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Ninja-Bear

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  1. Like
    Ninja-Bear reacted to MrAgdesh in Horror Hero - Shock & Stress   
    I ran Delta Green in 1999-2002 but under Hero. The way I did it was to treat SAN loss like a Mental Transformation. When you reached Transformation pips equal to (IIRC) 2xEGO you gained a 10pt Psychological Disadvantage (that you of course received no points back for). This then scaled up to a 20pt psychological at 4xEGO, and “0 SAN” at 6xEGO. 
    If you gained too many transform points at one time (at least 5pts I think?) you also got temporary effects - fight or flight type reactions/emotional shutdown.  
    You needed therapy to remove the transformation points - they would not heal with time - and therapy gradually reduced less and less the more you used it. 
  2. Like
    Ninja-Bear got a reaction from greypaladin_01 in Strike Force (original) Translating Powers to Current HERO   
    I’ve just caught Powers themselves have changed too. I just updated Brick from (I think 1st because he’s on the pamphlet of Viper’s Nest) to 4th and things like DI and Growth have extra benefits that 4th doesn’t provide. Growth adds to running for free. Also DI adds to Con although the extra STR from DI doesn’t add to leap. 
  3. Haha
    Ninja-Bear got a reaction from Duke Bushido in 5-point Doubling for Innate Powers   
    Yeah, I am missing because I thought the argument was because of buying the second sai you could then use the multi-attack. 
     
    Btw, two weapon fighting is neat but it has it problems of reduced DCV. 
     
    Good question because well I’m not sure either. 
  4. Like
    Ninja-Bear reacted to Hugh Neilson in Strike Force (original) Translating Powers to Current HERO   
    4th curtailed the benefits of growth and DI - as I recall, DI was 10 points per level pre-4e.
  5. Like
    Ninja-Bear reacted to Chris Goodwin in Well rounded in 6e   
    I had a GM once who, after our characters were fully built, gave us an extra 10 free points that had to be spent on "useless" KS's and similar background Skills.  You could tweak the amounts. 
     
    It's easier to give than take away, and it's easier to say "You get 175 points plus 10 points worth of free background skills" than it is to say "You get 185 points but you must spend 10 of them on background skills". 
  6. Like
    Ninja-Bear reacted to tombrown803 in Dark Champions Question   
    the points are a pool for specific type of things. a equipment pool could be used for gadgets and gear, but one designed for contacts/favors couldn't be
     
  7. Like
    Ninja-Bear got a reaction from Cloppy Clip in 5-point Doubling for Innate Powers   
    When I get the chance I’mll look at Combined Attack but my gut says that Hugh is wrong. Combined was designed to allow two different attacks to he fired off at the same time else why is there also Multi-attack which does allow you to fire off the same attack more than once? Also Combined Attack is an optional maneuver right? So the GM just says no? -Right?
     
    And I noticed that we as a group hafe seem to have gotten away from the rule about Sfx. That in defining a sfx you may get minor benefits and drawbacks. As Lonewolf pointed out, having 32 pistols should allow a typical human to fire all 32 at once. In fact when I have allowed Two weapon attacks, I limited them to two attacks only. It limits rolls and the drag on the game extra rolls can cause. 
  8. Like
    Ninja-Bear reacted to Hugh Neilson in 5-point Doubling for Innate Powers   
    Combined attack specifically says it is not a Multiple Attack.  It's a Combined Attack (6e rulebook emphasis). The example is two ranged weapons, but 6e does not indicate that both attacks must be HTH or ranged, only that they must be made against the same target.  The logic remains sound - the duplicate gear will be the same attack type, so consider two knives compared to a sword and a dagger, or two Colt .45s versus a .38 S&W and a derringer.
     
    And if combined attack is part of multiple attack,  note that p 181 says the equipment can be used in multiple attacks "and the like".
     
     
    To me, this is SFX.  The agent does not catch Grond's hurtling fist with his outstretched hand, stopping it cold. I would describe a block of that nature more as redirection, pivoting and avoiding the blow while setting up for a quick counter-maneuver (which should be "run away" - you aren't going to win OCV vs OCV contests against Grond forever).
     
     
    This comes down to the approach taken.  The reasoning and expected use of the doubling rule gets limited discussion.  So we can accept that the +5 doubled gear is a backup and you can't use both at the same time for the same reason you can be immune to extreme heat or cold but still damaged by attacks with those SFX - you didn't pay for the utility, so you don't get that utility - the character simply never dual weilds the duplicate weapons, however logical it may seem for him to do so.  You want them both used at the same time, pay for both Sais without the 5 points to double rule. 
     
    Or we accept that you can spend just 5 points to double any focus and they can both be used at the same time.  Even RAW cautions "If the equipment is unusual (such as an Unbreakable Focus, an enchanted item, or the like), the
    character should get the GM’s permission to buy it using this rule."  Which seems odd as it's really designed for mundane equipment games where you don't pay points for gear anyway.
     
    Or we disallow of the doubling rule entirely (recall it is "GMs Option as introduced) - multiple foci are SFX and may move you down to "inaccessible" as you are harder to disarm.
     
    Or we allow the doubling rule for gear and innate powers, with whatever mechanics applying to those as well.
     
    It comes down to how you want your game to work.  To me, +5 to get Combined Attack seems cheap, especially when someone with innate powers is denied the same option.  LAZER should shell out 5 points and cut his rifle into 2 pistols!  If everyone used gear, the field would be leveled and everyone would probably be a dual weapon Combined Attacker.
     
     
    Moving away from the topic at hand, but this seems like a "clarification" to me.  You made an attack roll to Grab the first agent, and you can follow that by throwing him.  But throwing him at a specific target requires an attack roll, which is a second attack in the phase. I could see the original intent being "grab and throw to the ground or off the cliff is one action" with "Grab and then throw at another opponent, requiring much more precise aim, is two attack actions, the first to Grab and hold, and the second to target a precise throw attacking someone else".
     
    Would you also let him Grab one of the agents surrounding him, and immediately spin around to use the Grabbed agent as a Multiple Attack against all the other agents, getting a damage bonus because Agent #1's armor and helmet make him a great club?
     
    EDIT: Actually, as I post that, I have the answer.  Sure - that is a Multiple Attack. You want to Grab Agent #1 and Club Agents 2 - 6, so apply the OCV penalties for six attacks, halve your DCV and use your full phase and start rolling.
     
    And that also can be used to Grab one agent and Throw him at a second, can't it?
  9. Like
    Ninja-Bear reacted to LoneWolf in 5-point Doubling for Innate Powers   
    Like anything in the Hero System this can be abused.  Just because something can be abused does not mean that non-abusive uses need to be banned.  Most heroic games the character does not pay for equipment, so this is probably going to come up more in a superhero campaign than a heroic.  
     
    There are a couple of things that will reduce some of the abuse.  First in a game where you are paying points for a weapon you are considered proficient in that weapon.  When a character starts handing out his spare foci the characters, he hands them out to did not pay for the weapon, so are not automatically considered proficient in the weapon.   That means unless the character using the weapon paid for weapon familiarity with that weapon or the group it belongs to they take a penalty to hit.  Also, chances are any skill levels the characters have are not going to be applicable to the weapons.  This means the characters ability to use said weapons will usually be reduced.   
     
    Second most characters only have two hands.  Purchasing an extra 32 does not mean the character can fire all 32 at the same time.   A character could buy extra limbs to be able to do so, but how many characters actually do that.  If you are buying extra limbs just to use extra weapons to exploit the doubling rule the GM should veto that hard.  Drawing a weapon is usually a half phase action so even if the character is dropping the weapons after being fired, they are still limited to how many weapons they can draw.  A character could purchase fast draw for this, but that means extra points and a there are still limits to how many actions you can perform in a phase.  
     
    What it comes down to is the best way for the GM to prevent abuse is to simply tell the players to stop the abusive behavior.  You can usually find some reason to veto these types of things, so you don’t seem too heavy handed, but in the end, it is up to the GM to control the game.   If the character paid points for fast draw and two weapon fighting than allowing them to draw and fire two weapons should not be a problem.  If that same character wants to draw and fire 32 weapons that is not something a GM is required to allow.    
     
  10. Thanks
    Ninja-Bear reacted to Hugh Neilson in 5-point Doubling for Innate Powers   
    The terminology has changed over the editions. The 6e terms (discussed starting on V2 p 73) are:
     
    Multiple Attack - you can use the same power multiple times, to strike the same opponent more than once and/or to strike multiple opponents. This takes a full phase (Rapid Attack skill reduces it to a half phase), halves the character's DCV and imposes a cumulative -2 penalty for each attack beyond the first. Miss one, and all the subsequent ones miss as well. I would say this grew out of the Multiple Move By, which is early enough edition-wise to be familiar to Duke.  That term still gets used, and the "only once for each time you circle the target" rule is still there in Multiple Attack.
     
    Combined Attack - using two or more powers or similar abilities once each against a single target is a Combined Attack, not a Multiple Attack, and takes no penalties. It's a single attack action.  Presentation is bad in 6e - it's on V2 p 74, buried in the middle of Multiple Attack and gets no other discussion.  So if you paid for a Blast and a Drain (in a manner that both are usable at the same time), you could make a Combined Attack against an adjacent opponent Blasting, Draining and (with your STR) Punching that opponent.  You could not use a different combat maneuver (e.g. Trip with your STR while Striking with the Blast and Drain), direct the attacks at different targets or use any of the attacks more than once.  All of those would require Multiple Attack.
     
    But if you have a sword and a dagger, two Sais or two Colt .45s, nothing precludes using Combined Attack.  Two-Weapon Fighting does not discuss the possibility of using a Combined Attack, but applies only to offset penalties from Multiple Attack.  Since there are no penalties for a Combined Attack, Two-Weapon Fighting would be irrelevant.  But it would allow Seeker to Block with one Sai and Strike with the other, Strike two different opponents, etc.
     
    As each item of "doubled equipment" is "distinct from each other, each with its own identity and use even if they're defined identically in Hero System rules terms", they should be usable as a Combined Attack. If a character with a gun and a knife can shoot and stab one target as a combined attack, why would a character with two guns or two knives not be able to use both against the same target, the same way?
  11. Like
    Ninja-Bear reacted to greypaladin_01 in Champions Guidelines (by edition) Question   
    Awesome!  Thank you!    Time to dig out several books from storage 
  12. Thanks
    Ninja-Bear got a reaction from Khymeria in Champions Guidelines (by edition) Question   
    Check out pg S25 of the BBB. It has some guidelines filled out for sample games. One is for Standard Supers.
  13. Thanks
    Ninja-Bear got a reaction from greypaladin_01 in Champions Guidelines (by edition) Question   
    Check out pg S25 of the BBB. It has some guidelines filled out for sample games. One is for Standard Supers.
  14. Thanks
    Ninja-Bear got a reaction from greypaladin_01 in Champions Guidelines (by edition) Question   
    I found it. Pg S22 “Playing the Numbers”
  15. Thanks
    Ninja-Bear got a reaction from greypaladin_01 in Champions Guidelines (by edition) Question   
    If memory serves me correct, in the beginning of Classic Enemies, Scott Benny does list a rough guideline of how the villains are built. Since most were 4th ed updates, they held fairly close to the reasonable character suggestions listed in 3rd ed.  Whereas in CKC, Steve Long modified characters up (and down I think) in power levels and also origins, for example Vibron is now an alien.
  16. Like
    Ninja-Bear reacted to Hugh Neilson in Linked Powers and Damage Evaluation   
    YMMV is the key.  How do you want combat to flow in the game?  If, in your game, you want a STUN result to be extremely rare, then defenses and CON should support that.  I don't think that is the intention of the rules - just write out Stunned entirely if it's never intended to happen.  But it's frustrating to players to lose an action, and it puts that Stunned character at a significant disadvantage.
     
    Maybe we want a game where it takes 3 - 4 hits to KO in a typical combat.  Defense and STUN totals should be set accordingly.  Maybe you want more rapid combat where 1 -2 attacks can take a character down.  OK, lower defenses to DC.  Or perhaps you prefer longer combats, so you want characters to last through half a dozen hits before being taken out of the fight.  OK, higher defenses to DC.
     
    As long as the group is OK with the speed, volatility and risk levels in combat, no choice is "wrong", just different.  Supers combat tends to go on for lengthy periods.  Wild West shootouts might have a fair chance of one hit ending the gunfight, and maybe even ending the character.
     
    The only real problem I can envision is when the characters are not consistent.  If the game expects 3-4 solid hits to KO, including being Stunned from 20% of hits, a player who says "nuh-uh!  my characters are designed to never get stunned and soak up at least 6 hits before being KOd" isn't in step with the group. Neither is the one who builds a character who can be KO'd by one good shot, won't weather two and will be stunned by any above-average hit.  There will be a bit of a range, but too wide a range will have more fragile characters with frustrated players watching as the durable characters play half the game session while they are KOd.
  17. Like
    Ninja-Bear reacted to Hugh Neilson in Linked Powers and Damage Evaluation   
    Flowing from Unclevlad's comments, one element of Hero game design that does not get nearly enough attention is the DC to Defense ratio.
     
    Combat is very different depending on this choice.  Consider that 12 DC game, and assume typical defenses of 24.  (1:2 ratio) An average attack will roll 42 STUN and get 18 STUN past defenses.  A good roll  could STUN a 23 CON character.  If characters have around 40 STUN, 3 hits will just KO them and 4 should put them down, before we consider recoveries.  I'd expect combats with 5-6 SPD characters to end inside of 2 turns.
     
    Let's move the goalposts - assume typical defenses of 30.  (1:2.5 ratio) An average attack will roll 42 STUN and get 12 STUN past defenses.  Very few rolls will be high enough to STUN a 23 CON character.  If characters have around 40 STUN, it takes 4 hits to KO them and 5 to put them down, before we consider recoveries.  I'd expect combats with 5-6 SPD characters to last over 2 turns, maybe longer.
     
    More extreme, assume typical defenses of 36.  (1:3 ratio) An average attack will roll 42 STUN and only get 6 STUN past defenses.  No one is getting STUNNED.  If characters have around 40 STUN, it will take 7 hits to barely KO them and another 1 or 2 will be needed to put them down, before we consider recoveries. Now, they are definitely getting recoveries!  I'd expect combats with 5-6 SPD characters to last 5 turns or more.
     
    That chart is insane - raising DCs by 2 and average defenses by 15 radically changes the ratio.  Average damage past defenses at the 12 DC line will be 20 - that will make for a bit more common STUN results, and fairly short combats. At the 14d6 line, we drop to 12 average  damage past defenses.  Combat will be longer. 
     
    At 16 and 20 DC, we're averaging 4 and 2 STUN past defenses. Combat will never end.
  18. Like
    Ninja-Bear got a reaction from LoneWolf in 5-point Doubling for Innate Powers   
    I really don’t think that its explained poorly. I was a way for weapon users (I think primarily) to cheaply pay for an addition weapon. It does follow the logic of buying vehicles and Bases. I mean we can go back to having a weird OAF (-3/4) I believe this was suggested Dark Champions 4th ed. The OAF is reduced because with Seeker if someone Disarms his Sai, he has another one or someone would have to do a Sweep Disarm to remove both in a single phase.  I see this doubling as allowing a player to buy a redundant power to “make sense”. That is the spirit of the rule. And anything that goes against the spirit of the rule shouldn’t be allowed. Isn’t that Hero 101?
  19. Like
    Ninja-Bear reacted to Cygnia in A Thread For Random RPG Musings   
  20. Like
    Ninja-Bear got a reaction from Khymeria in New Talent for Fantasy Hero - Armor Mastery   
    Would not the Hero rule of Round in character’s favor apply? I would think so.
  21. Like
    Ninja-Bear got a reaction from DentArthurDent in New Talent for Fantasy Hero - Armor Mastery   
    Would not the Hero rule of Round in character’s favor apply? I would think so.
  22. Like
    Ninja-Bear got a reaction from rravenwood in New Talent for Fantasy Hero - Armor Mastery   
    Would not the Hero rule of Round in character’s favor apply? I would think so.
  23. Like
    Ninja-Bear got a reaction from assault in New Talent for Fantasy Hero - Armor Mastery   
    Would not the Hero rule of Round in character’s favor apply? I would think so.
  24. Like
    Ninja-Bear reacted to assault in Champions 3rd Edition Martial Arts Question   
    There is no (RAW) SPD related nerfing in any edition.

    Assuming we are talking about Green Dragon, 9d6 is correct for the kick.

    Under editions 1-3, the base cost of Martial Arts for a character with 15 Str was 15 points. That gave a +1 modifier to Martial Kick, so 6d6.

    For half the value of the character's Str (7.5 in this case, rounding to 7), the modifier would increase by +0.5. So if the character spends 22 points, the kick would do 3 (from Str), multiplied by 2.5. So, 7.5d6 (rounded or otherwise - that's a separate question).

    Another such increase, bringing to total MA spend to 30 points, would add another +0.5 to the kick, meaning it would do 3x Str damage, bringing it up to 9d6.

    These calculations may seem clumsy (they are!), but a character who spends 35 points on Str (from a base of 10, giving 45 Str), will also do 9d6. A character who spends 45 points on Energy Blast will also do 9d6. These costs are balanced against each other, each with different advantages and disadvantages.
     
     
  25. Haha
    Ninja-Bear reacted to Cygnia in A Thread For Random RPG Musings   
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