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AirborneRob

HERO Member
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Everything posted by AirborneRob

  1. Re: How do Hero System players/GM view DnD? Which is why i tend to stick to the 2.5 version. The Combat and Tactics book did a good job overall for weapon specializations and Armor specialization/Shield Specialization. In 3rd, i agree that the Saves vs spell DC's can get silly. Depending on what your spell affects will determine how likely a creature will be able to save. Lol, if a fighter took a swan dive off a 100' cliff, he dies....period. Similar to the logic in the Palladium system, if a character dives on top of a grenade, he dies regardless of SDC and Hit Points. After years of playing D&D, my problem after all that time is that the big, mean, nasty boss type at the end of the road always fell into either a caster type or supernatural menace i.e. Wizard, Cleric, Demon/Devil or Lich.
  2. Re: Final Fantasy HERO online game. Players wanted I am intrigued, not sure what would be needed to be involved with playing though. If voice chat is needed than i cant participate otherwise it just depends on time.
  3. Re: More Blockages Im not 100% on Block in HERO but dont you declare block before the attack roll is made according to the rules?
  4. Re: How do Hero System players/GM view DnD? Mechanics wise, I think i would have to settle with 2/2.5 as the most enjoyable of all. I would have to say that with the 3.x edition, it went a tad overboard with the sheer number of feats that were introduced.
  5. Re: How do Hero System players/GM view DnD? Lol, i agree, there is a definate MMO feel with 4th. Now without deviating too much, lol, as the original poster has seen so far, there are many opinions regarding D&D In the end, play what you enjoy and take everything posted here with a grain of salt
  6. Re: How do Hero System players/GM view DnD? Those links are pretty good. It's really all about what you enjoy as a gamer. There is no such thing as an RPG that has no flaws and while some have more than others, in the end play and run what you like For me, I could play D&D or HERO or Robotech etc. and be happy because i enjoy the systems for what they offer. The one basic truism in any RPG is if there is something you dont like, change or eliminate it.
  7. Re: How do Hero System players/GM view DnD? Killer Shrike brought up a good point. Most people that play/run HERO will convert other systems into this one, one of the advantages of flexibility that HERO has. IMO, i doubt that the majority of folks take a dim view of D&D, it's more that they prefer the freedom of creativity that HERO offers.
  8. Re: Electro Magnetic Pulse I read through the first link and it's pretty good. Lol, definately gives you pause for thought.
  9. Re: Electro Magnetic Pulse Thats cool, i was curious as to whether it could happen like a taser. I can create a different effect for that, maybe a Mental Entangle to simulate the short circuit effect from being zapped by a taser.
  10. Re: Electro Magnetic Pulse No, not electrocute, just a temporary stun or dazing effect similar to being tased.
  11. Re: Electro Magnetic Pulse I am seeing where Drains with this character is a valid approach. The EMP effect is just one of several abilities he will have vs. technology.
  12. Re: Electro Magnetic Pulse Ok, i think i got the basic jist of what you posted. As far as electronic equipment goes the CE could inflict, as an example, 2-3 points of damage which would probably be enough to fry your run of the mill computer and other minor electronic devices. 5-6 to shut down a vehicle's electronics and keep it as an AoE but instead of a cone, make it a radius explosion so the damage drops off over distance. It might also inflict a DEX penalty to anyone in proximity to remain standing, maybe something similar to being affected by a taser or some such. Is that more along the line of where you're going?
  13. Re: Electro Magnetic Pulse Im intrigued, how would you write up an EMP as a CE? I understand enough about EM to understand why it frags electronics and the RKA seemed to effectively "kill" said equipment. If there is a more realistic application that can be done with a CE i'd love to see it. More importantly, as a CE, can it accomplish the things i see an EMP doing without it necessarily turning into a Foci buster which was never the intent in the first place. Also, maybe create a different one at the same time that could be effective if confronted with power armor or some such. My bottom line is to write it up so that it's not a balance issue but also effective. The EMP by no means needs to be a one shot one kill effect, but it should be functional enough to both fit the concept of the character and have a noticable effect.
  14. Re: Final Fantasy HERO online game. Players wanted Very cool, i loved FF7. Are you going all the way as in Chocobos, Materia, the Weapon bosses etc..?
  15. Re: Electro Magnetic Pulse It can be extremely potent and i respect your input and concerns. The factors for whether or not it should be allowed really starts with the needs of the campaign. If there will be alot of high tech encounters than the EMP should be limited accordingly as it does fit the original concept and should not be dismissed out of hand. If the GM really thinks it would disrupt the campaign significantly than i would do my part and eliminate/shelve the concept. With the amount of RP experience i have under my belt i am all about the needs of the campaign vs. the desire to introduce a power concept. The character concept provides ample room for power creativity while at the same time avoiding potentially troublesome powers. Lol, what may sound interesting to me may not sit well with my GM and we both understand the give and take of concept powers. As a GM myself, if someone wanted something similar for his concept, i would sit down and think about the big campaign picture. If i know that my game will have a majority of high tech encounters, then i can adjust the power accordingly so it does not create a problem and i can also adjust the encounters to allow it to have some effect while making sure it does not shut down the encounter in one shot. The bottom line is if you have an idea for a power that fits with the theme of the character, by all means write it up and we sit down and look at it.
  16. Re: Electro Magnetic Pulse Transform is an option and i do like the aspect of Power Defense to reflect a system that is hardened against EMP. Im going to leave it as a RKA for the time being until the GM can look at it and see which way it should go.
  17. Re: Electro Magnetic Pulse Agreed, if a focus is broken, thats game until its fixed. I'll keep it as a RKA though since the EMP technically "kills" the electrical device unless repaired/replaced.
  18. Re: Electro Magnetic Pulse Yea, Dispel is not a go to power for this concept. Keeping in mind that an EMP does just that, it attacks electronics directly ignoring structure as a rule. Systems that are hardened vs EMP have little to no chance to be destroyed depending on the magnitude of the pulse and how much protection the target has. So for this 2d6 cone with Penetrating, most " civilian " equipment could probably be affected but the systems on let's say Air Force One would not. I dont deny that it can be a very effective ability depending on intent but at its current scale and the GM designing his/her encounters accordingly for the groups abilities, should not be a real issue. I had the same power in that campaign way back when and we had no issues with this character running amok. More to the point, we were not encountering Tech adversaries often and i was fine with that. It was a small scale ability that was used once in a while and only as needed
  19. Re: Electro Magnetic Pulse Lol, ok folks, let me be clear on something here. The original concept back in the day was a character who has immense control over electrical and electro-magnetic forces, being that im not a scientist nor a electrical engineer i took some creative license when writing these ideas up. He, as a character, was given abilities that allowed him to generate various electrical effects and one was also to allow him to be a Hacker of great skill. As my knowledge of the system grows, so too does my desire to create power concepts. A limited EMP, human scale, is not what i consider a show stopper for the fact that there is currently no campaign to play in at the moment that revolves around a majority of Tech adversaries. This was intended to affect small items, PC's, Generators, things like that. Yes i was aware that it could effectively shut down automobiles, but really that didn't concern me since most encounters he played in didnt have alot of vehicular traffic mingled into them. He has this power as a cone effect of up to 32m. He is not shuting down city blocks, cities, airforce bases and certainly not military aircraft which at 32m would effectively have to be on the ground for him to reach. Lol, i dont want to sound like im biting someones ear off, just to try to smooth some concerns about the EMP as a viable power.
  20. Re: This will require some explaining Sean, i can understand your apprehension regarding this power concept but keep in mind that most anything has the potential of being unbalancing. Like most abilities, there is a certain amount of restraint that a player is obligated to adhere to. I try to follow the idea of just because i can do a thing doesn't mean i should I will take a gander at the HRRP under the detect catagory as well as Telepathy and/or Mind Link to see what would fit best, ty folks
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