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Kristopher

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Everything posted by Kristopher

  1. Those would be rifle bullets, correct? The speed of sound is about 1050 fps (320 m/s). While rifle muzzle velocities are about Mach 2 to Mach 3.5+, pistol velocities aren't close. 38 Special ------- 710 to 995 fps 45 Auto ---------- 835 to 1000 fps 9mm Luger ------ 990 to 1155 fps 10mm Auto ------ 1150 fps 40 S&W ----------- 985 to 1205 fps 357 Magnum ---- 1145 to 1295 fps 357 Sig ------------ 1350 fps 44 Magnum ------ 1610 fps 454 Casull -------- 1625 fps
  2. Shouldn't have to slap a second Advantage (Pen) on to make the first Advantage (DS) effective. DS should be effective in its own right, and at a total of +1.5, it's not.
  3. According to Steve it was a clarification not a change... Game designers say that kind of thing quite often. When Justin Achilli took over one of the product lines at White Wolf and CHANGED the way XP was spent to increase various stats, he insisted on and on that it was a clarification.
  4. That's the kind of thing that would start a firefight within the PC group, either on the spot or later, in most groups I've been in.
  5. From a Champs prespective... The problem with making DS so expensive is that an affordable number of normal (5d6) or killing dice (1.5d6) won't, on average, do -anything- to most opponents in a superheroic compaign. Unless the super is fighting agents, it's not worth the END. I can see making DS +1/2 for normal and killing attacks, and +1 for all the special cases.
  6. Oh, I refute the thread's premise, too. I'm just wandering off on my own with some other stuff tangentially related to whatever it was the original post said. One important thing to note about firearms and KE. It's not the KE at the muzzle that matters, it's the KE at the other end of the flight you have to worry about... I'm trying to recall some ballistics data I once read, specifically as to whether, in general, there is an increasing or diminishing return in damage as KE is increased.
  7. The BODY multipliers for the hit locations sometimes make it easier to kill someone with small KAs. A heavy pistol is about 2d6 RKA, doing an average of 7 body. Two average hits leave the 14 BODY character dying. Now, shoot him in the head. ONE average hit leaves him dying. I don't find that at all unrealistic. Now, as for the "doubling," I see no reason to assume that it applies to anything but lifting. There's nothing to imply that the game mechanics of damage, BODY, STUN, or defenses are anything but linear. The "muzzle energy" example doesn't hold up to a quick glance at the weapons chart in Hero 5th, or a little knowledge of firearms. A .50 BMG is listed as a 2d6+1 RKA, which is about the same damage as a very heavy pistol, which is too anemic for the .50 BMG. A .50 BMG hit to the body or head should be, on average, overkill -- about 3.5d6* RKA if the average person has 10 BODY. The .50 BMG, fired from the typical weapon made to fire that round, also has many times more energy than any pistol round, including the .50 AE that's listed as doing the same damage. If you don't understand why the idea of both weapons doing the same damage or having the same energy is a joke, find someone who has handled both a .50 BMG and a .50 AE round (or better yet, someone who has fired both) and ask them to explain it. * "Three and a half D6." 3 1/2d6 looks like gibberish.
  8. A) I never paid any attention to that rule. No one I've ever played with has paid any attention to that rule. A 10 EGO and 5 APs of Mental Defense would be 7 total Mental Defense, right? At that point, leave it at 5, and who cares.
  9. Why Mental Awareness? Mental defense would be more appropriate. Psychic Invisibility would be a power that affects the mind. Mental Defense protects the mind from powers. Mental Awareness would tell a character that a mental power is being used "over there," but wouldn't necessarily counteract the actual invisibility, depending on how the Psychic Invisibility is explained. Maybe it would be too cumbersome, but somehow basing the effect on ECV might be another solution.
  10. Parody of RPG video games... http://www.rpgworldcomic.com/
  11. I would have ruled that both, or neither, would have to have the Beam limit.
  12. After reading the thread, I have to say it...Wow, that's some creative cheesiness. Kraft would be proud. Let's see...I can't think of any really cheesy moments in our Champs games. Some people might consider these cheese, but I was rather impressed by them. 1) 1d6 NND 1-hex AoE x5 Autofire on charges, in an OIF "Grenade Launcher on Power Armor." 2) A martial artist with light power armor to add defenses and STR and Flight.
  13. I haven't seen that, I don't have it here to look it up, but I'm not sure how NND would matter for an Entangle. It's still an Entangle, and would still have DEF and BODY based on the roll. Entangles don't act against the target's PD or ED anyway, do they?
  14. There's always the character so overflowing with power that he can barely contain it. I had an NPC named Carnage (no relation) who -couldn't- hold back...12d6 EB Double Knockback, AoE Line, Beam. It was all or nothing. He only showed up once, and was off screen on one other occasion, but he made quite an impression.
  15. No, but my Superman-template NPC suffers from the same personal flaws I mentioned. I just wanted to point it out because it's not something that gets talked about for that character often enough.
  16. Coming in late... The problem with Supes is that he doesn't just have the "Code of the Hero," PsychLim, he also has the "Heroically Stupid" PsychLim. His raw power gets him through so often that he seldom stops to think until it's brutally obvious that he has to. He throws himself into situations at the drop of a hat, and sometimes gets in over his head for it, when a little thought would have samed him a lot of pain and trouble.
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