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Ninja-Bear

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Everything posted by Ninja-Bear

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Re: DC check Thanks for the replies. Mudpyr8, that was a gut reaction I had, and I'll use it
  7. 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.
  8. Re: Give Tanks to the Lord That looks like something from Warhammer 40k ! But seriously Armegeddon one of those !
  9. 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.
  10. 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.
  11. 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 ?
  12. Re: Essential resource If I had only known last year when I was in New York City !!!!
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Re: Silly question: I was going to say to chase the chicken. But probaly it would be better to save the chicken !
  18. Re: Oyster-Woman Also thought of these: Oceanic abilities: life support: extended breathing underwater, cold temps, and high pressure Pearls of wisdom: extra intelligence Clam up: entangle opaque vs sound (?) - she forms a giant clam around the target. And may I suggest her secret name be Minny Pearl?
  19. Re: Oyster-Woman first of all I got to say that oyster-woman is not a silly character concidering that I once made a King Crab charater. He was a mutated crab at that ! Ideas of the top of my head. This is using 5thr your rules may vary. Sea Shell Sield: Missle Deflection with extra DCV Power Clam: estra strength with the continous advantage Thunder Clam: EB with double Knockback advantage Oyster soup: Not quite sure but as affecting super senses, EB with NND and such people should probaly have sone sort of phy lim which yould take extra damage. Pearl sprouting: Transform sand to pearl, EB-pearl, Change enviroment -4DEX roll S.E. slippery pearls on the ground that is how I buy marbles. Sticky Foot: Clinging with extra Str Womans best friend:+ Rep, but can also be a disadvantage or to. Why does she have a secret ID? Because she would be mobbed by greedy people, and hunted by people in the pearl trade. "Look everytime she fights, she floods the market with flawless pearls, are prices are going down !!" And don't forget mental defense: She can clam up! Anyways good luck, hope this has been helpful.
  20. Re: How to build MMA Style Martial Arts Thank you Netzilla !
  21. Re: How to build MMA Style Martial Arts Depends somewhat on how strong/skilled of a grappler you are relative to your opponent. You suffer lesser penalties when you are sufficiently strong or skilled (+20 STR compared to opponent) I forgot about that, but wasn't it an option? But most people can't readily attack you when you grab them because you can immobilize both of their primary attacking limbs. If they can attack, they are at reduced OCV (-3 if I recall) But then the other thing is (for me) it adds extra math that I wouldn't like to do on the fly, and when I GM I am generous with allowing variable attacks. Remeber the example of the Harbringer of Justice? Side note has anyone figured out how to custom talent groundfighting to ignore the penalties?
  22. Re: Just to say Thank You Thank you Hyper-Man< I never new I had rep either until now!
  23. Re: How to build MMA Style Martial Arts My problem with the 5th grabbing rules is that you become half dcv vs the person you are grabbing. (I could be wrong , but I don't think this was in 4th.) I CAN see a negative perhaps -2 but HALF? Why would want to grab anyone when it makes you that much easier to hit? I my experience, with a proper grab, you can protect yourself fairly well from the person you are holding from a counter atack. Of course ymmv and all that.
  24. Re: Limited powers in a focus For the record, I just posted this question to Mr. Long, and his reply was to ask this forum. But he also stated pf doing something like what Gahost Angel has suggested, of making a new definition of personal. Sp without further ado, I humblely say that G-A is right.
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