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Snarf

HERO Member
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  1. Re: Build Help: Paradise Grenade If you used succor, it would have to be maintained or made uncontrolled and given a condition that ends the effect. I think Aid with a continuing charge is probably the best option.
  2. Snarf

    Video Games

    Re: Video Games I'd want to see Kirby done in Hero Rules. With write ups of a bunch of the powers he absorbs too.
  3. Re: Power Construction Help Needed This sort of thing is usally done with Usable By Other, but that doesn't work with the giver being dead...
  4. Re: Porting the best of HERO to Tri-Stat You could use it like a combined END and STUN, I meant. For instance, GURPS has a fatigue stat that works like a combination of endurance and stun. I'm pretty sure it's possible to make special attacks and items that do small amounts of body damage and lots of energy damage, but I'm still pretty vague on the tri-stat rules.
  5. Re: Porting the best of HERO to Tri-Stat Tri-Stat already has Energy Points to represent knocking someone out instead of killing them. You could just use that more, instead of adding a new stat. I like the idea of introducing a speed chart. The normal system for extra attacks sounded like a real pain to me.
  6. Re: Power Defence... Ugg There are sidebar examples on 5'th edition page 138 which show how to make power defense versus one special effect. Magic Only and Chemicals Only were both worth -1/2. That doesn't seem like much of a discount to me, but I guess the price assumes you'd use that cost in a campaign where those attacks were very common. I use unmodified power defense in my games as a strong life-force that resists alterations, like some other posters have mentioned. I'd prefer it was kept simple by default, with the option to make it complicated, like it is now. But I do think here should be more written about limiting power defense by special defect. At least half of everyone here seems to prefer it that way.
  7. Re: Jungle wa Itsumo Hale Nochi Guu I vaguely remember that she also has super stretching. In the second episode her stretchy arms chased Hale up a couple stories of the school or something like that.
  8. Re: Dependence: A useless Catagory of Disads? That annoyed me too. I usually resort to physical limitations to model dependancies that are more inconvenient than deadly.
  9. Re: XP....how much per session....? I usually give 5 or 10 per session, but my group doesn't play that often. I don't put a lot of effort into giving XP as a reward, I mostly just try to give enough to grow the character at a decent rate.
  10. Re: Using d20 instead of 3d6 (DON'T KILL ME!) I agree that the effect you've observed about modifiers was completely intentional. A difficult task is supposed to be meaningless to a master, difficult for the moderately skilled, and utterly disastrous for the novice. But enough about that, as for how well it would actually work in practice, it seems possible to me. A roll of 10 is still the median, but there's no curve around it anymore. The range of the roll would expand some, now that you can roll 1,2,19, and 20. People would have to spend more points to make their skills really reliable, because of the greater range of the roll and lower predictability of having no curve, but that wouldn't break the system. If skills costs doubled with each level like GURPS, it would be a big difference, but skills have a flat cost in Hero, so it wouldn't matter that much.
  11. Re: Turns, Segments, Phases and simulation In real life fights, it often takes way more than 6 seconds to throw a punch, mostly because of people pausing and watching each other, or in boxing matches, getting into clinches. The way turns work in Hero and most other RPGs is more like how fights are in a movie or comic book. I once read a GURPS supplement that tried to simulate those pauses by rolling a die for the amount of turns between pauses. Maybe introducing a random element like that would help you get more realistic results.
  12. Re: Counter Attacks If you took Only For Throwing off the 25 STR damage shield you could use that for both the punch and the throw.
  13. Snarf

    2 questions

    Re: 2 questions Short Answer: You can use it with abort, as long as you use it defensively. Longer Answer: The GM can allow any power to be used on an abort, if he thinks it's being used defensively. Ask the GM if it's okay.
  14. Re: Continuous power which is faster than me An uncontrolled area of effect power works on every segment ... err sort of. When the area is first entered, targets are hit on every segment, but after that they are attacked only on the attacker's phases until they leave the area. If the point of attacking on 12 phases was keeping an area of continuous damage, then uncontrolled would work. But if the point is to attack lots and lots of times it wouldn't help.
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