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Ninja-Bear

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Posts posted by Ninja-Bear

  1. 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. :)

  2. Re: fair cost for strength that isn't strong

     

    Using that same logic, one would expect olympic body builders to have difficulty with fragile things like styrofoam cups, but I'm not aware of any documented evidence of this.

     

    Well not to throw gas a a fire but some 20 odd years ago I read a article about a strength trainer and I believed he just focused on his hands. And I do remeber that he said that he would crush door knobs until he learned how to handle them better.

     

    But on the other hand, just because you would have difficulty of handling light things wouldn't stop you from using max damage. If you know how to punch before the accident, You'll know how to after. Of course it all depends on Sfx, like turning into a rock thing.

  3. Re: fair cost for strength that isn't strong

     

    True' date=' but note that the addition of the Optional Maneuver [i']may[/i] serve to close the gap. Since most characters can perform a Maneuver that is close to the Martial version (GM permitting), one could now argue that the cost of the Martial Maneuver now simply has to make up the difference in DCV and damage. Basically you're not "starting from scratch" anymore.

     

    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.

  4. 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 :eek:

     

    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 ?

  5. 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. :confused: (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.

  6. 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. :)

  7. 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. :P

     

    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. :D 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.

  8. 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. :thumbup:

     

    And may I suggest her secret name be Minny Pearl? :nonp:

  9. 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 ! :eek:

     

    Hello,

     

    Origin : While she was swimming by their park she got attacked by a swarm of angry oysters made wilds by the sea pollution.

     

    Powers :

     

    She Wield the Sea Shell Shield:

    Can summon a powerfull crustacean shield to protect herself from bullet and rays.

     

    Power Clam :

    Can press an oppponent between her valve for crushing damage.

     

    Thunder Clam :

    Sonic attack by quickly closing her valve, product movement in the water, knockback opponent in front of her.

     

    As smart as a Oyster :

    Contrary to legend, super-intelligence.

     

    Oyster Soup :

    Her body take all the property and color of the oyster wich make her heavily contondant resistante and elastic.

    Can repulse anyone seeing or smelling her with aggravated effect on super-smell sense : effect from stunning to incapaciting and urge to vomit.

     

    Perl Sprouting :

    She can instantly transform sand into perl. She can then throw the perl for puny damage but creating an area of hazardous movement and drawing around the target a lot of civilian, agents and bystander attracted by the perls.

     

    Sticky Foot :

    Can climb/stick with one foot to any surface, vertical or horizontal. When stuck become unmovable.

     

    Woman best friend:

    Very large reputation with woman and tend to attract a flock of greedy followers.

     

     

    So, can thoses be powers ? :)

     

     

    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.

  10. 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?

  11. 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.

  12. Hello Mr. Long,

     

    I have a minor question which has been bugging me. I would like to put a power with a weapon whin limits who can use the power. Now I don't think that it should be accesible to anyone which takes away the weapon, but still be usuable by someone with the proper training. Either by weapon familiarity or if character bought the power. I'm thinking of using IAF (-1/2) for the limitation because it would be inobvious to the person without the knowledege.

     

    For example:

     

    Sai: +3d6 HA (OAF)

    +10 STR only with Disarm (IAF)

     

    Thanks for the response. :)

     

    (Hopefully I was clear enough)

  13. Hello ya'll,

     

    My character, Yun In-Tak (a Fantasy Ninja Hero) is an expert practioner in the use of the War Fan. I' trying to show his expertise with the fan by giving him some special skills. I know that a normal HA doesn't add to his nerve strike. And I feel that being hit by a fan should hurt more. Also I don't want to just give extra DC as I want just a specific manuever to be better. Also I'm going to use this as an example for other skills.

     

    So, I would just like to double check to see if this build is correct.

     

    Enhanced Nerve Strike with War Fan:

    +1d6 HA (5pts) NND1(+1) HA lim(-1/2) OIF(-1/2) *Focus is any type of Fan

    Act 10 pts Real 5 pts

     

    Any comments are welcomed. :celebrate

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