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Simon

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Posts posted by Simon

  1. Re: Two Silly Questions

     

    1. Yes.

     

    2. Yes, though the rules are extremely complex. Advantages can be added to Martial Maneuvers, but you need to calculate the "Active Cost" of the Maneuver via a rather lengthy series of rules in UMA. Limitations cannot be added directly to Maneuvers, but can be placed on a "style" (10 or more points of Maneuvers). All covered in UMA.

  2. Re: Making the math easier

     

    Remember rounding rules: you round at each step.

     

    To take your example:

     

    ((5*10) * (1+1/4)) / (1+1/2)

     

    (50 * 1.25)/(1.5)

     

    (62.5)/(1.5)

     

    (62)/(1.5)

     

    41.333

     

    41 real cost

     

    If you try to remove the fractions, you lose the rounding rules:

     

    ((5*10) * (4*(1+1/4)))/(4*(1+1/2))

     

    (50 * 5)/6

     

    250/6

     

    41.66667

     

    42 real cost

  3. Re: Making the math easier

     

    The only other thing I can think of that seems similar to what you're saying, is how, when applying a Modifier to powers that you already have some of naturally (such as Strength, or Running), you only calculate the points for what you paid for (otherwise it might be possible to save more points than you had originally paid :nonp:).

    That is incorrect. If the Modifier is applied to the base Characteristic, the points are calculated accordingly. This applies to both Advantages and Limitations (so yes, it is possible to save points if you limit your base Characteristic).

  4. Re: UOO Math Check

     

    The cost is correct as originally calculated:

     

    (Total: 45 Active Cost, 25 Real Cost) EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2) (Real Cost: 40) plus Naked Modifier: Usable By Other (+1/4); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) for up to 40 Active Points (-15 Active Points) (Real Cost: -15)

  5. Re: Humorous: Broken arithmetic in system.

     

    You're not very wrong, you're obsinately wrong.

     

    Sine powers with Charges don't cost END to use, a power with a large number of Charges is better than one bought normally -- so at a certain point Charges becomes a Power Advantage.

     

    Pretty danged clear.

     

    A Limitation that doesn't limit the character isn't worth any bonus!

     

    About as explicit as they come....black background, large, bold, white text. Stands out on the page.

     

    To determine the cost of a power with a Limitation, first total up the bonuses the power's Limitations are worth. Total the Limitations as positive values, even though they're listed as "negative" numbers.

     

    If it's not listed with a negative sign, it's not a Limitation. Charges become an Advantage after a certain number have been taken (as stated explicitly in the text). When Charges become an Advantage, they go into the Active Cost calculation.

     

    Stop being obstinate. Listen to what people are trying to explain to you.

  6. Re: Humorous: Broken arithmetic in system.

     

    Completely non-funny response follows:

     

    Rule the first: The value for a Limitation is a positive value. 1/4, 1, etc. It is represented as "-1/4" to denote that it is a Limitation (and not an Advantage). Note that Limitation and Advantage are not mathematical terms.

     

    Rule the second: The minimum value for a Limitation is 0. The same is true for Advantages.

     

    Rule the third: There are rare cases of Modifiers (such as Charges) which can change from being a Limitation to being an Advantage. When this happens, the Modifier is not a Limitation -- it's an Advantage (and shown with a "+" sign to denote same). Generally, Limitations will not do this, as there is rarely an Advantage to be gained from having it on your Power.....but Charges is nine kinds of screwed up and runs by its own rules.

     

    Rule the fourth: When calculating the cost of a Power, you take the total of the Advantages (note that anything with a "+" sign in its display is an Advantage....they are always positive numbers), add them together, add 1 to the total and multiply the real cost by this value. You cannot have a total in Advantages of less than 0 (there is no such thing as a negative value), so this will always give a minimum value of 1*(Real Cost). You take the Active Cost of the ability and divide by (1+Limitation total). Since the minimum value for a Limitation is 0, this means that you will never divide by less than 1.

     

    If you want to talk about "broken math" you're far better off picking on the Hero System rounding rules, which are rather painful for anyone who has owned a calculator.

  7. Re: Martial Arts END Costs?

     

    Okay, that seems to go againsts the 1 END minimum rule listed earlier for things like Block and Dodge (and I was pretty sure I had read in my 5E book under Endurance section).

     

    When you say the maneuvers don't cost END:

    - if it is a Str + 2d6 maneuver - pay END for the Str used but not for the extra 2d6?

     

    I guess I'm confused on what "the maneuver" actually is. In my example above, is "the maneuver" the whole "Str+2d6" or just the extra "2d6"?

    You pay END for STR only once for a given segment/action.

     

    This means that you may or may not pay END for the STR on a Martial Strike (for example).

     

    If you have done nothing else during your action (no movement, etc.) and just use a Martial Strike Maneuver, then you would pay END for as much STR as you wanted to put into it (but no END for the Martial Strike itself).

     

    If, however, you had already used your STR to leap into position (for example), you would not have to pay any END at all for the attack.

  8. Re: Musings on Random Musings

     

    Sometimes I even appeal to the poster privately to mitigate their offending comment(or to phrase it in a way that won't violate the rules), and I'm sure I'm not the only one to try.

    But gamers can be an ornery, obstinate folk at times...

    Yup....who woulda thought that "Don't like it? Then ban me." would not be an acceptable response to a moderator.....

     

    :ugly:

  9. Re: Musings on Random Musings

     

    At least three... and how many of them were abortion threads?

     

    You aren't blooded on the boards until you've been in the middle of a thread foreclosure, and you aren't a veteran until its old hat. Only, now that people actually fall in battle along with the closure, its also a sign of the canny old board warior who has seen and survived the "big ones."

     

    In general, when you've survived an abortion thread closure you can say you've survived the Battles of the Bulge.

     

    And then there's gay marriage...

    Please stop looking at my bulge....

  10. Re: RPGnow categories

     

    Umm...correct me if I'm wrong, but wouldn't that be something that RPGNow would have to fix? I don't think that DOJ has anything to do with their online store apart from selling them the product. How RPGNow wants to order/sort things within their own online store is up to them.

  11. Re: Making sense

     

    Normal Vision does not have Discriminatory by default. You would need to purchase that Sense Modifier if you wanted it.

     

    That said, Normal Vision is commonly defined as having discriminatory capabilities (note the lower-case "d")....judged primarily by common sense and real-world knowledge/experience.

  12. Re: Making sense

     

    I agree to an extent, but I think Hero really needs to sort out where it relies on mechanics and where it relies on sfx to make it work.

     

    Example: the power built is sonar: specific power - no reason for a generic build. Anyway, what it detects can be important: you'll be squeezing sfx in later anyway: if a villain emits a CE field that sends out high amplitude and frequency white noise then:

     

    1. It SHOULD block the sense, but requires to to apply common sense rather than just look at the detect sfx and say 'overload'. Anyway, 'physical objects' means that it should not really be able to detect sound per se (OK a sound wave is a movement of a physical object - air, usually - but as 'sonar' can't detect air as such.....) and so a sonar emitter would not be detected, although every fibre of your being might argue that it SHOULD. If we started off applying sfx, not being so terrified of the consequences of letting sfx intot he 'pure system' (yeah.....) then we would not need to correct later. A petty point, but possibly an important one...

    Only if the sense is attached to the Hearing Group. Sonar is (by default) in the Hearing Group, but doesn't have to be...presumably, you would change the name if you assigned it to the Sight Group (or whatever)....but that doesn't affect the build in any way.

     

    A "white noise emitter" would block sonar if and only if the white noise emitter were constructed as a Flash (or Darkness or other Sense-blocking ability) against the Hearing Group and the particular build of Sonar was placed in the Hearing Group.

  13. Re: Senses Targetting and Nontargetting

     

    The default sense settings are a matter for the campaign builder - if, in a particular game, targetting hearing is common but sight hearing is not then, as a default, the only 'tagetting sense' for flash cost would be hearing.

     

    If both hearing and sight targetting are common you pay the higher price for both.

     

    There is nothing to stop you selling back the 'tagetting' part of your sight group and applying it to another group, such as hearing, if that is appropriate tot he character and campaign. What that means is that you can see but you can't use sight to target stuff: maybe you have slow sight - you need to focus for a few seconds before you can sees omething properly - making sight useless in combat. Flash against a particular sense will effect that sense 'fully', irrespective of whether it is targetting or not. The difference in proce is NOT a difference in function - it just reflects the relative utility of knocking out a sense which is COMMONLY used for targetting as against one that is only UNCOMMONLY used.

     

    Hope that helps?

    Better than my rambling ;)

  14. Re: Senses Targetting and Nontargetting

     

    Interesting point. How would you distinguish' date=' by watching them, between someone who is "just good enough" to hit something by using a non-targeting sense, and someone who has targeting hearing?[/quote']

    Why would you (other than as an academic exercise)?

     

    In relation to a Flash (or other Sense-affecting Powers), it doesn't matter whether or not their Hearing is targeting.

     

    I expect that good dramatic descriptions by the GM should reveal whether someone is stumbling around blindly (even if still able to "luck out" and make contact with their target) or if they can perceive their surroundings via a targeting sense.

  15. Re: Senses Targetting and Nontargetting

     

    I'd just like to throw this in the ring: owls have targetting hearing. In fiction' date=' I've seen targetting hearing on Agent Sands from "Once Upon a Time in Mexico" and on the younger girl from the anime series "Noir". There is definitely precedent.[/quote']

    Of course, no one's arguing that targeting hearing is unreasonable....but by default, the Hearing Group (and the Normal Hearing Sense) is non-targeting. Which means that you pay the lower cost for Flash (and similar Powers).

     

    A Flash vs. the Hearing Group will function just fine against an owl. Or Agent Strands...or the chick from "Noir" ;)

  16. Re: Senses Targetting and Nontargetting

     

    So Flash vs. Nontargetting sense would not effekt targetting sense. Even if it is unusual for the sense to be targetting e.g. hearing.

    No, Flash vs. a Nontargeting Sense Group would affect any targetting senses in that group normally.

     

    For example:

     

    If you have a Flash vs. the Hearing Group and use it on someone with Sonar (defined as a Targetting sense in the Hearing Group), their sonar will be knocked out by the Flash.

     

    As LL stated, the cost of Flash is based off of the default targeting nature of the Sense Group. By default, only the Sight Group is considered targeting.

  17. Re: The COH Costume Creator (Official)

     

    No, you're not allowed to post anything of dubious legality.

     

    Consider:

     

    Pretty much all applications (CoH included) have you accept a legal disclaimer prior to download. Linking directly to a download (bypassing the legal disclaimer) is ILLEGAL.

     

    The site that you linked to is in Korean. Whether it is an official CoH distribution or not, they quite clearly are not ready to distribute the application to an American/Western market (by FAR, their majority audience). So you are bypassing the company's wishes and trying to distribute an application WHICH THEY OWN without their permission.

     

    When CoH is ready to distribute their drawing application as freeware in the States, I'm quite sure that they will have no problem advertising that fact.

     

    You are extremely lucky to still be allowed on this server -- you were told explicitly after you first posted not to post the link again....and yet you did.

     

    I must be getting soft in my old age.

  18. Re: Is Hero too preditable?

     

    Numerically' date=' yes, but only because you are dealing with larger numbers. With 2d6, the max you can possible deviate from the mean is 5. I've no doubt that when you roll 100d6 you'll deviate by more than 5 on nearly any roll. But while you'll roll a 2 or a 12 very often on 2d6, you'll almost never roll 100 or 600 on 100d6. You won't ever get close. Compared to the possible results, you'll almost always roll within a very tight group centered around the average result of 350. In fact, the chances of getting above 400 or below 300 is very very low. Imagine rolling just 1d6 and only ever rolling a 3 or 4.[/quote']

    Which changes nothing about what I said. I'm not talking about maxing out your roll -- I was discussing the amount of variation (net, not as a percentage) that you will see. Since you don't average your numbers in Hero, there's very little point in saying that your percentage variation is less and less the more dice you roll -- it's the raw numbers that count, and they will vary by ever-increasing amounts.

  19. Re: Is Hero too preditable?

     

    Ah' date=' gotcha. They should have said it the other way around... the more dice you roll, the closer the total on the dice stays to (3.5*x), where x is the number of dice rolled.[/quote']

    Which is not, in fact, the case.

     

    The observed average of the dice that you roll will get closer to 3.5. The total on the dice that you roll will average 3.5*x, but the deviation will increase (note: as a number, not percentage of total) the more dice that you roll.

     

    Roll 100d6. You'll see rather large swings in the total vs. what you see when you roll 2d6.

  20. Re: Is Hero too preditable?

     

    Errr....

     

    The per-die average is close to 3.5 the more dice you roll. The actual total will vary by an ever-increasing number the more dice you roll.

     

    Roll 10d6 for a while....let us know how many times you roll 35. Your rolls will average around 35, but will vary in both directions.

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