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Simon

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Everything posted by Simon

  1. Re: Why doesn't 6e use hexes as a unit of measurement? I don't know what kind of comics you're reading, but those that I've read and followed have a little thing called "internal consistency" I absolutely would NEVER play in a campaign in which the GM decided that power levels and abilities were arbitrary based on the scale that he decided on for the map.
  2. Re: Why doesn't 6e use hexes as a unit of measurement? Now let's have the character figure out how big their AOE blast is. Not "how many feet across" or "how many hexes"...but how big. How do people normally do this? By seeing what it covers on the map. What actual features it covers. "Wow, that blast covered the entire football stadium!" Battle 1: the GM has the scale set to 5 meters because he wants the battle to take place in a football stadium (he has a large map). My "12d6 Blast AOE 25 unit radius" covers a 125 meter radius. That's pretty much the entire field. Cool. Battle 2: the GM has the scale set to 1/2 meter because he wants the battle to take place inside of a school gymnasium. My "12d6 Blast AOE 25 unit radius" covers 12.5 meters. That's a smallish portion of the gym floor. That's....kinda sad. Why the difference between battles? Why would you EVER have the scale of the map determine the strength of your powers or how far you can run? That's like saying that the scale of the map should determine how big the buildings are. "Well, I only have this size model for the houses, so this week, the houses are 150 feet tall due to the scale of the map. Next week, they'll be 500 feet tall, since the map will cover a larger area."
  3. Re: power design feedback Yes. The normal/default behavior for an AoE attack is for you to target the hex that forms the starting point/origin of the AoE. Any characters in the affected area are "hit"/affected by the AoE without additional rolls. Selective and Nonselective require that you roll to hit each target in the affected area individually.
  4. Re: power design feedback I don't think "Nonselective" is what you're looking for. The default AoE should suffice for the effect you're after (being indiscriminate of friend or foe in the affected area). Nonselective means that you'll need to make an attack roll against each person in the affected area, rather than the Blast simply blanketing everything in the area automatically.
  5. Re: FTL Travel No. I'm saying that it defaults to whatever SPD makes both good common sense and good dramatic sense for the character/situation
  6. Re: Megamovement DCV errata ? Watch your tone. Makes perfect sense to me. As luck would have it, it makes sense to Steve Long as well. Frankly, I don't see what the confusion is - it works for both game balance and dramatic sense.
  7. Re: FTL Travel And be able to make more course corrections. If that wasn't a concern, then they could reduce their SPD for the duration and save on END.
  8. Re: FTL Travel FTL is purchased in terms of distance / time. For example: FTL Travel (6 Light Years/day) If you use the power at full strength for one day, you will travel 6 light years. During the course of that day, you would spend END on every phase. Not terribly difficult, IMO.... Edit: If the question is how much END do you spend per Phase, I can't see how there's even a question/concern there. You calculate it just like any other ability in the Hero System. The aforementioned instance of FTL costs 32 points. Apply Costs Endurance to it and it will cost you 3 END per Phase that it is active.
  9. Re: Megamovement DCV errata ? You're making multiple assumptions here in order to come up with the statement of "it's wrong/inconsistent" First and foremost, you're assuming that the DCV bonuses _should_ be the same for both forms of Movement. Where you come up with this notion is beyond me. Megamovement is _decidedly_ different from normal movement. See scaling. Why is it difficult to accept that there are different DCV bonus structures in place for different forms of Movement?
  10. Re: Sixth Edition Characters Realize: 1. You have copy/paste. As detailed in the documentation and numerous threads in the forums: Ctrl+C, Ctrl+X, Ctrl+V -- standard keyboard controls for copy, cut, paste (respectively). 2. Applying a 6E template to a 5E character will likely break things behind the scenes and have unexpected consequences on the character. Hidden (and uneditable) costs, etc.
  11. Re: Sixth Edition Characters A Møøse once bit my sister ...
  12. Re: Sixth Edition Characters Yup -- it's a lot like sleeping with your sister. Fun at first, but then it just gets awkward.
  13. Re: Sixth Edition Characters HD6 will support both the 5E and 6E rules, but there will not be any auto-conversion between the two. In fact, taking an existing 5E character and simply changing the template to a 6E template is likely to break a number of things and have generally undesirable results within the application. The recommended conversion method is to re-key the character using the 6th edition rules template.
  14. Re: 6th Edition Question: New Powers? I should point out that this had a bit of a beneficial effect on HD that folks may like -- the NCM limits for each Characteristic have been moved into the Campaign Rules screens and are now set via the user interface.
  15. Re: Hero Designer for 6th Edition That's largely in the hands of the users -- I'm sure multiple versions will go up to the vault very quickly. ghost-angel has a simple one that he was using during testing....I'll be making some changes to the vault over the weekend (to indicate 5E vs. 6E for the various files that are posted) and will ask him to post it once I'm done.
  16. Re: Hero Designer for 6th Edition I should mention that I am still working on the default HD6 export format (the character sheet format that's going to appear in the back of the book). I _may_ have it done in time for the initial release of HD6, but there's likely to be a bit of an offset between the release of the software and the availability of export formats for 6th Edition characters. I'll have more information by the end of the weekend (since I hope to get a chunk of work done on the export format by then).
  17. Re: Hero Designer for 6th Edition Pretty much as soon as 6E is launched -- they're both slated to go live (available in the Online Store) at the same time.
  18. Re: Sixth Edition Showcase #8: APG Goodies To answer the question on HD: the 6E characteristics were handled by: 1. Simply removing the figured components (e.g. "PDINCREASE", "PDINCREASELEVELS") from the template definitions. The 5E templates still have them and they are still available for use in custom templates, so, yes, you can create a custom 6E template that uses figured Characteristics. 2. Adding in new characteristics for the newly added OCV, DCV, OMCV, and DMCV. 3. Removing the template definition for COM (again, still available for custom templates). The 10 available custom characteristics are still there and ready for use in custom templates....about the only thing that I can think of that hasn't been done (yet) is to add in attributes for the new characteristics to be based off of figured values.
  19. Re: Sixth Edition Showcase #6: Defense Powers You just buy the defenses -- PD, ED, Power Defense, Mental Defense, Flash Defense. By default, they're all non-resistant. If you want them to be resistant, you can either use the Resistant Advantage (as a Naked Modifier to affect Characteristics, etc) or you can purchase Resistant Defenses.
  20. Re: Sixth Edition Showcase #6: Defense Powers So, in the absence of information (being that you do not have and have not read the rulebook), you'll focus on the negative? A negative that you make up in your own head based on information that you have to know is partial and lacking in many areas? You're welcome to ask questions -- but they're likely to go unanswered, as those individuals who are privy to the entirety of the new rules are hesitant to expand upon things that Steve has said (they're under somewhat strict orders not to divulge information). These are "teaser" previews. There will be many unanswered questions regarding them. That's kinda the point. Your focusing on the negative in the absence of other information does absolutely nothing to help anybody and is (quite frankly) frustrating in the extreme to those of us who have read the new rules and who have stated (multiple times) in this thread that they work quite well and allow for a much expanded (NOT diminished) range of effects that you can simulate.
  21. Re: Sixth Edition Showcase #6: Defense Powers People frequently boggle my mind --- you've got a rather decent explanation of a new ability and how it helps the system. You've got multiple people who have actually seen the writeup telling you how much they like it. And you somehow manage to ignore this and come up with a worst case scenario in your head that ignores many things you've already been told....just so you can be pissed off, from what I can tell. Barrier 10PD/10ED, 0 BODY How hard is that? How is that a "big, clunky, overcomplicated, ugly power construct"? Seriously. Oh...wait. You want it to cost END to maintain or it disappears. Barrier 10PD/10ED, 0 BODY, Costs END to Maintain Wow. Clunky and overcomplicated all right. From where I'm sitting, you've got more options and more elegant approaches to common schticks than you did before. But hey, feel free to ignore this as well and be all negative.....it's apparently what many do best.
  22. Re: Sixth Edition Showcase #5: Body-Affecting Powers Errr....maybe I'm missing something here, but I fail to see where there could be any issue (or even question). You don't tend to draw things out on a hex map by following the lines of the hex -- you draw out the map to scale (typically 1" = 2m) over the hexes. A hex is defined as being 2m from face to face -- it's just scaling. You could do the same thing on square grids, triangular, houndstooth, or pretty much any other shape you care to come up with. A building that is defined as 20m long x 30m wide x 15m tall will look exactly the same on a hex map as one that is defined (in old terms) as 10" long x 15" wide x 7.5" tall.
  23. Re: 6E Rules changes confirmed so far No....
  24. Re: 6E Rules changes confirmed so far Sigh. One warning apparently isn't enough. CALM DOWN! Cripes people....this shouldn't be difficult. Keep the discussion to the topic, not those discussing it. If you feel that you're getting heated LEAVE THE DISCUSSION. Don't read the thread. AT ALL. I've placed a number of people into moderated status as a result of this thread. If it gets to be more, then I'm going to just shut this down.
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