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FreeDice

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Everything posted by FreeDice

  1. Re: New STUNx Column for Hit Location Table (Help w/ Math)
  2. Re: New STUNx Column for Hit Location Table (Help w/ Math) I'd like to see this - I've done searches. Any chance you have a link?
  3. Re: New STUNx Column for Hit Location Table (Help w/ Math) Wonder how I screwed that math up. Thanks!
  4. Re: New STUNx Column for Hit Location Table (Help w/ Math) For those who want to use the Hit Location table for random hits (as opposed to those who want to use it for called shots, although I guess it could be used for that), I've created a new STUNx Column for the Hit Location table, to be used so that characters created for games without Hit Location rules are balanced against characters created for campaign with them. Head (3-5): x3 STUN Hands (6): x1 STUN Arms (7-8): x2 STUN Shoulders (9): x2 STUN Chest (10-11): x2 STUN Stomach (13): x2 STUN Vitals (13): x3 STUN Thighs (14): x2 STUN Legs (15-16): x2 STUN Feet (17-18): x1 STUN If I did my math correctly, this adds up to an average STUN multiplier of 2.07 for a Killing Attack in campaigns using random Hit Locations, which is comparable for the average STUN multiplier for campaigns that are not using them. Suggestions welcome.
  5. Re: New STUNx Column for Hit Location Table (Help w/ Math) My bad. I tried taking a peak for an answer through some old posts and through Google, but didn't find anything. Would you happen to have a link to something? I'm considering using Hit Location rules for regular combat (instead of called shots) in my next campaign (never have before), and I'm just curious what if any rebalancing I'll need to do from the basic rules (which assume an average of 2x STUN to Killing Attacks) to that optional rule (~3x STUN to Killing Attacks). Thank you!
  6. Re: Critical and Altered Maths I'd be interested to see what you come up with, because I've been toying with the idea of making an "Improved Critical" adder, so that some spells and weapons are more likely to be "critical" than others.
  7. Alrightay... I noticed that the Hit Location STUNx Column (and possibly the whole table) hadn't been updated from 5th to 6th. But the amount of STUN by a Killing Attack had changed a bit. The average KA in 5th did 2.66 STUN per BODY. (16/6, or 1d6-1, minimum 1) The average KA in 6th does 2 STUN per BODY. (1/2d6) The average attack using a random roll on the STUNx Column on the Hit Location table does 2.86 STUN per BODY. That's only a slight increase in 5th (+0.2 STUN per BODY), but almost an extra STUN per BODY in 6th. I was wondering if someone with a better head for probabilities might be able to craft a STUNx Column for the Hit Location table that averaged the STUN a little closer to the non-Hit Location average of 2 STUN per BODY.
  8. 1) I like critical hits. 2) I'm planning on running my next session with variant die rolls for the HERO System. I'm playing with some people with d20 exclusive experience, and I want to make things easy for them. One of the things I'm doing is "higher is better," to keep it in familiar territory. So, for example, a skill is 10+ instead of 11-. Et cetera. The math has been coming along nicely, except, in critical hits. Critical hits require "making a roll by more than 1/2." This doesn't work when small numbers are bad and big numbers are good, and the math doesn't work when the roll is more than double. 3) Any thoughts on how to make critical hits work when the math is "more is better"? 4) For reference, 6E2 118.
  9. Re: power usable once per hour Isn't reloading an "active" action - if it takes an hour to reload, doesn't the character have to sit there for an hour and reload? Or am I misinformed?
  10. Re: FANTASY HERO Sneak Peek #1: The Cover! This kind of stewardship causes my love for DOJ to swell. Thank you! Looks incredible.
  11. Let's say I wanted to be able to knock people down in a Heroic game (down, not back), but without the need to do lots of damage. A "Presence Attack" trick or a some form of Air Magic. I'm assuming I'd build it with Telekinesis, but I don't have HSMA yet, so I don't know if there are any throw at a distance rules I'm not thinking of.
  12. The following is an example from page 29 of the APG: Is this correct? Without using his Mind Control, Brainstorm has a 12- Persuasion against the Guard 11- EGO, effectively giving him +1 in the Skill versus Skill Contest. When he uses the Mind Control, his 16- Persuasion goes up against a 16- EGO + Mental Defense, netting him +0 in the Skill vs. Skill Contest. Brainstorm does worse when he uses his Mind Control? Is that a typo or is there rationale I'm missing? Thank you so much!
  13. Re: Cover Fire ability. Comments? Why not just use the rules for Suppression fire?
  14. Re: 6th Edition Mega-Scale and Movement So, if you're building a combat power, there's value in movement greater than 1m, but so far, there's no reason for non-combat movement.
  15. Is there a reason to by a movement power at a value greater than 1m if it has MegaScale? 1m Teleportation, 1m=10,000km MegaScale (+2) = 3 Active Points. 10m Teleportation, 1m=1,000km MegaScale (+1 3/4) = 27 Active Points Since Teleportation allows you to go anywhere in between the minimum and maximum, is there a reason to buy it at a greater value than 1m? Did 5th limit the incremental increase? I can't remember and don't have FREd handy.
  16. Re: Who is sticking to 4th or 5th Ed HERO Oh, sorry. Did I miss a post where you say the same thing? My bad.
  17. Re: Who is sticking to 4th or 5th Ed HERO I think both sides have valid arguments, especially when looked at from an economics perspective. Rather than food, look at it from a car perspective: Some people go out and buy a car, mostly through a loan. They make their payments every month, and when they pay off their car, they go get another one. It's not really something they own, but a "driving utility" (utility as in electric, gas, water, trash) that they pay for. Other people go out and buy a car. They own it. When it breaks, they fix it. When it dies, they fix it for a lot of money. It's their car, it's an object that they own. They don't want to spend money every month. RPGs are the same way. Some people see the value (especially HEROphiles) in buying one book, and owning all the rules they'll ever need. A new edition, no matter how useful, thwarts that value. Others see RPGing as a hobby, wherein you buy a new book every other month to keep up. The former is a valid methodology, and I respect and support it. The latter (how I operate) is the foundation of a successful role-playing company. I guarantee that we'll see HERO 7th in ~10 years, assuming we're fortunate enough to still have DOJ. That's how these companies work - they have to keep selling products. And new genre books don't help as much as new editions - no Cyber HERO or Galaxy of Intrigue or book about Faerun is going to be anywhere near as successful as a new edition. 4th Edition, 5th Edition and FrankenHERO Players - I salute you. Your custom tailoring and house-ruling and rules-waving represents the pinnacle of what the HERO System represents - a toolkit, not just a system. I support your decision, and wish you and your campaigns the best of luck. But the HERO System marches on, as it inexorably must, and those of us who can afford to do so will update with the times.
  18. So, the rules state that characters normally shouldn't buy Ranged STR, they should buy Telekinesis. However, Telekinesis is costed out as as STR with a +1/2 Advantage, and with the separation of primary and figured characteristics, Ranged STR isn't necessarily broken. While I would have a character who wants his/her STR Ranged all the time buy Telekinesis, I'm wondering if, a character with a Variable Advantage STR (special effect defined as magically infused fists) should be allowed to put Ranged on his/her STR. Thoughts? Experiences?
  19. Re: Killing Damage in 6e Well, only if the GM is a fool. Because if the GM is no fool, then they might limit the damage of a weapon to twice the weapon's damage. ;-) 6E2, page 99.
  20. Re: DC Guidelines versus DEF Guidelines Followed the math. But. How do you figure when the DCV/DEF changes? How did you come up with an 8 OCV/DC 10? Why not an 11 OCV, DC 12, SPD 5? (90.74% x 22 = 99)? I'm just curious - do you define the average DCV/DEF and make the Rule of X fit that? Thanks.
  21. Re: Question about keeping equipment balanced in heroic campaigns? Well, I think it depends on the nature of your campaign. A low-magic fantasy campaign will likely be limited by Encumbrance - let characters have almost all they can afford, and they likely can't hurt game balance, because weapons and armor are heavy. Whereas in a scifi campaign, it'll be a bit harder - stuff is light, and technology can do a lot more. And then you add in magic, and it all gets knocked out of whack. What kinda campaign are you running?
  22. Re: DC Guidelines versus DEF Guidelines I agree - I'm not saying it's out of line. In a Very Powerful Heroic game, I would certainly expect to see some 10 DEF, 18+ CON characters. In a Very Powerful Heroic Fantasy HERO Game, I'd expect fighters and paladins and clerics, even rogues and rangers, to be in that range. But a Rogue might have a 10 DEF and a 17 CON. Respectable numbers, overall. And yet, the average attack rolling an average number of STUN, would Stun the character. To me, playing a character like that, means that half the time I get hit I get stunned. That seems... odd. I can do it with the other tiers, as well. A Standard Heroic character, with an average total PD of 8, gets hit with an average attack doing 5.5 DC (I know DCs can't be halved, but I'm trying to do some long term averages). 5.5 DCs x 3.5 average STUN = 19 STUN and change. That means that any character with a CON of 10 or less will be Stunned more often than not. I recognize that plenty of characters will have higher CON values, but many won't. If you're not planning on being in the forefront of combat, you may want to save those points for magic or for sniper skills or whatever. And then, when you do get hit, half the time or more you have to spend an action to Recover from being Stunned. I realize that there are optional rules in the 6E2, but I'm just surprised the values in the toolkit "as is" come out to characters being Stunned half the time.
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