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Daltwisney

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Everything posted by Daltwisney

  1. Re: Regeneration Costs These are all examples of Regeneration. I didn't include REC/month, since that the default healing mechanic and is essentially 'free' (though you pay for REC). To clarify my examples a little further, for 4 pts, you can buy 1 BODY/day Regen, for 14 pts, you can buy 7 Body/week Regen. Over the course of a week, the two are functionally the same, and the 1/Day is mechanically more effective without GM pro-rating, yet 7 BODY a week costs 3.5x more. Other that Drain or Suppress, why 'should' it cost that much more?
  2. Re: Herb that heals 'Impairing Effects' or 'Disabling Effects' I 'think' it was D&D, I seem to remember that of the 2 spells Clerics had, Resurrect could bring you back from most anything, but Raise Dead simply reanimated your corpse, without actually healing any physical trauma or removing the poison that killed you. RoleMaster, with it's Increased Detail Level of Everything, has even more far-reaching requirements.
  3. Re: What does a Time Elemental do? Dick Clark
  4. Re: Tracking vs. Tracking (Huh?) Tracking skill allows you you follow a 'trail' left by someone based on your normal senses (usually Sight). It also allows you to obscure your own trail, making it harder for others to track you. A Tracking Sense allows you to follow someone based solely on the impression left that is detectable by that sense. It not necessarily complimentary though, I would consider it more of an alternative method. (I've obscured my trail to the point that you cannot Track (skill) me, yet my pesky scent allows you to continue the chase. Or, I followed the stream to throw the dogs off my trail (Sense), yet my footprints in the mud show you where I exited the water(Skill)). It might be complimentary if you have Infrared Perception w/Tracking (see final sentence in post). My answers with regard to 'special' senses would not change. To Track something you have to be able to detect it, and the Tracking Skill is simply the Sight Group 'version' of Tracking Sense.
  5. Re: Intelligent weapons and items Imagine a sword built this way that holds an 'opposing' viewpoint, but doesn't reveal itself right away: Bob the Fighter finds this sword. Starts using it, and finds it just seems to give him a sense of power and worth at a level he's never felt before. Bob LOVES this sword. It's the best thing that's ever happened to him. Then, one day... "So Bob, let's talk about killing your friends...." (Or something a bit more subtle - "Come to the Dark Side, Bob")
  6. This is prompted by a question (as yet unanswered by Steve) in the 6E Rules forum: All four of these pairs are 'equivalent' in terms of BODY healed over the course of the higher BODY/time. Yet, unless the GM prorates healing, the LESS effective method (big chunk of BODY at the end of a longer time period), costs considerably more. Other than Drain or Suppress, what reason would YOU have for buying the 'slower' version? (My opinion is that the pricing structure is out of whack, I think the pairings should be of equivalent cost, and possibly that the 'slower' version could even be cheaper, barring pro-rating, of course).
  7. Re: so is this broken? Actually, 'a group of weapons' is a legitimate construct for a multipower, there are several examples (descriptive, not built) of just this sort of thing. The caveat of 'not appropriate' is applied only in the case of a character using a multipower as a way to hand off weapons to his friends. And, in 6E, you cannot target the Multipower pool itself with Drain/Suppress/Dispel, you must instead target the slots. Unless two or more slots shared the Unified Power Limitation, they are each affected separately. in this example, since the MP Reserve would technically allow slots 1 and 2 to be used simultaneously, you would probably apply Lockout (-0 to -1/2)to those two. The value really doesn't matter, since the slots can't get any cheaper, but it maintains the "I can only use one of these at a time" stipulation. A Multipower is just a collection of powers/abilities that share a common resource that must be divided between them. They might be variations of the same power (common for Energy Projectors) or SFX (Magic Spells), abilities that run off a limited Power source (Power Armor) or in this case, the resource is 'hands'. (Yes, he has 2 hands, but maybe he's clumsy, or untrained in 2 weapon combat, or has some weird Code of Honor that makes using 2 weapons 'unfair'). Other than the math mistakes, the only glaring issue with the original construct in my mind is the "I have a dagger" and "I can add damage and turn it into a sword". Putting them as separate slots in a MP big enough to handle them eliminates that logical inconsistency.
  8. Re: (5E) Help with shotguns I agree that the range seems a bit long. Explosion is an equally valid option. I suppose it depends on whether you want a more linear decrease in damage over the range. Since a Cone Explosion defaults to -1 DC/2" the damage drops off more dramatically as you get farther away. Having never been shot with a sawed-off shotgun, I can't say with certainty which is a better model. (Note: this is NOT an invitation to shoot me, I am perfectly happy remaining ignorant of said effects.)
  9. Re: (5E) Help with shotguns Actually, it's 100 Active (40 * (1 + 1.25+.25)), so the AOE cone is then 21". With Reduced by Range, it would do 2 1/2d6 to anyone 4 hexes or closer, 2d6 to anyone between 5 and 8 away, 1d6+1 to anyone between 9 and 16 hexes, and finally 1/2d6 to anyone from 17 to 21 hexes out. Beyond that it does no damage.
  10. Re: Champions Sneak Peek #2: The Superhero Gallery! It is naked, but not Naked. This falls under (6E1, p313, the last several paragraphs on the page). Essentially, because the character receives 2 points of PD and ED for free, it is constructed this way to allow the advantage to be applied to those free points as well. It could technically be built similarly by allowing the character to sell his initial PD and ED back to 0 (-4 points), then buying the Power (+X PD, +X ED), Resistant (+1/2), which dodges the appearance of a Naked Advantage, and removes the idea that it should Cost End (as Naked Advantages do), and allows it to remain Persistent (as Naked Advantages default to Instant, with a caveat that the GM may allow them the duration of the base power if he feels it is appropriate).
  11. Re: so is this broken? I'd agree with Rapier here, with an additional note: As built, it is 'illegal' in one sense simply because the powers in the Multipower are 15 Active Points each. Although he has a 10 point reserve, each of the powers in it has Reduced Endurance - 0 END on it, which is a +1/2 Advantage. Also, the 'linked' Power is 15 Active with a total (-1) Limitation. In my book, that is also 7 pts, not 3. I'm going on the assumption that the 2 slots in the Multipower are supposed to represent using the dagger as a club (HA) and a blade (HKA). That's perfectly acceptable, other than my note above. Adding a 'linked' power outside the MP to turn it into a completely different weapon (complete with reduced Obviousness when it's a longsword instead of a dagger??? And he can't use the 'longsword' version as a club? ) is where I would draw the line. It just doesn't make sense to me, I would not allow this in my games either.
  12. Re: Dice Roller Because it was in Creation Workshop/Metacreator. I don't ever recall HD having one.
  13. Re: Entangle whose PD & ED increase over time This is basically what I started with, and so far it does look the best to me. That's an interesting idea. I'll have to think about the possibilities and ramifications of using Aid that way. It would certainly allow for some interesting and varied effects.
  14. I'm trying to create an Entangle that 'hardens' after hitting a target. For example, a 6d6 Entangle that starts with 2 PD & ED, and gradually (1 per segment for example), increases to its full 6/6. The BODY of the Entangle would always be what was determined by the effect roll. Right now, I'm looking at doing it using Limited Power (value undetermined). Anyone have any thoughts on this, or any alternate builds? (6E rules please)
  15. Re: Using Extra Time for a Cool-Down There is a version of Limited Power in the APG (p144) called Delayed Use which is defined as a 'cooldown period'
  16. Re: Luck and Drains/Transfers Just imagine a character who has Unluck to begin with in a game where you can 'Drain' people into Unluck. That could become a VERY bad day.
  17. Re: Group Immunity Not really accurate unless you are just short-cutting the description on the NA, which then ends up not telling you what it does. 25 Darkness, 4mR, PI (25 active) (assuming he always wants to be immune to his own Darkness, which should probably be required in this case) 12 Naked Advantage, PI (+1/4), Usable by up to 8 people simultaneously (+1) If you are talking about doubling the PI advantage on the Power itself, changing PI to 1/2 makes the base power 30 Active (7 points cheaper than the NA version), even adding an additional (+1/2) for a total of (+3/4) only makes it 35, and the higher the Active points go, the greater the disparity.
  18. Re: Luck and Drains/Transfers Since you are talking Transfer, I'll answer based on 5ER This can be somewhat of a gray area, depending on how you perceive the relationship between Luck and Unluck. According to the rules, you can purchase both on the same character, so it seems clear they are independent 'powers', and thus draining Luck would only count negative points for the purposes of determining the time the power takes to recover. So, to me, the first answer is no, and then the rest of the questions are moot. But generally, not having a Power is not the same as having 0 points in a power with respect to Adjustment powers. If I have a Blast, and it has been drained to 0 points, it can be Aided, but if I never purchased one, it cannot. I think that is more of an SFX description for a Luck power, where Bad Things that might otherwise affect the Character affect others nearby instead. Disads are normally reserved for things that hinder or limit the character that has them, not for offensive use.
  19. Re: Impact of Figured Characteristics The character point levels in 6E were also increased to account for characters having to purchase all Characteristics from a base value, with Figured Characteristics, you might want to scale back the points available to the 5E levels.
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