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Everything posted by bwdemon

  1. Re: City of Heroes - Online Hero Game User-created content is the final send-off for the game. They're likely to reroute COH resources to Aion and that's not necessarily a bad thing. The game's been out a long time (almost 5 years since its release) and it's showing its age. Handing it over to those who still have an investment in the game is pretty smart. I've pretty much hit the wall with COH/COV. I only have two 50s and a few 40s, but there are lots of alts scattered around. It's a good game and I had my fun with it, but if it came out today I wouldn't buy in. I'm also waiting for DCUO and CO, which is where things will be going. May as well get in early, right? Until then, I did just pick up AOC (still not installed...) and I can always play L4D and other games. I may even visit COH/COV from time to time, but the thrill is most definitely gone.
  2. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...
  3. Re: What Are You Listening To Right Now? Dirty Laundry (Tom Middleton Amba Remix) by Bitter:Sweet
  4. Re: What Are You Listening To Right Now? Midnight in a Perfect World by DJ Shadow
  5. Re: What Have You Watched Recently? Top Gear (BBC): one of the most entertaining shows on television, great for car fans and non-fans alike. Lie to Me (FOX): good fun show with lots of lying people getting what's coming to them! Smallville (CW & DVD): I didn't start watching until late in the 5th season, but I'm hooked now. I watch the current episodes and I'm catching up with the DVDs. Heroes (NBC): It's getting "meh", but I'm committed to it.
  6. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...
  7. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...
  8. Re: What Are You Listening To Right Now? Broke out the 90s playlist today... Smashing Pumpkins "Today" ...just ended, followed by... Letters to Cleo "Here and Now"
  9. Re: What Are You Listening To Right Now? "Quicksand" by Natalie Walker (Thievery Corporation Remix)
  10. Re: Foods for those that just don't care anymore
  11. Re: Foods for those that just don't care anymore I give you: The Horseshoe. Two big burgers, on toast, open-faced, covered in french fries, covered in Welsh rarebit sauce. You ever get to Springfield, IL, you have to try this. If you don't want to take your life into your hands with this thing, then get the Ponyshoe (half sized Horseshoe). You can swap out the burgers for whatever: chicken, buffalo chicken, poor boy meat, tomato & bacon, turkey, ham... etc. Not all places use the rarebit sauce, but it'll be some variation of a cheddar cheese sauce.
  12. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... I recently finished the first two books in the Night Angel Trilogy by Brent Weeks (I just got the third). Fantasy setting, with one of the more enjoyable stories that I've read since I picked up Game of Thrones. All three books are large without being overly wordy or needlessly decompressed, so the editor did good work. If you enjoy Game of Thrones, I would probably recommend this. The tone is lighter, things aren't quite so graphic, magic is more prevalent... but you still have the politics and long list of major characters. Good stuff. I'm progressing quickly through the third book... more good stuff!
  13. Re: 6th Edition Hero System I mentioned a bunch of them way back in the second post. Those changes deal largely with game balance. I have others I would add to the list now: no PS12 recovery, rebuild superheroic characters so they scale reasonably with heroic characters (though that's technically a setting change and not a rules change), and likely many more. Everything can be houseruled, but there comes a point where the houserules overtake the baserules and it just isn't worth messing with anymore. HERO has fundamental balance issues that have existed since its inception that it has failed (willfully) to correct.
  14. Re: 6th Edition Hero System You know, there were plenty of people way back in 3rd edition who said the game was perfect and never needed another edition. Then 4th edition came out and a some of them complained, but mostly people decided that 4th edition was perfect and HERO would never need another edition. Then 5th edition came out (which wasn't all that different) and the same sort of thing happened. Then 5th edition revision came out (which was even less different) and it's still the greatest blah blah never need blah blah. When 6th edition comes out (and it will), it'll be the greatest edition of HERO ever and we'll never need a 7th edition. Well, until 7th edition comes out, whereupon the 7th edition will be... etc. For me, like I said before, many things have been broken/unnecessary since the game's inception. Until they're actually fixed, HERO will never be perfect.
  15. Re: KA Vs Energy Blast Nothing in your first section has any bearing on a game mechanics argument. Each roll is independent, actions determining whether that roll will or will not be attempted are meaningless in the context of this thread. I'm discussing whether the mechanic makes sense in HERO and whether the wind is blowing from the west at 6pm on a Tuesday has nothing to do with the mechanic in question. As I said before (and can show you if you really want to see it), anyone can reliably plot the potential outcomes of a killing attack without significant effort. Therefore, you can "gamble" on results without any more effort than you would for normal damage. The numbers don't plot out sensibly, given the rest of the HERO SYstem, but they are easily determinable. When dice are rolled in HERO for action resolution, they adhere to the bell curve - except for killing attacks. Even Luck and Unluck follow the bell curve (count the sixes/ones, which increase or decrease in probability depending on how many dice of each are involved). If an action/ability requires no roll, then there is no mechanism for resolution - it always succeeds. Still, the general power of many of these items is measured based on other items' adherence to the bell curve (e.g. PD & ED v. Normal Damage). Why does killing damage get to avoid the reasonable constraints of the system? At one point, prior to serious consideration about the impact of the mechanic chosen, it was another mechanic included in the game just to have another mechanic to set it apart from standard damage. Now it is a legacy item of no real value to the game outside of nostalgia.
  16. Re: KA Vs Energy Blast The problem comes about from poor use of the word uncertainty. True uncertainty cannot be expressed in terms of probability. Risk is what would otherwise be called uncertainty, but can be expressed in terms of probability. It appears that you're attempting to view each roll of the dice as something that is dependent on previous rolls and that will influence subsequent rolls. Or, at least, it looks like you're attempting to say that stochastic modeling would do so. However, each roll is fully independent of all others and to be treated as such. Probability will always be measurable for each roll of a killing attack, so true uncertainty will never come into play. So we're limited to discussions of risk. And, getting back to the thread topic, one problem with the killing damage mechanic is that is goes against the grain of the system. Everything else in HERO is modeled off of the bell curve. Only killing attacks deviate from this. In doing so, they allow for aberrant results in the otherwise clean operation of the system.
  17. Re: KA Vs Energy Blast You're sure you want to go the "secret and technical definition" route with your argument? Let's talk stochastics... Risk is just measurable uncertainty. The probability of each result from a killing attacks is fully measurable. This puts the object of argument firmly in the risk category. The term uncertainty should only be used where the probabilities are not measurable.
  18. Re: KA Vs Energy Blast Risk is the probability of failure. Where there is risk, there is uncertainty. Where there is no risk, there is no uncertainty. Barring cheating, nobody can be certain of the outcome on any given roll, so risk exists in every roll. Every roll is independent from those that came before and will come after (a person rolling the dice is never "due"). Probability just expresses the theoretical likelihood of any given result, it is not a mandate. Still, the bell curve is the foundation of HERO. Killing damage bucks the system and introduces an aberrant mechanic to what would otherwise be a coherent system. You appearing to be viewing this in terms of the damage being separated into two rolls (BODY & STUN Lotto) and trying to apply the nebulous distinction between risk and uncertainty to the two. You're focusing too much on the STUN Lotto (focusing on the one die and how it interprets the BODY roll) and not on the whole picture (a "can't see the forest for the trees" problem). It doesn't matter whether I roll the STUN Multiplier die before, during, or after the time when I roll the Killing dice. The Killing dice and STUN Multiplier die are interpreted together to get the STUN total. It is possible to express both killing damage and normal damage in terms of probability. Assuming 2d6K, there is a 10.72% probability of causing greater than 36 STUN (maximum for a 6d6N attack). This pairs with a 9.72% probability of causing less than 6 STUN (minimum for a 6d6N attack). Considering that the former extends damage up to 60 (167% of 6d6N maximum), while the latter drops down to 2 (33% of 6d6N minimum), the tradeoff is more than worthwhile. For a game designed around the bell curve, the distribution is nothing like anything else in the system. It starts off with a steep climb, peaks for a bit at a result of 8 (6.47%) and then begins a wild roller coaster of aberrant results. The last spike hits at 40 STUN (4.70%), before jittering along between 0.00% and 1.85% until the end at 60 (0.46%). Where everything else in HERO conforms to the bell curve, killing damage bucks the trend - introducing an unnecessary complication with broken results. Also, It is impossible to cause STUN amounts of {13,17,19,23,26,29,31,34,37-39,41-43,46,47,49,51-54,56-59} with the 2d6K attack (25 out of the 59 numbers ranging from 2 to 60 - 42.4% of the range). If you stick to the range of 6d6N damage, then 8 of the 31 possible results - 25.8% of the range - are missing. Gaps aren't good. If HERO wasn't based on the bell curve and probability meant nothing to conflict resolution, then the killing mechanic would be just another meaningless way to have fun with dice. Instead, it represents an aberration in the system that can (and nearly always is) used as an exploit. The game would be far better off without it.
  19. Re: KA Vs Energy Blast Forgive the edit, but I wanted to keep the quote block smallish. All dice represent uncertainty and risk. It doesn't matter whether it's a KA or an EB. You could roll 12 STUN and 0 BODY on a 12d6 attack. You could roll 72 STUN and 24 BODY on a 12d6 attack. Anything in between is also a possibility and that represents a broad range of possibility plotted out along a standard bell curve. Due to the quantity of dice involved, this creates a very smooth curve with tiny steps between each result. The problem is that the uncertainty in KAs makes much larger leaps between each step. You begin with much fewer dice, which is a problem in itself. Outlier results are more likely to occur (24 on 4d6 is more likely than 72 on 12d6). Then you have another die that multiplies that result. When you multiply something that already has a problem, that problem is also multiplied. Disliking KAs has nothing to do with being risk averse. It has to do with consolidating system mechanics and not compounding problems through multiplication.
  20. Re: Who plays: Jack of all trades, master of none There are a few possible reasons for that. First, the favorite power armored characters are JOATMON types, so this becomes the default in games. Second, you see it more often on powered armor types, because they have the power limitation to help bear the brunt of the additional costs. Take the -1/4 OIHID or -1/2 OIF limitation off of those extra characteristics and powers and the character's cost jumps significantly. Third, people who like powered armor characters might be the same people who like JOATMON characters. I would also put gadgeteers in this boat, because they typically have normal stats, foci for powers, and a wide range of abilities instead of a concise set. You won't see the same sort of strength levels on most gadgeteers, but you will see a greater range of powers.
  21. Re: Who plays: Jack of all trades, master of none Defense is probably the major power for my power armor characters, too, though intelligence and associated skills are usually pretty close. Outside of that, I tend toward a breadth of offensive options that run a bit shy of the game's active point limits (e.g. @50ap attacks in a 60ap game, @60ap attacks in a 75ap game, etc.).
  22. Re: Who plays: Jack of all trades, master of none I have played this sort of character on occasion, usually because I like powered armor characters.
  23. Re: Firewalling Mental Attacks Mental Illusion? You're essentially making a major mental sense modification (friend's mind appears and acts as enemy's mind).
  24. Re: Champions Jargon Tool: a character who can do just about anything on a moment's notice (e.g. huge multipower, variable power pool, etc.). Also, a pejorative for those players who want to play such a character.
  25. Re: Champions Jargon Frogger: the target of multiple move-through or move-by attacks in a single turn. (also Froggering and Froggered as appropriate)
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