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randian

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Everything posted by randian

  1. Do sense modifiers purchased specifically for Clairsentience cost end, as Clairsentience itself does? As Special Powers, must said modifiers be purchased outside of any Framework containing Clairsentience itself? Am I correct in deducing that Clairsentience is not a member of any of the Sense Groups to which it applies?
  2. Re: Is the pricing for Telescopic Sense wrong? I'm trying to illuminate the underlying principle, which doesn't require an exact match of numbers.
  3. Must I take into account the cost of Sense Group modifiers when figuring the cost of advantages on my senses? For example, Discriminatory for the entire Sight Group is 10 points. Infrared Perception is 5 points. If I want to put an advantage on my Infrared Perception, does Infrared Perception have a 5- or 15-point base cost (or even a 10 point base cost, since Discriminatory for a single sense is 5 points) for that purpose? Conversely, is it correct to assume that individual sense modifiers do increase the base cost of my senses for the purpose of figuring the cost of an advantage?
  4. Do sense modifiers apply through Clairsentience? For example, if I've purchased Penetrative for my sight group, do I see through the permitted substances from the perception point of a sight-group Clairsentience? The sentence (from 6E1 180) "This lets him see (or hear, smell, and so on) in any direction from the perception point just as if he were standing there himself" appears to imply this might be so, since if modifiers didn't work through Clairsentience it wouldn't be "as if you were standing there yourself".
  5. Re: Is the pricing for Telescopic Sense wrong? From the perspective of figuring out your final PER roll at the target, it means exactly that. If "make a PER roll at -10" isn't the correct method of seeing said flea, then what is? This confusion wouldn't have happened if Nightvision had been (properly IMO) modeled as a Detect, like Infrared. That aside, you aren't comparing like with like. Nightvision and Infrared are all or nothing, so you can't make up for their lack by rolling better. That's not so for Enhanced and Telescopic.
  6. Re: Is the pricing for Telescopic Sense wrong? Equally, that's not how I've seen it played. "Common sense" says that you should be able to demolish buildings with Tunneling, because that's what real-world tunneling would do. I am extremely wary of arguments applying any variant of "common sense" to RPG rules. "You can't see far away with a high PER roll" as a matter of "common sense" is a very, very arguable point. Plus it is, as you note, not consonant with RAW. By the way, do you make the same "common sense" ruling for PSLs vs CSLs? Because if Enhanced Perception doesn't apply to distance vision, CSLs on OCV shouldn't apply to long-range attacks. Hyper-Man said he thinks it may have been done to encourage specialization. That hardly implies he thinks the pricing isn't off. He may in fact believe that, but I get no sense one way or the other from what he said. If "you should only have one Telescopic sense group" was an intentional part of the pricing model, then yes the pricing isn't off. From the perspective that PSLs (or their equivalent) should always be less expensive than CSLs, the pricing is way off.
  7. Enhanced Perception is priced thus: 1/+1 one sense 2/+1 one sense group 3/+1 all sense groups Telescopic is priced thus: 1/+2 one sense 3/+2 one sense group You can easily see that Telescopic for 2 sense groups is just as expensive as Enhanced Perception (6/+2) while being strictly inferior, and you'd be crazy to buy Telescopic for 3 or more sense groups. Both that and the conspicuous pricing gap in Telescopic makes me think it should have been: 1/+2 one sense 2/+2 one sense group 3/+2 all sense groups What say you?
  8. Re: Hero System Books Have Way to many Typos That's not what the rules say. They say you must buy it on both your resistant and non-resistant PD, not that you must buy it twice on your resistant PD. Those are most definitely not the same thing. So what? It has always been true that "Power X" and "Power X + Advantage Y" are separate powers. It does not then follow that buying "Advantage Z" for "Power X + Advantage Y" means you must buy "Advantage Z" on both "Power X" and "Advantage Y". Advantages are summed, never multiplied.
  9. Re: Hero System Books Have Way to many Typos Of course it didn't occur to you, it isn't anywhere in the rules.
  10. Re: Hero System Books Have Way to many Typos HD is broken then. It has never been the case in Hero that if you buy (for example) 10 PD Resistant +1/2 Hardened +1/4 (17.5 points) that it is not proof against Armor Piercing Killing Attacks unless you also "harden" the Resistant advantage itself. HD is erroneously treating Resistant as if it were still a Power and not an Advantage.
  11. Is Piercing stopped by Hardened defense, as it was in 4th Edition? The APG doesn't say and I don't know if that omission was intentional.
  12. Re: Hero System Books Have Way to many Typos Speaking of typos and other errors: 1) Where do I report errors should I find one? 2) What's Hero's policy on periodically issuing corrected PDFs?
  13. Re: The Classic Justice League starting members on 350 points Hyper-Man, I have some questions about your 6E Superman and Captain Marvel writeups. 1) Why are they taking the "Always On" limitation on their Resistant Protection? As a Persistent power it neither needs nor is eligible for that limitation. 2) Why do you have Flight with Variable Advantage in a Power Pool? Unnecessary and wasteful. Seems like that should be handled the same way you did Hand Attack: "Flight, any +1 worth of advantages, 45 active, 30 real". Gets them 22m Flight rather than 15. Not huge, but nice. Or keep them at 15m and make that slot 30 active instead of 45. 3) They have slots titled "+5 Overall". Overall what? I am amused how easy they are to take out so long as you can force them to chase you. Stay and fight and they take no stun on average from a 15d6 attack assuming DI+Negation as the two slots. Actually, that's not quite true, because low rolls don't heal you, but it's close enough. Get them to chase and since they have no movement powers outside their pools they have to switch a slot to Movement. Then they're either doing too few dice (9d6) to hurt you or taking so much damage they won't last more than half a turn against a couple of 12d6 villains. If they can hit Superman's modest 8 DCV, they're doing 11 stun per hit assuming Superman has DI as the other slot. Two phases each and Superman is done (~6 stun left and time to retreat) and could easily be unconscious with a little luck.
  14. Re: Why would I want an Accurate AoE? Here's another question for y'all: would you have a problem with an Accurate Cone or Line? I think the restriction on Accurate to AoE: Radius only is bizarre. I don't see how the other shapes of AoE could be abusive when paired with Accurate.
  15. Re: Why would I want an Accurate AoE? Accurate does suffer from Range Modifier (6E1 320).
  16. Re: Why would I want an Accurate AoE? Ok, I get it now. This would even be useful with a mental power, since AoE mental powers target DMCV 3 rather than your actual DMCV.
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