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Simon

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Posts posted by Simon

  1. Re: Fixed/Flex Multipower

     

    Also, if you want to "trick" HD into allowing it, you'll have a much easier time by just enabling Cost Multipliers....then you can put the items into a List and "roll your own" Framework.

     

    Set the cost of the list, set the multiplier on each slot....and you're good to go.

  2. Re: Fixed/Flex Multipower

     

    While strictly not rules legal (but there's a loophole from a certain perspective), you can always just make two slots. The rules state that you can't have two slots that are Linked together, but don't ban two slots that just add together (I think, I haven't seen the text in 5ER).

     

    You can write it up as:

     

    u 5 Slot One: 50 Active Points of a Power

    m 10 Slot Two: +50 Active Points to Power

     

    You can't use Slot Two unless you already have enough points in the reserve alloted to Slot One (because, as with using a HA without STR, you can't add to something without using what you are adding to).

    Actually, from a straight rules-perspective, that's not legal.

     

    Two different slots of a Power Framework cannot add to or modify each other. In the same way that you can't use two different slots in an MPA.

     

    As for having to "trick" HD, the only reason it's not there as an option is because it is not rules legal. HD is built for 5th edition rules. You can make it do what you want, but you'll need to do a little "tricking" in order to get there, as you are working outside of the rules of the system.

  3. Re: Character Generator?

     

    Well the math isn't hard at all' date=' its only fractions. Take your points multiply by numerator and divide by denominator. 30 active with +1/2 = 45 points. 45 with -1 lim = 22.5 points. I mean does it show you that 1D6 Transfer is still worth 15 points. etc...[/quote']

    It should also be noted that HD will take care of the Hero System rounding rules for you....which don't quite follow what one would call "normal mathematics"

  4. Re: Character Generator?

     

    Well the math isn't hard at all' date=' its only fractions. Take your points multiply by numerator and divide by denominator. 30 active with +1/2 = 45 points. 45 with -1 lim = 22.5 points. I mean does it show you that 1D6 Transfer is still worth 15 points. etc...[/quote']

    Heh...the math can get quite complex. Take a Compound Power with each component power having different Modifiers placed on it and then put the whole thing into an Elemental Control. The calculation for the final cost is non-trivial (though it does still just involve multiplication, division, addition, and subtraction).

     

    HD will show you what a given power costs (Active Cost and Real Cost). As you increase the levels or change the options on the Power, it will update the costs as appropriate. You would tell it that you want a 3d6 Transfer with the 0 END Advantage. It would take care of the rest.

  5. Re: Character Generator?

     

    Does it explaint he point costs for new powers? Cause I'm oldschool champions. I thought champions was dead 10 years ago till I saw a 5th edition book for sale in my hobby store. I was amazed o.O I noticed some costs for powers have changed so don't know them by heart.

    It will show you the costs "real-time" as you make changes to a power (and show the value of any Advantages/Limitations as appropriate)....but it won't explain the break down....it just takes care of that for you.

     

    It will explain why various Advantages or Limitations are not available for a given Power construct (e.g. "Damage Shield can only be applied to Constant Powers"), but that doesn't sound like what you're looking for.....

  6. Re: Character Generator?

     

    It should be mentioned that there is a free demo for HD available in the free stuff section.

     

    It doesn't allow you to save (or read character files) but the bulk of the character creation functionality is in place.

     

    The demo installer will give you HD 2.02 -- you can apply the updates to the demo version just like the regular version, allowing you to see all of the functionality (and bug fixes) that has been added in since the initial release of HDv2

  7. Re: Characteristic Linking?

     

    I only have version 1' date=' no updates or anything.[/quote']

    1) Regardless of what you decide below, I would recommend at the very least updating your HD to the most recent version of v1 (1.38).

     

    2) HDv2 will give you what you're looking for. In this case, much better "Modifier Intelligence" for things like the Linked Limitation. The increase in functionality and "intelligence" across the board should make it well worth the upgrade cost (IMO, obviously). Try out the demo version, if you want to see what you can expect (you can apply the updates to the demo version to get the full feature set -- minus the locked out features of the demo, of course).

  8. Re: Can't Feel Pain

     

    Build it with Dam Red and Phys Lim: insensitive - you may, for instance be unaware thatyour hand is in a candle flame until you smell the burning. Another seperate phys lim: -4 to tasks requiring fine manipulation. Nerves don't work, no feedback. Maybe a psych lim: no real understanding of the pain/damage thing (based on an INT rather than an EGO roll), and Vulnerability 2x STUN from anyhting that causes pain without going through normal nerve channels (ego attacks, some poisons, electric shocks to the head...)

    That's not really the case from this mutation, however.

     

    The girl in the story cited can feel things just fine. She just doesn't feel pain or extreme heat/cold.

     

    She can feel the texture on a nickel or dime, she can feel the pressure of her backpack, etc.

     

    She could also place her hand in a pot of boiling water and never know that she's being injured, however. Hence the phys lim.

     

    She shouldn't suffer any dexterity penalties -- just the physical inability to know when she is being hurt/injured without seeing it (e.g. cut her arm and she can see that she's been cut).

  9. Re: Can't Feel Pain

     

    I'd argue that the 'Cannot be STUNNED' bit isn't really accurate. If I'm understanding the condition properly, they can still be stunned, rattled, KO'd, etc. Frex, hit them with a strong uppercut to the diaphragm and they'll have the wind knocked out of them. That's a purely physical response as the diaphragm muscle is knocked loopy, preventing you from drawing a breath. Will they writhe on the ground in pain from the blow? No, but they're still be stunned.

     

    You'd probably be best off representing it as a very high level of Resistance. Effectively, they could be withstand as much torture as they wanted, the main limit (failed roll) being psychological in nature (they don't feel the pain, but they still know that they're being destoyed physically).

     

    They Phys. Lim. is definitely a go, however. There are more drawbacks to the condition than there are bonuses.

  10. Re: How to: Reverse persistant?

     

    The Partially Limited Buy Off idea is in the Champions Genre book; the Uncontrollable Eyebeams Sidebar entry on page 18 uses it in exactly this fashion to conditionally turn off Always On.

    Yup....but that doesn't sound like what he wants.

     

    He doesn't want Desolid, always on except for when unconscious (or when in darkness, or underwater, etc).

     

    He wants Desolid, always on except for when making a conscious effort to turn it off. That's not conditional. It's a Limitation on the Desolid -- it cannot be turned off without making a conscious effort.

  11. Re: Schmucks?

     

    Why is the (apparent) underlying assumption that the characters should be able to go toe to toe with Dr. Destroyer?

     

    Personally, I love having Dr. Destroyer as this mega-powerful character (compared to the PCs). It forces them to take on an alternate approach from the standard "frontal attack" that they greet most scenarios with.

     

    Having villains that vastly outclass the characters in terms of power makes for some very interesting scenarios. Scenarios in which the characters have to outsmart or outwit the villain.

     

    If Dr. Destroyer decided that he just wanted to blow us all up (and damn the consequences) could he? Certainly. But that's not his objective. Taking his motivation into account makes things much more difficult for poor Doc. And gives the PCs a chance to foil his nefarious plots.

     

    The only thing that you have to be careful of is that the players (and PCs) know how things stand -- that they should in no way, shape, or form try to go toe to toe with Dr. Destroyer. Not unless they bring a LOT of backup. For that matter, they should avoid drawing much of any attention to themselves during their investigation -- don't make yourselves a target.

     

    It lends a very different feel to a scenario. One which can be a lot of fun (on both sides) to play.

     

    I really have no interest in playing in worlds in which the PCs are powerful enough to take on anyone in existence. Not very interesting, IMO.

  12. Re: Power Limitation Formula Question

     

    What Mark said ;)

     

    Common, Commoner (Comparative), and Commonest (Superlative)

     

    On the Limitation thing:

     

    From 5E, page 179:

     

    Use the formula below to find the real cost of the Power:

    Real Cost = Active Cost / (1 + Total Bonus from all Limitations)

     

    This is the same (pretty much verbatim) as what is said in 4E (BBB). And (obviously) matches the numbers shown in the table in 4E.

     

    There really isn't any complex math in Hero -- just addition, subtraction, division, and multiplication.

     

    All you really need to do is to think your way through it a bit. It has never been done that way (and was never intended to be done that way) for a reason: it neither balances nor makes for a workable system.

     

    If you are reading any version of the rules as telling you differently, then you're misreading things.

  13. Re: Good bye

     

    If it were a discussion of opinions' date=' than it might be relevant. When one discusses facts, however, is it "deriding" to say that the other person is wrong??[/quote'] They way he was saying it, yes, yes it is.

     

    Again, the fact that I'm the one having to point this out to you is rather ironic....or a sign of just how badly Chuck has handled things of late.

  14. Re: Good bye

     

    And how, exactly, is it "chewing out" to say that a person's statement is wrong, for X reason??

     

    If a person makes a factual statement ( "the Champions Universe does not need powerful superhumans to explain why the villains haven't taken over" ), how *are* you supposed to say "You are wrong, and here is why??"

    There is a way to state your opinion without deriding others and starting a flamewar.

     

    The fact that I'm the one having to tell you this should say something about just how far over the line Chuckg has gone.

  15. Re: Good bye

     

    Here's an even better one -- report me now.

     

    Seriously. Don't threaten, don't posture -- just drop the time *right now*.

     

    If you can. If you actually have any just cause too. If you're not just trying to win a pissing contest on a bluff.

     

    Well, bluff called.

     

    Edit -- where the bloody hell is the 'Report to Mod' button? *shrugs* Ah well, so much for dropping the dime on myself. One of you will have to do it.

    Don't bother.

     

    Frankly, chuckles, you're being an argumentative ass. And we really don't have need of any more of those around here (of late).

     

    So....I'm going to officially overstep my bounds and put you in a "time out" -- also known as a temporary ban.

     

    Ben can (of course) override this when he gets in for the day (making it a very short temporary ban). Or he can make it permanent -- that's his call.

  16. Re: My Dee-en-Dee conversion!!!1

     

    I doubt it. I think this is just Melvin again.
    Just as a note: this is one of the other users that has been banned. Same IP = same person.

     

    I also noted that LordZarglif = zarglif69 (who was already banned by Ben). Those two accounts were logging in from the same IPs as our new friend.

     

    I've taken the liberty of banning them through the conventional means and by banning the partial IP that they are coming from (the first 2 quads) -- this will prevent them from getting back on by simply creating a new email addy and registering again. In order to get back on at this point, they'll need a new email addy and a new ISP.

     

    And yes, I checked who else the partial-IP banning would affect -- it only affects these two and other already-banned individuals. While there were a couple of other user accounts that had been logged in via those IPs, it looked like those accounts had been compromised (the logins from those IPs were these individuals cracking those users' accounts).

     

    So...that's where things stand at this point....

  17. Re: My Dee-en-Dee conversion!!!1

     

    OK...I'm going to shut this thread down.

     

    I've taken care of the banning. If Ben thinks that I've overstepped my bounds, he can undo things quite easily.

     

    Killar Shriek, Zargliff, LordZargliff, etc. will find it a bit more difficult to get onto these forums from here on out.

     

    If others have been affected, then they will need to be more careful about who they let onto their computers (I banned a number of IPs that have been used by this individual).

  18. Re: My Dee-en-Dee conversion!!!1

     

    Actually, for someone like this I normally wouldn't have any problem with sharing.

     

    The main reason that I won't this time, though, is that a couple of the people may be innocent parties. Looking at the list of their other IP addresses, the matching IP stands out in rather stark contrast. I'll leave it up to Ben as to how to handle it....at the very least, a couple people are going to need to change their passwords.

  19. Re: My Dee-en-Dee conversion!!!1

     

    Hey folks -

     

    Just so everyone knows: the reports on this post have gone through. I'm sure that Ben will deal with it when he gets in (probably Monday).

     

    The user in question is (apparently) posting from a static IP. An interesting list of other user names that have come from that same IP address....very interesting indeed....

  20. Re: Is Hebrew similar to German

     

    To be (perhaps) more clear: there is _no_ similarity between German and Hebrew in 5E. Any similarity indicated in the Language Familiarity Chart is an error.

     

    There is a similarity between Yiddish and Hebrew. You can debate that all you want, but I have rarely met a Yiddish speaker who was not also fluent in Hebrew (yes, this was because they had studied Hebrew as well, but the two go hand in hand).

  21. Re: Is Hebrew similar to German

     

    It's known errata for 5E. The intent was to show the relation between Yiddish and German as well as Yiddish and Hebrew.

     

    There is a strong similarity between Yiddish and Hebrew.

     

    In Hero terms, Yiddish has 4 points of similarity with both German and Hebrew. Speakers of Yiddish are also able to speak both German and Hebrew (to more limited extents).

     

    To quote a semi-official site on the language:

     

    Yiddish Language, chief vernacular of Ashkenazic Jews, who are native to, or who have antecedents in, eastern and central Europe. One of the Germanic languages, Yiddish is written in Hebrew characters (some of them used differently than for writing Hebrew). Yiddish (meaning "Jewish") arose between the 9th and 12th centuries in southwestern Germany as an adaptation of Middle High German dialects to the special needs of Jews. To the original German were added those Hebrew words that pertained to Jewish religious life. Later, when the bulk of European Jewry moved eastward into areas occupied predominantly by Slavic-speaking peoples, some Slavic influences were acquired. The vocabulary of the Yiddish spoken in eastern Europe during recent times comprised about 85 percent German, 10 percent Hebrew, and 5 percent Slavic, with traces of Romanian, French, and other elements.
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