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schir1964

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Everything posted by schir1964

  1. Energy Blast (AVLD vs rPD, Does Body) Obviously, this makes Energy Blast do full effect of Stun/Body against any target that has no Resistant Physical Defense. Question: Does the Advantage Level Required for this effect reflect the actual utility of the power? Just Curious - Christopher Mullins
  2. Re: New Mechanic: Scale Updated initial post per Klaus's instructions. - Christopher Mullins
  3. Re: Help with the Regeneration Power? Most of the debate is a result of philosophical difference as to the Definition Of A Mechanic. I've created a thread that asks for people to give their viewpoint on that Definition. If anyone is interested, I'd like to see those viewpoints. [thread=67214]Philosophical: Definition Of A Mechanic[/thread] Just Curious - Christopher Mullins
  4. Another thread has sparked my curiosity. Here is the question or viewpoint: What restriction or limit should there be (if any) for defining the a level of immutability for a mechanic? I'll try to explain this better. If you define a mechanic with a set of descriptive rules, should there be minimum level of definition such that the mechanic may not be altered by other mechanics (such as Adders/Subtracters/Limitations/Advantages)? At what point does modifying a mechanic from its base definition change the mechanic into another mechanic altogether? Examples Desolidification: This power by definition means the character is unaffected by physical means by default. Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Aid Variant (Succor): This variant removes the base definition of Aid (Fade Rate/Max Level). Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Healing Variant (Regeneration): This variant removes the base definition of Healing (Max Reuse Time). Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Running: This power by definition has a restriction of working only on semi-solid non-vertical surfaces. Should this be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Should there be a limit that defines when the mechanic has ceased being that mechanic and something else, or should all mechanics be broken down into discrete definition components that can be removed or added at will? Thoughts/Opinions - Christopher Mullins
  5. Re: Philosophical: Definition Of Mechanic I already explained it in my posts above. You've chosen to reject that explanation or simply disagree with it. Either way, I'm not going to try to convince you otherwise. You keep referring to Regeneration as if it is a separate Mechanic from Healing. Based on the listing in the book, it is simply a variant of Healing. Thus, the question is about Base Definition of Healing and should an Advantage be allowed to change the immutable aspect of Healing to create a variant called Regeneration or should that variant be split out to become a completely different mechanic altogether? This is in line with the other examples I gave and so forth. It is also why I wrote such a long text since it was a concept that isn't easily conveyed. - Christopher Mullins
  6. Re: Philosophical: Definition Of Mechanic Duly noted. It will always be a work in progress. - Christopher Mullins
  7. Re: Philosophical: Definition Of Mechanic Thanks Derek for helping clear this up. It finally makes sense now. I was wracking my brain to figure out how editing my post to fix an incorrect term based on his post was an insult. The second component he listed doesn't have a bearing on my example since it is limiting a greater ability of Healing and thus would fall under the standard mechanic of Limitations and not a redefinition of the Healing mechanic. - Christopher Mullins
  8. Re: Philosophical: Definition Of Mechanic That is correct. Again, it looks like my inability to express myself clearly has caused another misunderstanding. And I'll say this here and now, I've always found ghost-angel's posts to be informative and respect his opinion on things greatly, even if I do disagree with them from time to time. - Christopher Mullins
  9. Re: Superhero Images Picture Test 1 Original Powerstar_v3.jpg image. Hmmm... worked just fine.,, Are you using a dial-up connection or a high-speed connection for the internet? BTW: These aren't copyrighted materials that you are trying to post are they? Only pictures that you have the copyrights, one's you've created yourself, and public domain pictures should be uploaded here. Just so you know. Removed in case of copyright infringement.
  10. Re: Philosophical: Definition Of Mechanic What? Are you serious? If a moderator agrees that I have posted a personal attack against you, I'll certainly abide by whatever they mandate, but that was not the intent of my post. Anyway, feel free to report me if you think you must. - Christopher Mullins
  11. Re: Superhero Images Email one your pictures to me at schir1964@gmail.com and I'll try to upload it to see if I can find the problem. Is it possible you are using the new jpg format (jp6 I think)? - Christopher Mullins
  12. Re: Philosophical: Definition Of Mechanic Duly noted and corrected for accuracy. - Christopher Mullins
  13. Re: Philosophical: Definition Of Mechanic No, I simply listed what was needed that pertained the question at hand. Sorry for the confusion. Yes, I did not give a full listing of the mechanics that Regeneration uses. That pretty much answers my question. Thanks. - Christopher Mullins
  14. Re: Philosophical: Definition Of Mechanic Are you saying that Healing should be built with components that can be removed, in this case Max Level, and have a Limitation as to what it affects? So are you saying that Energy Blast and Killing Attack are immutable so that they can not be changed into each other? - Christopher Mullins
  15. Another thread has sparked my curiosity. Here is the question or viewpoint: What restriction or limit should there be (if any) for defining the a level of immutability for a mechanic? I'll try to explain this better. If you define a mechanic with a set of descriptive rules, should there be minimum level of definition such that the mechanic may not be altered by other mechanics (such as Adders/Subtracters/Limitations/Advantages)? At what point does modifying a mechanic from its base definition change the mechanic into another mechanic altogether? Examples Desolidification: This power by definition means the character is unaffected by physical means by default. Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Aid Variant (Succor): This variant removes the base definition of Aid (Fade Rate/Max Level). Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Healing Variant (Regeneration): This variant removes the base definition of Healing (Max Reuse Time). Should this definition be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Running: This power by definition has a restriction of working only on semi-solid non-vertical surfaces. Should this be immutable and unchangeable by other rules/mechanics, or should all the components be removable/changeable? Should there be a limit that defines when the mechanic has ceased being that mechanic and something else, or should all mechanics be broken down into discrete definition components that can be removed or added at will? Thoughts/Opinions - Christopher Mullins
  16. Re: Superhero Images When you do an "Advanced Reply/Post" not a "Quick Reply/Post" you'll get a large screen. Scroll down until you can see all the "Additional Options" section. Inside, you'll find a "Manage Attachments" button. You should be able to figure it out from there. Keep in mind that you do have Size Limit for all attachments so you can download a few huge pictures, or you can download a lot of tiny pictures. - Christopher Mullins
  17. Re: Thread Linkage: New Power Ideas [thread=67139]Scale[/thread]: Concept By Klaus Mogensen - Christopher Mullins
  18. Scale Scale defines how the Character interacts with things at different sizes. Thus, one can interact normally with things of the same scale, yet have difficulty with things that are on a larger/smaller scale. Insect Scale: 1 hex = 2 cm. Weight is measured in milligrams (1/1000000) and Lift is measured in decigrams (1/10000) rather than kilograms. Mouse Scale: 1 hex = 20 cm. Weight is measured in grams (1/1000) and lift is measured in hectograms (1/10) rather than kilograms. Normal Scale: 1 hex = 2 m. Weight and Lift is measured in kilograms. Giant Scale: 1 hex = 20 m. Weight is measured in metric tons (x1000) and Lift is tenths of metric tons (x10) rather than kilograms. Cosmic Scale: 1 hex = 200 m. Weight is measured in kilotons (x1000000) and Lift is tens of tons (x10000) rather than kilograms. Example Object Body and DEF is determined by using the scaled measures. E.g., at mouse scale, a 400g non-living object has 10 Body, a 12.5mm wood wall has 5 Body, and 7g full armor will provide DEF 4. Conversion Between Scales Ranged Attacks Target Distance Penalty: Penalty is based on defender's scale. Example 1: A human attacks a mouse at a distance of 4 meters (Normal Scale), then the effective distance is 20 Hexes (Mouse Scale) for determining the penalty. Example 2: A human attacks a giant at a distance of 30 meters (Normal Scale), then the effective distance is 2 Hexes (Giant Scale) for determining the penalty. [*]Hand-To-Hand Attacks (vs Smaller Targets) Target Distance: Being within 1 Hex at attacker's scale. OCV Penalty: -4 OCV Penalty For Initial Scale Step. -6 OCV Penalty Per Additional Scale Step.* Damage Class Bonus: +10 Damage Class Bonus Per Scale Step. [*]Hand-To-Hand Attacks (vs Larger Targets) Target Distance: Being within 1 Hex at attacker's scale. OCV Bonus: Attacks against larger targets automatically hit. Damage Class Penalty: -10 Damage Class Penalty Per Scale Step. [*]Defender's Defenses/Resistances PD: Unchanged. ED: Unchanged. BODY: Unchanged. *This corresponds to the range penalties at 10", 100", 1,000", and 10,000", using the standard range modifier table. Concept By Klaus Mogensen. Posted here for easy reference. - Christopher Mullins
  19. Independent Limitation A Power that is purchased with the Independent Limitation defines the power to be completely External to the Character. In other words, the power exists independently outside of the character. Anyone who has access to the power can use the power. This usually means that the Power is mobile in that it won't stay with the character in the long term. It could be lost and recovered, or given away, or even destroyed. Thus, any Player wanting to use the Independent Limitation needs to understand that they are paying points to Lease a power that they might never have gotten under normal circumstances. Even with all this, the description is still a bit vague and it all falls into a -2 Limitation, so I'm going to expand this some to give some more definition to it. Independent Levels -2: Power is relatively permanent (in existence) but external to the character. Character should expect to lose and possibly attempt to recover the power from time to time. -5: Power is not permanent (in existence) and has a restriction on the number of times or the amount of time the power can be used before it is lost permanently forever by the character. Must be defined when power is purchased. -10: Power is not permanent (in existence) and can be expected to be used only once by the character. This limitation is usually reserved for a last ditch power or a power level that if used would normally destroy the character. This level is by GM Permission Only. Obviously, one can fill in more levels in between as needed, but at least this might help define things a bit more. Note: A possible comic book example of a power with the Independent Limitation might be The Power Cosmic that Spider-Man and other various characters have had (for a limited time). - Christopher Mullins
  20. Re: Social resolution mechanics for Hero Updated post. - Christopher Mullins
  21. Re: Social resolution mechanics for Hero Social System A social system allows a character to influence other characters decisions/opinions via social interaction. Components Of Influence In A Social System Exposure: This represents the number of people a character can influence. Power: This represents the resources the character can bring to bear to influence others. Scale: This is a figured value that represents the level of influence in the campaign. Things that would count towards Exposure would be: Perks: Contacts, Perks: Positions Of Import, Reputations, Communication Skills/Powers, and so forth. Things that would count towards Power would be: Perks: Wealth, Perks: Accessibility To Technology, Perks: Positions Of Import, and so forth. Modifiers Limited Group (Varies): This limitation represent an influence that is restricted to a group of individuals or an organization. Limited By Region (Varies): This limitation represents an influence that is restricted by regional boundaries. More to come... For Nexus - Christopher Mullins
  22. Re: Social resolution mechanics for Hero If one were to create a Social System for use in RPGs then it would have to be built on the basis that a Character can influence the decisions/opinions of other Characters. Thus we must first decide the depth/breadth that a character's "influence" may have in the system. Once that is decided then obviously a decision needs to be made on how to handle Resistance/Defense to such "influence". - Christopher Mullins
  23. Re: Complex and unnecessary Sean, I thought I would let you revisit this thread that kind of relates to what you are trying to do here. [thread=51286]Alternative System: Death, Destruction, and Function[/thread] I don't know if it will help you or not, but it does address the final result you are looking for. - Christopher Mullins
  24. Re: New Mechanic: STR Rules For Handling Lift Relax, it was a joke. - Christopher Mullins
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