attacks with 62% chance of hitting doing 12 STUN and 0 BODY. That comes to 43 STUN per round with little to no chance of stunning. Delicious Rick: Makes 4 attacks per round with 62% chance of success (2 levels in offence) doing 22 STUN and 0 BODY. That comes to an average of 55 STUN per round with reliable chance of stunning an opponent when he hits. [bumps damage to 65 per round by pushing all levels in offence) Spandex: 9-10 DC, 5 SPD, 7/7 CV Makes 5 attacks per round with 62% chance of success doing 15 STUN and 0 BODY. That comes to an average of 46 STUN per round with little chance of stunning. I am not able to do much speculation about how much damage they would be taking with these stances, nor on how much END they would be spending. I think I would rather be playing Rick or Bondage with these numbers but there should be other factors coming into this. Doc
  9. They could quite easily have the old hammer and sickle decals still partly visible under a hasty paint job...
  10. It is the time to accomplish things good or bad that would not be possible in normal times. I don't think this is equivalent to internment camps, possibly more like Patriot, but this is an issue well mulled over, and I am not convinced that any response is, at this time, knee-jerk, or hasty. Doc
  11. You notice what happens in other countries when there is a mass shooting? They immediately decide to change their gun laws... https://www.bloomberg.com/news/articles/2019-03-16/new-zealand-to-change-gun-laws-after-mass-shooting-kills-49 Doc
  12. It can also be useful simply having the lists of powers, advantages and limitations from the books for quick reference.
  13. There are a LOT of books and when you know the system none of them beyond the core are NECESSARY but lots of them are useful. Given your preferences, you might want to dip all the way back to 3rd edition and pick up a hard copy of Danger International or Justice Inc. These are essentially cut down versions of the core rules to apply them to a particular genre (action adventure or pulp, respectively). They have one big relic of pre-6th edition but it would give you a HERO-style game to familiarise yourself with the system. If you want to stick with 6th then I would pick up Fantasy Hero Complete as it seems to constrain the current system into a specific genre. Doc
  14. I have run a game where the whole point was to roll 11 or less to succeed and all the modifiers (good or bad) altered the dice roll. it worked well.
  15. The key point here is that you are right, you are not going to learn the rules by reading the core toolkit cover to cover. Your approach is also a good one, take some heroes and play out some combats. You should also have a go at building a character of two. Do it in stages, here in the boards, you will get all kinds of helpful suggestions. For example. If you have an idea of a character, just in description, no game mechanics, then begin putting it together, one piece at a time. When you have done this once or twice you will have a firm grasp of two things. First, the principles of building powers and using the rules and how simple those principles are. Second, how those simple principles can create huge complexity. We love new players coming to ask questions, it often makes us reconsider the basic elements of the system with fresh eyes. Doc
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