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doccowie

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Everything posted by doccowie

  1. I think it's great to see that you are looking for roles for all the players so they have the chance to make fun choices and have cool moments. As always, the best laid plans of GMs rarely survive contact with players and I'm sure you can flex around the sort of roles and actions they fancy :- ) Anyway, your initial question sounds like skill levels? Possibilities - Overall Skill Levels Usable by Others w/ a bunch of penalties you have already mentioned. Downside - the player is effectively spending a bunch of points on making others cool - but that's fine if the player is happy. Or Skill levels for individual crewmen with limits from "Only on ship and when communications active" - limitation depending on how often that won't be the case. This is for automated support, everyone can use. Requires [Teamwork or Bureaucracy] roll. You need to put in a request for help. Activation roll - is the captain interested? Or even Burnout if the crewmember is really annoying : -) No Conscious Control - if the captain has to decide who to help. Again, it would be irritating to spend a lot of points on something that depends on someone else's decision, but hey, that's pretty much the definition of NCC Or even put skill levels into the ship itself, and give the Captain control over who can access them?
  2. QFT! (Oooh, for the first time ever I used "QFT" in an appropriate manner. I'm nearly a proper internetter!)
  3. Bet you ten Scottish pounds that Steve's answer does not prevent disagreement among us old timers :- )
  4. So, in short - two basic options: 1) Damage Negation reduces dice rolled, multiplicative effects do not affect this. I would argue this gives an effect similar to deducting PD from damage and then multiplying the result by 1/3. If this is the perfectly reasonable approach you use in your game - don't use DN for this purpose :- ) 2) Damage Negation is multiplied to compensate for multiplicative effects. No particular evidence to support this, I just think it reduces the disparity between the effectiveness of DN and PD in this particular case - you may well see the disparity as a feature, not a bug. And the suggestion re rolling DN and subtracting rather than making it absolute - that neatly fixes the problem of needing to calculate dice and remember before rolling. This is super interesting, against attacks with advantages you just roll fewer dice. It also stops the absolute effect that DN can have. I really like this idea, but probably wouldn't use it for two reasons, firstly because the absolute immunity to low-ish basic attacks is I think a nice feature of DN. If you're immune to small calibre firearms, you should be immune, darn it! More importantly...more dice rolling and maths. I'm pretty sure that HERO doesn't need MORE dice rolling and maths. On the other hand, maybe the reason we all play Hero is because we LIKE dice rolling and maths :- )
  5. I'm going to argue with Lucius - not because I am convinced he is technically wrong, but because it just sounds wrong. If you are doing, say, 12d6 with a Move By, you will be taking a third of the damage, so on average 14 STUN and 4 BOD. To avoid this you could use PD or Damage Negation, either of which could have a Limitation -1 for "Only to reduce damage from Move By etc", say. You could use PD 14, which would let a small amount of damage through on occasion, or PD 20 points, which would almost invariably block the damage (i mean, you'd have to roll above 60 STUN on 12d6, I'm sure it happens sometimes...) Damage Negation using your approach (which, again, I'm not saying is wrong) would cost 60 points. That just seems a bit extreme to guarantee avoiding a stratospherically unlikely 4 points of STUN damage (if you used 20 PD and rolled 72 STUN). Here's an alternative approach as a possible house rule - if you are dealing with multiplicative effects on damage (does that happen in any other events apart from Move Bys?) you multiply the DN to get the number of dice you avoid. So, if you were taking 12d6 halved, and had 3 DN you would take 6d6 halved. Does that break the system? Can it be abused? Well, yes, I can imagine someone coming up with the classic Rhino character with 60 STR and Running 40m and +4d6 HtH damage with Move Throughs only, but that's abusive anyway - using DN to block damage is still at least as expensive as using PD. My suspicion is that Lucius' interpretation is not strictly in RAW, because I suspect Surrealone* wouldn't have asked otherwise. But I do see where he is coming from, I just prefer my interpretation :- ) Honestly, for this example I would probably use PD anyway, but I'm happy to argue about technicalities. * Is that "Surreal One" or "Surre Alone" or "Sur Real One", or none of these?
  6. Apologies, perhaps a little melodramatic, but if you can't alliterate pointlessly in a superhero forum, where can you? So, here's the deal. Four mindlinked soldiers in powered armour, all with HRRP. Each has a special sense based on the Radio Group (detecting various electromagnetic emanations- Detect Life, Detect Explosives etc). First, if the sense is part of the Radio Group, can it be combined with HRRP (Detect Broadcast Spectrum Transmissions AND Life)? Next, I want them to be able to share information with each other over HRRP - each sense is a Targeting sense, and I want them to be able to use SysOp rolls to be able to bring up each other's senses in combination in heads up displays and use them as Targeting, though if one is taken out they lose that sense. So, first off - I presume Transmit won't do this alone, will it? I thought about Clairsentience, but that's more expensive than just adding three extra groups of things to each sense so they all have all of them. What about Usable By Others Simultaneously? If so, what the heck advantage would my expert colleagues think that would work out as?
  7. Mind Control is certainly a good option - but then Captain Chaos will be able to affect bricks easily, and have a lot of difficulty with mentalists, and not be able to affect automatons at all. Is that how you see it working in game? Alternatively you have the old standbys of either Transform (to inflict a complication), or the Change Environment effect from one of the APGs that forces a limitation on powers? Or even a multipower/VPP with Indirect (origin the opponent) and a pile of limitations ("Only to duplicate powers", "No Conscious Control"). That wouldn't mean that the opponent was unable to use their powers normally on their phase, though.
  8. Depends on what the player and GM want the character to do. "PS: Rubik's Cube 14-" is rather specific. "PS: Puzzle Solver 14-" may be the best approach if GM and player agree on what it means. "Deduction 14-" may be useful if you want a wider approach. PSLs vs time penalties on puzzle solving will let him solve a puzzle freakishly quickly?
  9. Agree with above. Not a fun limitation - the character is either overpowered or useless in a predictable manner, and if the player's solution is that he will miss the majority of games and only come to the ones where he is overpowered then that defeats the whole purpose of getting together with your friends to game. Knowing that, he is hoping to bypass this by either running a different character ("Hey, I have two characters, but I'll only play one at a time. By the way, one has most of his powers -1 Not During January-June, the other -1 Only During January-June"), or by using social pressure to encourage you not to run daytime scenarios ("Really? ANOTHER daytime scenario? We had one two weeks ago? Fine, I'll be over here on my phone, give me a shout when it's night time. Jeez, it's like you don't WANT me to play.") The underlying job of running and playing in the game is to create enjoyment. Gamers using the Hero system tend to believe that balanced characters are part of the enjoyment. Limitations allow greater power/flexibility in exchange for some loss of power/flexibility. But all limitations must be subservient to "Will this character be fun for you to play with us, and everyone else to play with?" Having said that, the suggestions on modifying the idea are good. Having an extra 2d6 damage, or making your attacks half END, or having a couple of multipower slots that only work at night is a fun quirk, as long as you still enjoy playing the character during the day.
  10. There have been many threads on this topic - switching from rolling under a target number to rolling over a target number for both combat and skills. It's a bit like talking about a keyboard you've developed that is better than a QWERTY board. You're probably right. It's fun to look at the different possible approaches and some people use this sort of approach in their campaigns. But things aren't going to change in the rulebooks because it would suddenly mess up everything ever written on the HERO system. Having said that, if I was going back in time to offer advice to George and Steve in the late seventies :- ) Defence Number (snappier name, anyone?) = DCV+10 Roll 3d6 +OCV, equal or greater to DN hits (with Crit on an 18). Skills? GM sets Difficulty Numbers. Roll 3d6 +skill bonus to hit DN and succeed. Standard difficulty 13 (like hitting a DCV3). Easy around 8. Hard around 18 Impossible around 23. Tweak as desired. You get Everyman skills at a base 0. General skills are +3. Else bonus = CHA/5 +1 Advantages: Adding is easier than subtracting. I think it is easier to grok higher and lower DNs rather than adding and subtracting from rolls. Neutral It's very like the d20 system only with a 3d6 bell curve. I think that's a good thing, but YMMV. Disadvantages DCV multipliers are a bit clunky. It's never going to happen.
  11. Super sensible. Agree I'm maybe overthinking, will go with the basic Dispel with an area effect, and - heck, if it doesn't work I can always get a different multipower slot!
  12. Thanks all! This is a character whose built around being able to rebuild atoms into different molecules - can't create new elements, but can mix them around. Now, for all you physicists out there, I get that requires a whole bunch of energy transfers, but you know what - it's a superpower. (He also has a bunch of psych lims against just rearranging peoples' brain chemistry, before you suggest that as a quicker option). So, I'm happy with Expanded Effect (All Powers Based on Chemical Energy) - happy to limit to RKAs and Blasts. What sort of + would you reckon? The issue of Dispel being fixed by someone else with the same weapon outside the area lobbing someone new ammo to reload - I'm very happy with that, it's only the ammo in the area that's trashed. What about Multiple Powers Simultaneous advantage? Do I need that - specifically what if: 1) Five mooks each with the same shotgun (I reckon Area Effect covers this) 2) Four mooks, each with the same shotgun but one is carrying two shotguns? Does the Dispel just affect one weapon on each person? So, if they all give their guns to one person, only one gets Dispelled? 3) What if each mook has a different gun? 4) An agent with an assault rifle that uses a multipower (you know, single shot, autofire, underslung grenade launcher - that sort of thing). Does it just affect one power in the multipower? You see, from the description of Dispel, I'd be thinking maybe you need +4 - it affects all powers simultaneously on an individual. And along with the Area Effect, the Expanded Effect, the cumulative, I'd be hard pressed to get more than a couple of d6. And with most guns having an AP of, at least 30, it's going to take a couple of full turns to have much of an actual game effect. Ironically, in most cases it looks like it would be much quicker to disable the wielders than the guns :- ( Done via Transform, it's WAY cheaper, but I worry it breaks the "If there are two ways to create an effect, go with the more expensive one".
  13. Wow, thanks for this impressive analysis. I agree with your point about the effect on multiple firearms - it's certainly what I would be looking to achieve In fact, one of the major reasons I went with Dispel was my concern that Transform would be inappropriately cheesy - you know, technically I could cast Transform to convert the air around someone's head into cyanide, or phosphorous - but in fact the effect I am looking for (NND Killing Attack, or Explosive Blast) are better modeled by other Powers, with "transform" being a special effect. I also wonder if the Transform power would be too cheap for the effect. I see your point about reversing the Dispel, I thought that requiring appropriate materials/knowledge/time would be covered by needing to find appropriate ammo and reload the weapon? . If I WAS to go with Dispel rather than Transform would a simple Dispel Firearms be adequate? Would I have to have affect multiple Powers simultaneously, or would that be covered by the area effect? My concern about Dispel is that it could be too expensive for the effect...
  14. Good Morning, all, I was looking at a power based on the special effect of "Rendering All Explosive Compounds in an Area Inert". Obviously this is a fairly powerful ability designed to neutralize firearms and explosives, but I have got a bit stuck. Plan A - Transform. That's what's actually happens, isn't it? Transform Explosive Compounds into Inert Equivalent - Major Transform, Area Effect, Limited Target Group etc. But this seems to break the cardinal rule of Hero - design from effect! Plan B - Dispel Firearm Attacks - Area Effect, Improved Target Group, Cumulative etc. Would this work against a gang of agents each carrying a submachine gun? What about if they were each carrying different sorts of guns? What if they were carrying two guns - would all the guns be affected, or just one of each? OK, what if it targeted someone with a multipower with a bunch of different guns with different effects (RKA w AP/Explosive/+ Stun modifier etc, etc)? Thanks in advance...
  15. If Batman is buying a BatMobile, BatTrain, BatHelicopter, BatBoat, BatGlider, BatSub, BatBike and, er, a slightly different BatMobile, all of which cost 400pts or less, could he buy them as Vehicles (80pts +15 for eight vehicles)? That allows multiple vehicles for a relatively low cost. Most of the time he will only be using one at a time, but occasionally he can lend them out (if he does it regularly we would perhaps need to have a chat)
  16. Hi, all, I've been here a bit but not introduced myself - apologies for rudeness. My handle, Doccowie? My name's Andrew Cowie, I have a lot of friends called Andrew, they tend to call me Doc to differentiate. First tabletop RPG? Holmes Basic D&D. A friend's American aunt bought it for him and he brought it back to London. Same one I GMd. So, that's, er 39 years ago... What am I currently playing/DMing? Mostly 5E - I've been playing with the same group for 20+ years, and they ain't shifting from D&D. Why am I here? Well, I see D&D as going out for pizza with my mates, it's great fun, and we love it - but that doesn't stop me experimenting with a gourmet rule system. When they change their minds - I'll be ready!
  17. I think you are entirely correct. Depending on what you are modelling, any of these could work perfectly. The first build would basically be a sealed system with a limited attached oxygen supply. Walk through gas, go scuba diving - whatever. The second would be a protection against hazardous atmospheres (depending on the hazard Life Support immunity to toxins may be more appropriate) The third really seems like a defence against specific NND attacks - but again may be the most effective way of modelling. As for which is the best option - maybe chat to your GM. Describe what you want to be immune to. If your GM suggests these hazards would be NND vs toxin, or NND vs selfcontained breathing, then you have your answer. Skin-absorbed toxins will bypass the second choice, atypical tixins will bypass the first. In the end, the GM can always get you :- )
  18. I believe the traditional first suggestion is Minor Transform Humanoid into Prone Humanoid....
  19. And the "1 charge, Never Recovers" thing. I'm not sure I follow this. It sounds like you're using it because the willing grantee can only use it once, but this sounded like an attack, not a favour. You could make the grantor pay the END as well, which would help with the cost. Why isn't it just Blast xd6, Explosive, UAA, Trigger + any other disads you need to make it affordable? Right now it looks really cheap for a 60pt active power. Or should it be Delayed Effect? Gosh, I get tied in knots with this stuff.
  20. To jump in first - the disadvantage value of the side effect is really dependent on how it affects the character in game, and that is dependent both on the game numbers* and the way your GM runs things**. So, we can't really answer without a bit more detail, but in general terms: 1) I would probably take it as a single "side effects" disadvantage that always happens, with severity depending on the above factors. 2) The water issue - same as above. How much does it change the numbers? Will your GM always let you have water available? In general having a "cure" reduces the severity of the side effect. In the end, you and your GM think how much it affects the character, and try to compare it to other disadvantages. How often does having a focus cause problems in your game? Try and balance it so you get the fun game effect without making the character unfun to play, or to play with... *dropping to 4 INT and gaining Enraged 14-/8-, followed by half STUN/PRE/DEX for 24 hrs is at the severe end, dropping 5 pts INT, then 5 pts STUN/PRE/DEX for two hours less severe. ** if the benefit usually covers a whole fight, and the GM usually gives you time to recover from your "hangover", then it's not that much of a disadvantage. If on the other hand, you find that in about half the sessions your character is trying to do things while incapacitated then it's a real problem.
  21. Not quoting, Hugh, but yes, you're correct, there are always more abusive and entirely legal builds out there :-) My thought would be it is an easy way to get two attacks in for every one the slower melee based attacker can manage. I'm sure I can come up with a build that can do it, I'm even surer you can come up with one that is even worse... Honestly, I suspect bigdamnhero has the right idea, move after attacking if it's not abused. And, as always, my definition of "not abusive" is something that everyone at the table is happy with.
  22. Chris, you aren't being hypocritical, you're being realistic about your capacity to do what needs done. I agree about your comments on producing physical product, and even how much easier it is to produce professional looking pdfs. But when you look at what publishers produce for newbies, a lot of it is about the gloss and the pizazz - you gotta suck 'em in. I love HERO, you love HERO, but we would both agree that some people find it intimidating. Lovely art and nice maps together with well designed (both from a graphic design and HERO point of view) character sheets could make a big difference. Now, there is a chance I'm letting the perfect be the enemy of the good, and the sections you describe sound really sensible. It's just that even there we're left with "Who's going to do it?". Not you, not me. And I wouldn't buy more pdfs, I like physical product. I'm prepared to throw cash at the problem. Can we bribe someone else to do it with, you know, money?
  23. Huh, loss leader, eh? Do we have a clear idea about who is keen to take the loss :-) ? Again, I agree it's a great concept, but I think to have its desired effect, it needs money for decent art, cool maps, and also for the boring stuff like editing. The alternate thread is interesting - we're all keen to make characters, but there is a lot of scut work involved, which either takes a small group led by someone who knows what he is doing a decent amount of time, or an uncoordinated group an infinite amount of time. The second one is cheaper, but also takes longer :- ) I'm not slagging off enthusiastic amateurs, all competent professionals started off that way. It's just that working out a way that this could be done by competent professionals - perhaps with some support from enthusiastic and reliable amateurs - may make it more likely that something this awesome actually ends up in my hands? I suspect many of us are competent professionals in other fields. Maybe the best thing to do is to spend a few extra hours doing overtime and give the money to someone who specializes in this kind of stuff...
  24. Unfortunately, our brave heroes are up against The Evil Economist. This would be an amazing resource, probably for years, but I don't see it selling in huge numbers. Your target audience is beginning GMs for Hero (plus all of us completists). So, even if there are ?500 people wanting to use it every year- if that is 100 groups it's only a hundred copies. And out of those some would want Golden Age, some want Dark Champions, some want Wolverine, some want Iron Man, which splits your audience. So, it's an awesome idea. Stick it on Kickstarter and you've got $100 from me (for a fancy printed book plus something else to make me feel I'm getting my money's worth). Are there enough others to make it worth somebody's time? Edit - have just seen the thread where people are actually making this happen. Am now mildly embarrassed, but will leave this here in case anyone else is reading threads in the wrong order :- )
  25. As always in RPGs, it depends on how people choose to use it. If you have a player who gets (say) an ranged attack and Teleport 40m safe blind and disappears behind a different building after every shot I suspect it could be somewhat wearing. Alternatively just having Running 50m would often render you immune to melee attacks. In most games movement speeds don't vary enormously, so it's difficult to attack and then escape. Potentially in Hero there are plenty of builds that could be disruptive, even without exciting trigger based options... Of course the GM can modify the opponents, but the more specific the modifications the more obvious it is to the players, and it can cause ill feeling. "Really? Black Paladin has Entangle as well, now? I thought it was a bit odd that Ogre was carrying a glue gun, but this is getting ridiculous."
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