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schir1964

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Everything posted by schir1964

  1. Re: Thread Linkage: New Power Ideas I can't seem to find the thread. CTaylor, you'll have to find and post the link to it here. - Christopher Mullins
  2. Re: Handcuffs on a budget Actually, Independent is a mechanic that is hard to implement by the GM in games where Equipment isn't free. Therefore.... I think that in games where everything is paid for with points a new optional system of rules need to be enforced. First, the Money Perk system must be applied to everyone (regardless of level). A character who doesn't generate average income does not have access to mundane equipment without paying character points. A character who generates normal income has access to mundane equipment that can be purchased the local store without paying character points. Campaign time must be spent obtaining such equipment. A character who generates above normal income has access to mundane equipment that can be purchased at specialty stores or can try bribery to access mundane restricted equipment without paying character points. Campaign time must be spent obtaining such equipment. Second, other types perks may allow access to mundane restricted equipment without paying character points. Campaign time must be spent obtaining such equipment. Thus, Handcuffs are built as a Power with all the limitations and so forth, including Independent. Another descriptor is added to the build (Mundane Equipment). This makes this power available to any who has access to this equipment in the Campaign. Those who have Disadvantages, or Lack the appropriate Perks, can not get this Equipment without paying character points. Those who have the appropriate Perk (or other criteria set up by the GM), can get this equipment without having to pay character points, just the time to obtain and carry that equipment with them. But this is a more comprehensive solution to Independent Items in general. - Christopher Mullins
  3. Re: Thread Linkage: New Power Ideas Are you talking about [thread=66673]this[/thread] thread? - Christopher Mullins
  4. Re: Handcuffs on a budget I would have used Independent instead of OIF, but this is pretty much what I was suggesting at the beginning. (8^D) - Christopher Mullins
  5. Re: Analysis: Deconstruction of NND/AVLD Unified Mechanic Damage Effect Stun Only (-1/4) [*]Commonality Of Defense Multiple Defenses (Varies): Each additional defense added to a Very Common Defense is an additional -1/4 Limitation. Highest defense reduces damage. Very Common Defense (-1/2) Common Defense (0) Uncommon Defense (+1) Very Uncommon Defense (+2) [*]Effect Of Target Defense (-1/2, -0): Defense Reduces Damage To Zero (-1/2), Defense Reduces Damage Normally (-0). To understand this, one needs to start from the baseline of a normal attack. Then the modifiers make sense. Sample Builds Poison Dart: NND [stun Only, Uncommon Defense (Resistant), Effect (Zero Damage)]: +1/4 Advantage EMP Weapon: NND [Vs Electronic Equipment Only -1/2, Very Uncommon Defense (Shielded/Turned Off), Effect (Zero Damage)]: +1 Advantage Acid Splash Attack: AVLD [Very Uncommon Defense (Chemical Neutralizer), Effect (Normal Reduction)]: +2 Advantage Cold Attack: AVLD [stun Only, Multiple Defenses (Physical, Energy), Effect (Normal Reduction)]: -1 Limitation Updated Post To Be Consistent Reposted Here For Easy Reference - Christopher Mullins
  6. Re: Philosophical: Definition Of A Mechanic First of all, I'd like to thank everyone that has participated. It has been very informative to see the viewpoints on this. Second, I think the most have gotten the gist of what I was asking and based on the posts by everyone involved, just about everyone has contributed to answering the question I posed. Third, Doc has summed up very nicely what I was having trouble stating in a concise manner. - Christopher Mullins
  7. Re: Analysis: Deconstruction of NND/AVLD Oh, wait, I think I see where there is a conflict in definitions with the Commonality Of Defense. I may need to update things to make it consistent. Thanks. - Christopher Mullins
  8. Re: Analysis: Deconstruction of NND/AVLD Any suggestions for what the Stun Only Limitation should be worth in this context? - Christopher Mullins
  9. Re: Analysis: Deconstruction of NND/AVLD Actually, the first one is covered. See above post. It is counter-intuitive due to the way I posted it. It is the flip side of how to view it. If an attack is restricted to only affecting those with a certain SFX/Defense, then by default, all other Defenses are completely unaffected by it. This is why it is a limitation in this respect. As for the second point. I'm not familiar specific rule. Is it actually part of the rules, or is it an example of how AVLD can be used beyond the intended Defenses mechanics? Anyway, I think this is also covered in the wording of the Unified Mechanic post, since anything can be listed as a "defense". - Christopher Mullins
  10. Re: Analysis: Deconstruction of NND/AVLD Yeah, I know that the way I posted it, it is counter-intuitive. Original Definition: No Normal Defense requires that Defenses specified must be Common/Standard which are immune against the NND. Corollary Definition: No Normal Defense requires that Defenses must be Uncommon/Non-Standard which have no effect against the NND. It isn't an exact match, but it is close enough to make the comparison between mechanics much easier to see and to measure. Finally, using the Corollary Definition, it is clear why it is a Limitation when it is compared to the original attack. these "built-in" limitations with advantages is one of the reasons for this thread. Advantages should not have "built-in" limitations. But that is just my opinion. Does this help clarify things? - Christopher Mullins
  11. Re: Analysis: Deconstruction of NND/AVLD Okay, I think I'm done. Did I miss anything? - Christopher Mullins
  12. Re: Analysis: Deconstruction of NND/AVLD Unified Mechanic Damage Effect Stun Only (-1/4) [*]Commonality Of Defense Multiple Defenses (Varies): Each additional defense added to a Very Common Defense is an additional -1/4 Limitation. Very Common Defense (-1/2) Common Defense (0) Uncommon Defense (+1) Very Uncommon Defense (+2) [*]Effect Of Target Defense (-1/2, +0): Defense Reduces Damage To Zero (-1/2), Defense Reduces Damage Normally (-0). Thoughts? - Christopher Mullins
  13. Re: Analysis: Deconstruction of NND/AVLD Comparison Best Circumstance For Attacker No Normal Defense: Attack Has Full Stun Effect On Target Attack Versus Limited Defense: Attack Has Full Stun Effect On Target Worst Circumstance For Attacker No Normal Defense: Attack Has Zero Stun Effect On Target Attack Versus Limited Defense: Attack's Stun Effect Is Reduced By Defense - Christopher Mullins
  14. Re: Analysis: Deconstruction of NND/AVLD Attack Versus Limited Defense Standard Attack Components Reduces Ability Of Target (STUN/BODY/POWER/Etc) Attack Effect Reduced By Defense (Very Broad SFX) AVLD Components Reduces Ability Of Target (STUN/BODY/POWER/Etc) Attack Effect Reduced By Defense Does Stun Only: Limitation Only Against Non-Standard/Uncommon Defense: Advantage - Christopher Mullins
  15. Re: Analysis: Deconstruction of NND/AVLD No Normal Defense Standard Attack Components Reduces Ability Of Target (STUN/BODY/POWER/Etc) Attack Effect Reduced By Defense (But With Very Broad SFX) NND Components Reduces Ability Of Target (STUN/BODY/POWER/Etc) Attack Effect Not Reduced: Advantage Does Stun Only: Limitation Only Against Non-Standard/Uncommon Defenses (Narrow SFX): Limitation - Christopher Mullins
  16. Deconstruction of NND/AVLD This is thread to explore the mechanics of No Normal Defense and Attack Versus Limited Defense. The information gathered from this thread will probably be used to create an alternative approach to handling these concepts. Step 1 Separate the components of NND/AVLD. Both NND and AVLD incorporate Advantages with Limitations for a net effect. These need to be separated and handled as two mechanics each. - Christopher Mullins
  17. Re: Analysis: Attack Vs Limited Defense Energy Blast Not quite the direction I thought this discussion would go. Arrrgggghhh! Sean! I'm now going to have to create another thread to explore the whole Unified NND Advantage/Limitation and AVLD idea. Curses! (8^D) - Christopher Mullins
  18. Re: New Mechanic: Lightning Speed I tend to agree with Hugh. As a mechanic I would leave it as non-combat tasks only. - Christopher Mullins
  19. Re: New Mechanic: Lightning Speed I was only suggesting a cost value. If there needs to be restrictions and a Stop Sign attributed to it, so be it. - Christopher Mullins
  20. Re: New Mechanic: Lightning Speed Perhaps the following: Combat Tasks: 5 Points Per Step Down The Time Chart - Christopher Mullins
  21. Re: New Mechanic: Lightning Speed I've notified Klaus so he can answer the questions posed here. I've added the GM Cap restriction that Derek suggested. - Christopher Mullins
  22. Re: Analysis: Attack Vs Limited Defense Energy Blast Now that everyone has stated the obvious (Normal Defense Doesn't Count), it makes perfectly logical sense that it shouldn't. (8^D) Now how does this build compare to a Ranged Killing Attack in cost and utility? 1d6 EB (AVLD vs rPD, Does Body: +2 1/2): 17 Points - Stun: 1 Minimum, 6 Maximum, Average: 3.5 Stun - Body: 0 Minimum, 2 Maximum, Average: 1 Body 1d6 RKA: 15 Points - Stun: 1 Minimum, 30 Maximum, Average: 12 Stun - Body: 1 Minimum, 6 Maximum, Average: 3.5 Body Hmmm... - Christopher Mullins
  23. Re: Thread Linkage: New Power Ideas [thread=67301]Lightning Speed[/thread] By Klaus Mogensen - Christopher Mullins
  24. Lightning Speed (Talent) This talent allows a character to do a specific non-combat task much faster than normal. For every point spent, the character can perform the selected type of task one step faster on the Time Chart. Actions requiring "1 segment" can be performed with a ½-phase action. Faster actions (a step faster than "1 segment") can be performed with 0-phase action. Restrictions It must be something the character is normally capable of, either as a common human ability or as a Power. Lightning Speed cannot duplicate any existing Power, Talent, Advantage, or Adder (such as non-combat movement multipliers). The GM may choose to cap the level of any build for their campaign. Cost: 1 Point Per Step Down The Time Chart Sample Builds Lightning Calculator (3 Points, x100 Speed): The character can perform mathematical operations quickly in his head that normally would require a long time with paper and pencil. Instant Change (Zero Phase Action) Simple Costume (3 Points, Zero Phase): 1 Turn Normally Normal Clothing (4 Points, Zero Phase): 1 Minute Normally Complex Body Armor (5 Points, Zero Phase): 5 Minutes Normally [*]Cramming (3 Points, 6 Hours): The character acquires Familiarity (8-) with any non-combat skill through several hours of study. This requires access to a library or teacher. Unless character points are spent to make a leaned skill permanent, it will be lost once the character starts cramming for another skill. (1 Month Normally) [*]Data Search (4 Points, 5 Minutes): The character can quickly sift through vast amounts of data, in a library or on a computer database, looking for specific information. (1 Day Normally) [*]Rapid Rearrange (4 Points, 1 Phase): The character can rapidly move objects around in his close vicinity. All the affected objects must be within a half move of the character, he must be able to lift them with Casual Strength, and they must not actively resist being moved (no skill/combat roll normally required). (5 Minutes Normally) Concept By: Klaus Mogensen Posted here for easy reference. - Christopher Mullins
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