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Ninja-Bear

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Everything posted by Ninja-Bear

  1. Re: 5th Ed: Flying Dodge Looks like Brick is attacking innicents again!!
  2. Re: Tremorsense doesn't say they concentrate on vibrations. They know anything that is in a 60 ft radius, moving and on the ground.
  3. Re: 5th Ed: Flying Dodge As I said previously, we have not found it to be problematical in our campaign. I'm sure there are ways to abuse it, but that applies to many things in this system. True and also why there is a warning about full move element. Now I'm going to build a flying block !
  4. Re: 5th Ed: Flying Dodge Well I read the abort rules and boy was I wrong. The automatic goes first was a surprise. I thought they worked like held actions. But (just like Steve) though the last paragraph on pg 362 5th ed rev. I believe is very useful in adjucting the flying dodge. "Whether a character can Abort, and to what Actions is always subject to the GM's discretion. The GM may limit a character's capacity to Abort based on the circumstances, the special effects of powers, Limitations taken on particular power, and so forth."
  5. Re: 5th Ed: Flying Dodge Interesting. Maybe you can't move at all with it if you Abort; just use the +4 DCV part? Perhaps the moving bit is only so you can get the +4 DCV while doing a normal (non-Abort) Full Move, when normally you couldn't (a normal Dodge or Martial Dodge will require an Attack Half-Phase, so you can only do a Half Move before them). BTW there is a warning that this element could be unbalancing. I think the intent is for Speedsters and Football receivers who move and are hard to hit. To clarify myself, I think the DCV bonus would be only in effect if you could make at least a half move. It would tone down the ability a bit.
  6. Re: 5th Ed: Flying Dodge I've just re-read the description for Fmove. Specifically the begaining line "a character can perform a manuever with this Element during or at the end of a Full Move instead of just a half move." UMA 5th pg 93 italics me. So this implies that the bonus only is in effect if the charater can move that far. So grabs would be important. Also, I belive that if you have to abort to a manuver, you don't automatically go first. Its a DEX roll. More food for thought.
  7. Re: How to balance the heavy brick ? Also don't forget about endurance ! What is his exact strength, HA and does density increase a power or special effect , and what is his end and rec ? For discussion if he has 100 str (20 DC) that mean he has 10 end per attempt to punch. So if he only has 20 end, that only TWO punches. And if he forgot to buy up his rec then it will take a couple of phaes to get enough energy to even punch again. *Note I don't have 6th so I'm taking guesses at the starting point on the old figured charateristics. You can also require that the higher strength must take increased end lim. too.
  8. Re: Tremorsense Well aftr re-reading spatial awarness, the verson of tremor sense would not fit its description. i choose targeting because in the description, it states that it would know any target moving on the ground in a 60 ft area. Also i believe that you cannot use the sense past walls or such. Now the question is, should I take a limitation of only on the ground (which I considered) or I think it is included when you decide what limited class of objects you are defining ? Boy ehanced senses are confusing.
  9. Re: Tremorsense I believe just tremor sense as that was the name of the ability for the Jikininki in the module. The module btw is Lean and Hungry for D20 by Atlas games under the Open Game License.
  10. Re: 5th Ed: Flying Dodge I never got to use it much. But don't forget though (and I may have mis-read it myself) but you can't use the manuever with at least a half-move. So in tight confines the manuever could not be used. Or at least the way I would rule. As to the hth, I would just give the DCV bonus only not range penalties. YMMV as always.
  11. Hello, I'm currently converting a D20 module for a Fantasy Nina hero game (5th ed. r). Well the ghouls have a power called Tremorsense. Basically it allows the monsters to sense anything moving with in 60 ft of them. So since this is the first time I bought an enhanced sense that wasn't prebuilt, I want to double check my work. Tremorsense: Detect (vibrations on earth) Simulated sense group (touch) Detect limited things (5 pts) Targeting Sense (10 pts) Range (5 pts) 360 deg. (5 pts) Act cost 25 pts. So does this look right ? Thanks in advance.
  12. Re: Give Tanks to the Lord And Ninja-Bear, that was a really bad joke. My family thinks I tell aweful puns too. But its not the end of the world.
  13. Re: DC check Thanks for the replies. Mudpyr8, that was a gut reaction I had, and I'll use it
  14. Hello Y'all, I have a quick question or two about DC checks in D&D (I think the module is 3rd ed.) What are the rolls based on ? (characteristics, Skills) What die is the roll based on ? (D20, D10) Roughly how hard is each DC ? (DC 10,vs DC 25) I'm not looking for an exact match to Hero terms, just a generalization. Thanks in advance.
  15. Re: Give Tanks to the Lord That looks like something from Warhammer 40k ! But seriously Armegeddon one of those !
  16. Re: fair cost for strength that isn't strong True except that it used to bug me that it was an error (check out the errata on Ninja hero 4th) and it is not consistant on how to build your own manuever. Plus the fact that Mr. Long now has several oppurntunits to fix the problem but didn't. So I just enforce the extra -2 DCV as it should be.
  17. Re: fair cost for strength that isn't strong The Martial Maneuver "Choke Hold" has -2 OCV, +0 DCV, 2d6 NND, and costs 4 points. So they didn't fix it. Oh well not a biggy.
  18. Re: fair cost for strength that isn't strong Ki-rin, here is an optional rule you may want to look at if you want to add str to your nerve strike. It is found in the Ninja Hero errata by Aaron Allston. It is called stun damage. Mechanically it works as killing damage and you add stun as killing damage but it does no body. Though he mentioned the cost should be the same as killing, I would reduce the cost alittle to reflect stun only. Note that since this is from fourth ed. the stun mult. would be 1D6-1 Also as a side note did they fix chokehold as it should have an additional -2 DCV to the manuever to make the cost correct ? Some people have look to multipowers to emulate martial manuevers have you looked at that ?
  19. Re: Essential resource If I had only known last year when I was in New York City !!!!
  20. Re: fair cost for strength that isn't strong Thanks Hyperman I was thinking of the UMA 4th. Glad to see that it was changed.
  21. Re: fair cost for strength that isn't strong STR isn't going to boost the effect of NND's, KA or Martial Flashes but DC's/levels will. Which is why I mentioned it. Bloodstone I believe (and I could be wrong) Str does add to your KA just that it takes 2 normal DC to equal 1 killing DC. Btw I thought that it never made sense that you couldn't add str to your nnd martial manuever. But if you bought an nnd on a HA then you could add so many points of str for free. (I think it was upto the unmod ? Gotta look at the book.) I know that this created a lot strife with the people I was gaming with at the time. Don't get me wrong the Martial Arts is great in Hero, I just think that it has alot of inconsistances. Ki-Rin as a side note, I agree with the -1/4 lim for str and I too have had trouble with it.
  22. Re: What CV's (OCV & DCV) model in Heroic settings Another thing you can do is run some mock battles. I do this for martial manuevers. (I run to equal men and see how the ability works.) Take a normal and fight anonther normal. How do they match up? Run normal against your milita again how does he match up? Also introduce any rules you feel are important. Run the normal vs. Yei Lung. Mix and match as you want. Do you have a main minion, say orcs? Throw in the orc and adjust hero to fit your conception on how well you want to be able to fight said enemy. With each battle run a couple of times. Feel free to adjust levels or if you really want to see a manuever in action then allow it to happen to go from there. The idea here is to get a feel for the levels, and builds. Yes, numbers can tell alot, but I think actually seeing it in action really can concrete it your mind. This isn't a perfect system. Dice rolls can still throw you for a loop, but again hipefully this will give you a general idea of what you want your charqacters to do. Good luck.
  23. Re: Well, we haven't talked about Killing Attacks in a while... Now, to figure out how to fix Normal Attacks (and especially Martial Arts) for heroic games. Seriously. Not to detrail but I'm curious if you have the same problem as me. On topic though, how to balance KA with non-armored concept PC. My first character is (surprise) a ninja. Had to by armor because of KA. Not my concept though. Gm always gives me a had time because I Hold then Dodge. Been playing with the concept of just using AVLD. Sean I know you mentioned sometime back about using that approach. Or possible just making HKA take the mandatory no str bonus. And it is with my understanding that you can still add MA bonus as normal to the KA. At least I would allow it. Plus the other problem with KA is the 15pts do not reflect their actual cost. Most Heros in a super campaign have STR scores at least at 15 which means the character actually gets another 3DC of killing attacks for free. It does make it hard to balance I think in Martial Art style campaigns.
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