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schir1964

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Everything posted by schir1964

  1. Re: New Rule: SFX Control Original post updated. Added rule above to the definition of SFX Control. - Christopher Mullins
  2. Re: New Rule: SFX Control It's a system level rule. There is no cost other than not exceeding the original active points of the power. If one wishes to keep Variable Advantage more beneficial then make the SFX Control a x3 Advantage Value. But there are differences in implementation between this rule and the Variable Advantage rule. I'll let Doc Democracy go into more detail on this since it is his concept. Also know that Doc Democracy presented this idea as a way to simplify the system. - Christopher Mullins
  3. Re: Thread Linkage: New Power Ideas [thread=67688]New Rule: SFX Control[/thread] By Doc Democracy - Christopher Mullins
  4. SFX Control SFX Control is a system level rule. Basically, it allows the character to use their powers in creative/flexible ways if doing so is in line with the SFX. The rule defines the level of SFX Control a character has. Definition: The character may apply any advantage to any power at double the value of the advantage, but the modified power may not exceed the unmodified power's Active Points. Also, the character may only apply a single advantage at any one time. Furthermore, the character will pay full Endurance Cost of the Active Points regardless of advantages on the original power to the contrary (though the GM may, instead, require other limitations, such as reduced accuracy and/or DCV depending on the SFX involved). Example A Light Controlling character has a 10d6 Energy Blast (SFX: Beams Of Light) [50 Active Points]. With this rule (Double Cost SFX Control), the character could choose to make this power Armor Piercing (+1/2 Advantage) at double the cost with any use of the power. This means that the character could use their 10d6 Energy Blast (SFX: Beams Of Light) as a 5d6 Energy Blast - Armor Piercing +1 Advantage (SFX: Laser Beams) [50 Active Points]. The value of the Advantage used is doubled (per the SFX Control rule) and applied to the power at the same Active Point Cost to determine the level the power can be used at with Armor Piercing. If the character needs to use a 10d6 Energy Blast - Armor Piercing, then they will need purchase it as Naked Power advantage or have a 20d6 Energy Blast power. This rule only allows for the application of any advantage to a power the character currently possesses and by design the character must trade off raw ability for creative control as described. Certain advantages may be restricted by the GM as needed since they may not make sense via the SFX or due to game balance problems they may present (such as Zero END or No Normal Defense). Genius concept by Doc Democracy. Reposted here for easy reference. - Christopher Mullins
  5. Re: Handcuffs on a budget Post Removed. I realized that Prestidigitator's question wasn't directed at me but JmOz. I'll let him respond. - Christopher Mullins
  6. Re: Handcuffs on a budget Updated post above. - Christopher Mullins
  7. Re: Handcuffs on a budget Alternate build (based on Sean Waters and JmOz components). Handcuffs [20 STR: 50 Active Points / 9 Real Points] Zero Endurance (+1/2) Persistent (+1/2) (Required for Uncontrolled portion of the power) Uncontrolled (+1/2) (Power is turned off by unlocking Handcuffs with the key or other method) Independent (-2) (Power is external to character and anyone can use it) No Figured Characteristics (-1/2) Hold Only (-1) (May Not Grab Under Own Volition Or Add STR) Only Vs Two Appropriate Sized Limbs/Objects And Required Distance (-1/2) Real Object: Power Breaks On Failed STR vs STR Contest or Enough Body Damage (-1/2) Using the doubling rule (+5 Points = x2): 8 Sets Of Handcuffs [20 STR: 88 Active Points (50 Active Points Per Set) / 16 Real Points] - Christopher Mullins
  8. Re: Characteristic inflation Sorry, probably missing in 5th Edition. I don't have revised. But it would make sense for that to be the default rule. - Christopher Mullins
  9. Re: New Mechanic: Scale http://en.wikipedia.org/wiki/Deca- For reference. Let me know if I still have things wrong. - Christopher Mullins
  10. Re: Characteristic inflation I think it is may be more analytical than that considering the type of players that the Hero System attracts. The skill system uses the 3d6 roll resolution. This gives natural range of results from 3 to 18. Any bonus or penalty moves the range endpoints up and down accordingly. Thus, any skill that has a built in -1 Penalty automatically means that starting range of results is shifted to 4 to 19. This means a perfect success roll is impossible and total failure now includes 18 and 19 (two of the 15 possible results). Unless the GM is using some House Rule to allow for Auto Successes or Failures on natural results, any fixed penalized roll starts out with perfect success being impossible (without any non-fixed modifiers in play). I think this is what makes the skill leave a bad taste in the player's mouth (so to speak), an why Hugh's alternative skill more acceptable. But this is just pure theoretical opinion of players psyches in general. (8^D) Just A Guess - Christopher Mullins
  11. Re: New Mechanic: Scale Oops, sorry about that. I'll fix that when I get a chance. - Christopher Mullins
  12. Re: New Mechanic: Scale Original post updated to match corrections. - Christopher Mullins
  13. Re: core "modes" of gameplay I think there is room in the tent for both sides of this discussion. What was the original question again? - Christopher Mullins
  14. Re: New Mechanic: Effective Attack Modifier I guess there should be an explicit statement saying that the build order of defenses works it way down the chart of commonality. 5d6 Energy Blast: 25 Points Effective Advantage Uncommon Defense (Resistant PD): +1 Effect (Reduces To Zero): -1/2 Total (+1/2) Additional Modifiers Stun Only: -1/4 Additional Defense Applies (Very Uncommon Defense - LS: Poison): -1/4 Active Points: 37.5 Real Points: 25 Hmmm... Perhaps the all the modifiers should be handled separately. 5d6 Energy Blast: 25 Points Uncommon Defense (Resistant PD): +1 Effect (Reduces To Zero): -1/2 Stun Only: -1/4 Additional Defense Applies (Very Uncommon Defense - LS: Poison): -1/4 Active Points: 50 Real Points: 25 Perhaps not... Suggestions? - Christopher Mullins
  15. Re: Handcuffs on a budget I know what a mote is, I just can't figure out your context for using it. - Christopher Mullins
  16. Skill Framework The Skill Framework allows one to build a set of associated skills. The GM determines whether any skill is appropriately associated for inclusion in the skill set. The player may purchase Skill Levels for the Skill Set at 5 Points Per Level. Each slot in the skill set are exclusive (only one slot may be in use at any one time). Skill Pool The Skill Pool Cost is based on the maximum skill level bonus any one skill may have. Advantages and Limitations applied to the Pool Affect all Skill Slots also. Offensive Combat Skill Level (Required for Combat Skill Sets) Defensive Combat Level (Required for Combat Skill Sets) Skill Level (Required for Non-Combat Skill Sets) Penalty Skill Level (Required for Penalty Skill Sets) Skill Slot Each slot represents one skill regardless of number of powers a slot may contain. The cost of each slot is reduced by fixed divisor (GM Decided). Formula: (Active Points / Divisor) / (Total Limitations) This Post Is Subject To Modifications (A Work In Progress) Concept Inspiration From CTaylor - Christopher Mullins
  17. Effective Attack (Modifier) An attack with the Effective Attack Advantage is more effective than a standard attack. The effectiveness is increased by defining what defenses reduce the damage of the attack and how much those defenses reduce the damage by. This modifier may only be applied to attacks that do Stun/Body Damage by default. Commonality Of Defense Very Common Defense (-1/2) (Examples: STR / EGO *) Common Defense (0) (Examples: Physical / Energy / Flash[sight] *) Uncommon Defense (+1) (Example: Resistant / Mental / Power / Flash[Hearing] *) Very Uncommon Defense (+2) (Example: Flash[smell,Taste,Unusual] / INT *) Effect Of Target Defense Defense Reduces Damage To Zero (-1/2) Defense Reduces Damage 2 Points Per Defense Point (-1/4) Defense Reduces Damage 1 Points Per Defense Point (-0) Defense Reduces Damage 1/2 Point Per Defense Point (+1/2) Sample Builds Poison Dart: Stun Only, Uncommon Defense (Resistant), Effect (Zero Damage): +1/4 Advantage EMP Weapon: Versus Electronic Equipment Only -1/2, Very Uncommon Defense (Shielded/Turned Off), Effect (Zero Damage): +1 Advantage Acid Splash Attack: Very Uncommon Defense (Chemical Neutralizer), Effect (Normal Reduction): +2 Advantage Cold Attack: Stun Only, Common Defense (Physical), Additional Common Defense Applies (Energy), Effect (Normal Reduction): -3/4 Limitation Other Modifiers Limitations Stun Only (-1/4): Attack only does Stun Damage. Additional Defenses Applies Each additional very common defense that applies (-3/4) (Highest defense reduces damage) Each additional common defense that applies (-1/2) (Highest defense reduces damage) Each additional uncommon defense that applies (-1/4) (Highest defense reduces damage) *Note: These are examples only. The GM should decide where defenses fall on the chart.
  18. Re: Philosophical: The Meaning Of Active Points And Real Points That is why I said "on average or under the worst of circumstances". The "on average" is for the builds as you describe above. The "worst of circumstances" is for the builds like partially limited powers, limited naked power advantages where they are considered only part of the whole power in question. - Christopher Mullins
  19. The Meaning Of Active Points And Real Points Given the following: Active Points: A general measure of the level of maximum impact an ability has on the campaign under ideal circumstances. Real Points: A general measure of the level of impact an ability has on the campaign on average or under the worst of circumstances. Should Advantages and Limitations be further divided into groupings based on the effect they have on these two definitions? Just Thinking - Christopher Mullins
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