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Simon

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Posts posted by Simon

  1. 38 minutes ago, Hugh Neilson said:

    An |MP with separate slots for, say, heat, cold, radiation, etc. protection would simulate the ability to activate radiation shields separate from heat shields or heating to protect from cold.  This seems reasonable.  By that logic, Life Support is a series of discrete all or  nothing powers.

     

    Yup...that's what I was getting at (poorly) when I said "Adder-based".  Adders when purchased are a required part of the Power.  Life Support is just a bunch of Adders that you can combine (or not).  If they are purchased with a particular construct, they are part of that construct -- you don't get to pick and choose which to use at any given time.

     

    Most of the "Adders" that make up Life Support are all-or-nothing.  Some are option-based -- you select a particular option (breathe underwater, does not breathe, etc.).  Note that option-based is still an all-or-nothing when it comes to points.  It's X points to purchase and that's what you get.  You don't get to go to a lower cost option by tossing fewer points at it in play.  Similar to the changes to Growth between 5th and 6th -- Growth moved from a level-based ability (every 5 points of Growth gets you...) to an option based ability.

  2. You can put all-or-nothing powers in Multi-slots, but it doesn't make much sense to do so as you don't get the benefit of the multi-slot -- you still need to supply all of the points to the ability in order for it to function.  You can't go "somewhat desolid" and you can't be somewhat protected from a given environment.

     

    Life Support is purchased as an all-or-nothing ability...just one with a lot of options.  Just like purchased Adders on an ability are part of that ability and must be used (not optional), purchased components of a given Life Support construct are part of the ability.  While you may not need High Radiation protection at the bottom of the ocean, it's still there and part of the suit and protecting you (from the non-existent High Radiation).  Should a blast of suspicious radiation suddenly hit, you don't need to change suits -- it's part of the Life Support that you purchased.

     

    Being able to change the construction of an ability on the fly is (part of) what a VPP is for.

  3. Interesting concept...

     

    My take would be that the question is moot because Life Support would not be able to take advantage of the Multi-Slot flexibility -- it's not a level-based ability (like Blast), it's an all-or-nothing ability (like Desolid).  So you'd need to define the Life Support that is in the slot in question when purchasing it (be it Total Life Support or some subset).  From there, it's either on (using all points required for that version of Life Support) or it's off.  Having a variable construct of Life Support (defining what aspects are enabled at any given time) is more of a VPP thing.

  4. Just so we're all on the same page:  HD is meant to help you build a character within the HERO System rules. While you can assign a picture to any given character in HD, the program has nothing to do with the creation of that image.

     

    To assign an image to a character, just click on the button labeled "Click to assign." next to the character image field on the Basic Info. tab.

  5. If you're running it from the command line via "java -jar HD6.jar" and not seeing anything, then let's try the following:

     

    1. Post the trace.log file from the directory that you're running from (the one with HD6.jar). Hopefully this will give some info on where the error is.  Java 10 breaks a large number of things...very bad form from Oracle on that...

     

    2. try running from the command line with the following:

     

    java -Xmx1024m -cp .\HD6.jar com.hero.HeroDesigner

    That will bypass the launcher mechanism and try to directly run HD...possibly get us closer to the issue.

  6. Yeah...HD is following the rules of the system.  Know the rules and building something in HD is as easy as the particular construct allows.

     

    I would again suggest you spend some time familiarizing yourself with the rules.  Remember: you posted another thread wondering why “Instant Change” wasn’t available.

  7. 1 hour ago, Rebar said:

    OK, I guess I see your point. Running does not, in-and-of-itself, do damage, therefore - even if I applied 2x Knockback to it, it would  do 2x0 Knockback.

     

    So is there no way of applying a knockback modifier to the velocity damage?

     

    I have to buy a power to simulate extra damage from velocity?

    Again, I would suggest you spend some time familiarizing yourself with the rules of the system.

     

    Start with the basics: reasoning from effect.

     

    "I want the character to knock people back really far when he's running."

    "You mean anytime he runs, people around him go flying?"

    "No, only when he runs into them."

    "Ok...so when he does a Move Through, they get sent flying.  Is that a facet of his STR?"

    "No, it's from his running."

    "Running doesn't do damage.  Velocity-based damage is part of the Move Through Maneuver, however -- do you want the increased knock back to apply to all damage done from the Move Through Maneuver?"

    "Yes."

    "OK, you'll need to familiarize yourself with the rules regarding placing Advantages on Maneuvers.  In particular, you're going to need to calculate the effective Active Cost of the Move Through Maneuver in order to determine the cost of the Double Knockback Advantage on it...and then pay for that cost.  It won't be particularly cheap."

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