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Ninja-Bear

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  1. Like
    Ninja-Bear got a reaction from Khymeria in The necessity of complications/disadvantages   
    The thing about Superman and Kryptonite, if what I heard is correct is that it came about because Superman was so powerful. The writers kinda put Superman in a corner. They needed a weakness so as to power him down. 
     
    I think 6th has it right whereas you pick a smaller amount of complications that you really want to play. 
     
    About DnD being adversarial, by the time I started playing. It was there. However, looking over the source materiel, it was never supposed to be that way. Maybe too many DM went on a power trip?
     
    Let me add that Complications aren’t necessary to the game really. At least as a mechanic. Players will either play characters with some sort of flaws or not regardless of the rules.
  2. Like
    Ninja-Bear got a reaction from Grow-Arm-Hair Lad in Action set pieces?   
    How about a trek to the Himalayas? To the mysterious temple and there are Yetis! 
  3. Like
    Ninja-Bear got a reaction from Duke Bushido in Action set pieces?   
    How about a trek to the Himalayas? To the mysterious temple and there are Yetis! 
  4. Like
    Ninja-Bear reacted to Grow-Arm-Hair Lad in Action set pieces?   
    ...which somehow made my mind jump to a safari. Which I dislike but perhaps it could be a cryptozoological safari.....with tranquilizer darts...?
  5. Like
    Ninja-Bear got a reaction from Duke Bushido in Action set pieces?   
    I figure chasing wild animals down main street. Or better yet a dinosaur! To get the heroes moving!
  6. Like
    Ninja-Bear reacted to m.mavnn in Creating a "Stance Change" mechanic   
    Diving back into the "old times" of the board, but this collection of maneuver descriptions inspired by the Wheel of Time show how much flavour you can pack into a "standard" martial art and some skill levels:
     
    Going back to the original question, even a very small (10-15 point) multipower can make a huge difference to the "feel" of a character in play. Switch between "Eagle Observes the Flow: +1 OCV/DCV, cost END" and "Planted Oak Stance: +5 Resistant PD/ED, costs END, must be standing on a solid surface which takes the damage instead" and both your descriptions and tactical options will shift dramatically.
  7. Like
    Ninja-Bear reacted to Tech in Do you use characters from various editions?   
    NinjaB, I used villains of all different versions. I still use Wee Willie as originally created (which includes using the powers as intended in Champions 1st/2nd edition). I've used villains from Edition 1, 2, 3, 4, 5. Don't use 6th edition. I adapt easily from edition to edition and the players are none the wiser. Yes, sometimes I do update a villain to a newer edition but overall, just use them as is.
  8. Like
    Ninja-Bear reacted to Doc Democracy in Extra Speed to Abort   
    The best reason to bend the rules is to reward good players playing good.  😄
  9. Like
    Ninja-Bear reacted to Tech in Mastermind   
    I use it for all the superhero groups in the campaign. No, I never found it gamebreaking, nor have the players.
  10. Like
    Ninja-Bear reacted to XtraSaltySalt in Creating a "Stance Change" mechanic   
    @Ninja-Bear I believe its super heroic. We're definitely going for a Dragonball feeling for martial arts, with the characters/enemies being leagues above normal humans in feats of strength and agility.

    Once again thanks for all of the suggestions and help everyone! 
  11. Like
    Ninja-Bear reacted to Christopher R Taylor in Creating a "Stance Change" mechanic   
    Its how the talents in the Jolrhos campaign work.  Honestly I will get that book out, its just been a very busy and tiring time lately.  I moved our mom into the house and she takes up almost all my time and energy just caring for her.
  12. Like
    Ninja-Bear reacted to Christopher R Taylor in Creating a "Stance Change" mechanic   
    Another way to build it is to have a set of different "talents" that are exclusive (each is locked out so you can only use one at a time) and then the character chooses between them.
     
    For example:

    Offensive Stance (+1 damage class with martial arts, +1 OCV, +2m running; -1 DCV, must make a Power Skill roll (martial arts) to start, lockout to other stances)
     
    Defensive Stance (3 PD, 3 ED Combat Luck, +1 DCV; -1 OCV, must make a Power Skill roll (martial arts) to start, lockout to other stances)
     
    Mob Stance (3 PD, 3 ED Combat Luck, +1 OCV when making multiple attacks, +1 DCV vs multiple attackers, must make a Power Skill roll (martial arts) to start, lockout to other stances)
     
    Etc,  Each of these can be used one at a time, and represent shifting your focus from one sort of combat to another.  "The Purple Otter is too strong for me, I need to shift into Defensive Stance!" etc
  13. Like
    Ninja-Bear reacted to Lord Liaden in Creating a "Stance Change" mechanic   
    Excellent suggestions, and Green Dragon's write-up in Champions Villains Volume Three: Solo Villains also includes that Stance Multipower. Each slot is defined as a particular animal-based Stance (Cat/Crane/Horse/Phoenix/Tiger) with a Power, Talent or Combat Skill Level for a specific purpose, each costing Endurance even if it normally doesn't. (Costs END Limitation is a commonly-used loophole for published characters allowing game elements to be put into a Power Framework when they're not normally permitted.)
  14. Like
    Ninja-Bear got a reaction from Lord Liaden in Creating a "Stance Change" mechanic   
    @XtraSaltySalt, welcome aboard. As LL noted Hero System Martial Arts book is a great resource. If someone has access to Champions Complete, look at Green Dragon. He has a Stance Multipower, similar to what @BhelliomRahl said. Remember though that this is Hero System so if you don’t like the build you can (and should) change it. Now though for something simpler, remember that SFX is separate from Mechanics so you can buy one maneuver and define it several ways. I.e Offensive Strike can be described as a Side Kick, Elbow Strike  or Roundhouse Punch.  Now the rule is that if you have Knowledge Skill in each style, you don’t have to rebuy Offensive Strike each time, the skill covers the special effect part. Talk to you GM and see if he is going to give a Surprise Bonus when you switch Styles. 
  15. Like
    Ninja-Bear reacted to Lord Liaden in Creating a "Stance Change" mechanic   
    Welcome, XtraSaltySalt! (Didn't the Food and Drug Administration ban you?)   It's always a pleasure to meet newcomers to the forums. We're generally a pretty friendly and helpful bunch, so you should be getting multiple suggestions soon.
     
    I'll admit that I've never dived into martial arts distinctions in my games to the extent you're interested in. However, I can tell you that the Hero Games supplementary book for 6E, HERO System Martial Arts, describes and analyzes over a hundred martial-arts styles and variants, both real-world and fictional. The description of Kung Fu/Wushu details a large range of substyles of Kung Fu including the ones you're interested in, noting which MA maneuvers are typical for each substyle, how they look and how they're used in combat, any Skills that are particular to each, and in some cases, special abilities distinctive to practitioners of that substyle.
     
    Even if you didn't end up using its suggestions, the book's coverage of all elements of martial arts games and campaigns, and translation of them to HERO terms, is so broad and wide-ranging, that if as you say you're engaged in MA-heavy play you're bound to find something to enhance your game.
     
    I hope that was a helpful suggestion, but as I say, you can expect more to come.
  16. Like
    Ninja-Bear reacted to BhelliomRahl in Creating a "Stance Change" mechanic   
    My thoughts would be to use a Power Framework, Multipower.

    Create a Multipower: Martial Styles
    Then build each style within that multipower as a set.
    You could switch styles each phase or put in a limitation that you can only switch with a roll or a specific action.
  17. Like
    Ninja-Bear reacted to Christopher R Taylor in Extra Speed to Abort   
    If you want a character who can do heroic things to save people in times of need, then trigger does, to me, seem like the idea solution.  It will be somewhat expensive, but you can buy a trigger that takes no time as a naked advantage to "any action to do something heroic" up to x points and buy that as the power you want.  If it automatically resets one a turn, you now have your extra speed point.  That way there's no need for a new probationary power or testing; its in the rules.
  18. Like
    Ninja-Bear reacted to Hugh Neilson in Champions playtest document   
    It may have evolved into the more general Casual Strength. 
  19. Like
    Ninja-Bear reacted to Christopher R Taylor in Champions playtest document   
    I really like the Shrugging Aside maneuver, seems a missing element for combat now.
  20. Like
    Ninja-Bear reacted to Jason Reid in AOE Strength   
    Yeah, this is my take. One of my most important definitions of "broken character" is one who takes an outsized amount of play time in combat compared to the rest of the group.
     
    From a player-vs-world perspective I see no issue with allowing some sort of "Variable Applications" advantage (maybe at +1/2 or +1) on top of Selective AoE TK. If AoE TK allows a player to hurl a bunch of agents into the air, I don't see a real "balance" issue in allowing the player to hurl one, trip a second, and disarm a third. But the last thing I want to do is play that out every round of a combat.
  21. Thanks
    Ninja-Bear got a reaction from Chris Goodwin in Templates/Packages and Complications   
    On page 37 of the 6e v1 pg 37 it states that the Complications of a Template do count against the Total Matching Complications.
  22. Like
    Ninja-Bear got a reaction from Duke Bushido in Templates/Packages and Complications   
    @LoneWolf, FWIW, I increased Base Points to reduce Disadvantage Points for the 4th ed I just ran.
     
    Perhaps but I would think its implied that those Template Complications fill in the characters Total Complications. Well that’s how I handle it in 6th. I’m sure that there has to be verbiage on it one way or the other and with the “if the GM decides….” Clause there too.  
  23. Like
    Ninja-Bear reacted to Doc Democracy in Templates/Packages and Complications   
    The issue I see with that is GoodBoy looks at your templates and picks 2, takes the 45 points of complications, and then chooses another 75 points of complications.
    Looking over his shoulder GoodMan decides he wants all the abilities in the templates but not the complications and so he builds his character with no template and takes 75 points of complications.
     
    Goodman gets all the same abilities and only 60% of the complications of GoodBoy.
     
    Is it worth the complications to officially be a Skrull Infiltrator?
  24. Like
    Ninja-Bear got a reaction from Christopher R Taylor in Breaking an OIF   
    I was wrong as to which character has that sword, it wasn’t Fire. Based on my faulty knowledge now this time, the T-porting back does require a new phase. So the character is deprived of it for a little length of time. Depending of course when it was disarmed and speed of the opponent(s). Green Dragon disarms him and GD most likely (can’t remember if said character is SPD 5 or 6) has a phase coming up again before the character can summon back the blade. Also if a Speedster does a Flying Grab, he could move the sword out of T-port range in a single phase. Also (and I probably didn’t make this clear), said character has to he conscious to summon it. Therefore if he’s Stunned, someone can remove it and move it far enough to not make it summonable. 
  25. Like
    Ninja-Bear got a reaction from unclevlad in AOE Strength   
    @mattingly, is what you’re describing really a Multi-Attack? 
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