Jump to content

Caveman

HERO Member
  • Posts

    43
  • Joined

  • Last visited

Posts posted by Caveman

  1. instead of 0 end you could do it on recoverable continuous charges that represent the recharge time to recover.

     

    Originally posted by Schadrach

    OK, here is a newer version of my gate...

     

    Teleportation 10", x262,144 Noncombat, Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (394 Active Points); Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2)

     

    Real Cost: 49

     

    That nets me the ability to drop just about anywhere within 3000 miles, I think. I'm keeping Safe Blind Teleport on there mainly because of the long power-up time and having to wait an hour everytime it opens into a wall seems inconvenient...

     

    It has 0 END cost because I can't see building an END reserve thatcould power the thing long enough for the team to go through. At least, not without the reserve cost 80,000 points... =p

     

    edit: You might consider clairsentience as an additional power you could use to target and study(floating point for t-port) the location.

  2. But it does get an even worse modifier for ocv(-v/5). Though, I still agree with the one complete maneuver rule as it pertains to FMOVE.

     

     

     

    Originally posted by Lord Liaden

    As I implied when I responded to this point on the other thread, this would depend on how you visualize a Move Through: moving up into a hex and then attacking, or one continuous motion that ends at the hex you're attacking. Steve and Killer Shrike seem to be using the latter interpretation, and I agree with that myself. For me the fact that Move Through takes no Range Modifier no matter how many hexes you cross on the way is enough of a benefit.

     

    So, to answer the question of this thread, in general and in this specific case I would say that 5E is consistent. :)

  3. True...

     

    And I love the Cat in the hat reference... :)

    Originally posted by Keneton

    Its absurd to ever allow anyone to print "here say" like I was flamed by a previous owner. . .

     

    RPG Net should be ashamed of themselves. Reviews are to be unbiased (he/she admits to being biased from the start), be factual (even a casual read shows this be untrue) and be informative (actually does not describe the system or mechanics at all.)

     

    Also how did the comments about fuzion and gurps get past the rpg guys? How old is this gamer (uses term losely?)

     

    I am so happy to play a game that is always under attack! It makes me feel like a star belly sneech. And as you know the star bellied sneeches are the best on the beaches! He/she is just mad 'cause he/she doesn't have a star on thars!

    :D

  4. come now

     

    You had to expect that from him.

     

    Originally posted by Killer Shrike

    Wow. Did you actually read the rulebook? I can't recall the last time I read a review that was so misinformed and factually inaccurate. Almost every sentence contains an inaccuracy or outright falsehood.

     

    But thanks for sharing!

  5. Originally posted by melessqr

    Wonderful... I've got no problem with Instant powers and OIHID.. but what about the Persistant Powers?

     

    Thor's previously mentioned 90 strength... He can change into Thor and activate None of the Persistant Powers tha Make Him Thor. He could be Thor and still have the stats of his Normal form.

     

    At what point is he no longer Thor? Shouldn't there be a Minimum set of Powers that must be Active for him to remain Thor?

     

    The short answer is "No." There isn't a "minimum" of active powers required because these powers do not make him Thor. All of the "Thor" powers, characteristics and such are embedded in the Archtype that is Thor. When, by SFX, the Character wills himself to become Thor then he has all of the things purchased through OHID. Characteristics are inherent, powers are available for use, etc. He Just has access to all of these goodies that is all. pretty much if you knock out the normal before he changes that is the best way to stop Thor from ever appearing.

     

    :cool:

  6. I thought that rolling 3d6 trying to roll 11 or less WAS a core mechanic. you modify the target number from there(combat OR skills). Saying that I try to make it easier for the players by saying 11 + OCV - roll = dcv you hit and I as the illustrious gm applies modifiers at that point to make it easier for the players if they are new to the game. However, I have run into confusing or fuzzy game mechanics in alot of different game systems(D&D, Gurps, MSH(wayback), etc...

     

     

     

    Originally posted by archer

    You were implying that the core mechanic of Hero was to roll 11 or less on 3d6, and that this was universal to skills and combat.

     

    I'll agree that you always roll 3d6 under a target number, but that target number is generated in fundamentally different ways for noncombat skills and combat.

  7. Also, please remember that the 23 points(as quoted) are straight with no limitations on them, nor are they bought through an MP. Where rapid fire really get's a boost is from unsuspecting gm's that don't take into consideration of the affect of combining powers with skills(specifically ones designed to benefit specific powers or maneuvers).

    :)

     

    Originally posted by Gary

    Stop right there. You forget that autofire NND is an additional +1 advantage. A 2-3 shot autofire nnd is a +2.25 advantage, so you'll only get 3d6. (Technically you pay only 49 pts for the 3d6 NND).

     

     

     

    Running your numbers again with 3d6 NND means reducing the damage by 25%. That brings them to parity right there. And the autofire is paying 15 end vs 9 for the 3 shotter.

     

    Let's 0 end both powers so we can compare apples to apples. It costs the autofire guy a +1 advantage to 0 end his, or 15 pts.

     

    Accepting your value of 23 pts for rapid fire, and adding in the 15 pts that it's costing autofire dude to get 0 end, leaves 41 pts, or 3d6 NND 0 end with 4 pts left over.

     

    Taking your previous numbers, the autofire NND averages 25.03*(10.5/14) = 18.8 stun. The rapid fire averages 19.2*(10.5/9) = 22.4 stun.

     

    The rapid fire now averages 19% more stun, and costs 4 pts less than the autofire attack.

     

    See what happens when you use correct costs and equalize for end?

     

    However, that analysis is for a 50 pt attack. As the attack goes up, the rapid fire is going to do better and better compared to the NND. That's because the 23 pts is a "fixed" cost and adding dice is a "percentage" cost.

     

     

     

     

    Please check the revised numbers.

  8. Well, for one... PRE attacks can affect an area(group of people) at one time whereas mind control cannot without the area affect advantage.

     

     

     

    Originally posted by mudpyr8

    So, a 6d6 Suppress PRE (30 pts), Lingering (1 min) +3/4, would cost 52 apts. Limit it to fear effects only (-1), for a real of 26.

     

    Add a Linked (-1/2), PRE +20 (20 pts), Only While Suppressing (-1/2), Fear only (-1), for a real of 7.

     

    That's pretty reasonable. You could get their PRE down to about 0, on average, easily, and then scare the patooty out of 'em.

     

    The only problem is that they could still use their EGO to resist the PRE attack.

     

    What about:

     

    Suppress EGO instead. This suppress will get the average man down to 0 EGO.

     

    Mind Control could be linked to the suppress, and then the target could be made ascared.

     

    Thoughts?

  9. *Giggle*

     

    :)

     

    Originally posted by Talon

    Heh, I went whole hog and made "Dive For Cover Man" (not his real name :)) as an NPC in one of my campaigns. 15" Teleport, +15 PSLs for Dive For Cover range penalties, and a DEX roll in the 14- range. Oh yeah, and a few floating locations. Very, very annoying when he's had a chance to scout out several sniping positions in advance.

     

    I didn't find it unbalancing given the point investment required.

  10. That is why I agree with the post about mental Illusions based on con. It covers pretty well it's just the name doesn't sound right. As for the effect you want, a mixture of drains and mental illusions based on con would be perfect. After all you wanting a powerful effect so I think it should be somewhat costly. This way it won't be over balancing. add in MI BOC that are cummulative and Unc. Cont. . that would just about do it.

     

    Don't get hung up on the names of the powers though. They are just ways to get to the effects you want.:D

     

     

    Originally posted by Doc Democracy

    The whole issue of drug based disablement is one that has bugged me about Hero. The system doesn't seem to handle it particularly well and there are many work arounds that don't really seem to work either.

     

    I was thinking that there might be another way of handling it. I can't decide what the name of the power should be (something like Inhibition) but essentially you decide whether the power affect physical abilities (movement, combat etc), mental abilities (ego combat, perception etc) or both.

     

    I cant decide whether to make it a step by step thing:

    Each 1D6 of the inhibition power would reduce the effectiveness of the powers chosen by 1DC and a give -1 to the CV (or applicable skill roll).

     

    So 4D6 Physical Inhibition would mean that a STR 70 brick would be sluggish and only able to effecitvely use STR 50 and a STR 20 martial artist would be using STR 0. Both would be at -4 to their OCV.

     

    Or make it a bigger step thing like damage reduction:

    25% reduction in physical/mental skills

    50% reduction in physical/mental skills

    75% reduction in physical/mental skills

     

    I'm inclined towards the latter and basing it upon the costs of damage reduction but I think that removes some flexibility that might be inherent in the former way.

     

    Doc

  11. Originally posted by Farkling

    As I ponder it, I think the IPE should be a +1/4, or perhaps there is a 1/4 lim on it.

     

    The attack is still VISIBLE, the energy form is obscured. Whaddaya think?

     

    I picture that the detect works on the same things that would block the character's targetting senses...nebulous, I know. I'd not thought it over in specific terms. :(

    I believe that it is mentioned in FREd about IPE. if the attack is invisible but the SOURCE of it isn't(e.g. gun) the value of IPE is halved(e.g. +1/4). I am paraphrasing but it essentially is that.

     

    :eek:

  12. Originally posted by Kristopher

    The average result on 8d6 is 28. I'm not sure what you consider "average defenses," but that will do an average of 3 STUN damage to a character with 25 def, and an average of 8 to a character with 20 def. I always thought that was fairly balanced, myself.

     

    What got a little unbalanced was stuff like NND damage shields, which at 50 active points would do an average of 14 points of STUN to a character without the counter to the NND (4d6 EB = 20 ap, +1 NND, +1/2 Damage Shield, 20 * 2.5 = 50 ap; 4 * 3.5 = 14 STUN). That's under the 4th Ed Damage Shield that doesn't require Continuous.

     

    Then Again, 10d6 with an average roll(3.5 per die) will do 35 STUN and 10 Body. This gets 15 Stun through a defense of 20, 10 Through a def of 25. I would hazzard a guess that this is comparable to the NND. You might as well not have the damage shield then.

  13. I have noticed that many complaints about abuse seem to stem from the use of a high number of advantages on low based powers. I would not pretend to say that I am not guilty of it either.

     

    [comment]

    I made a couple of characters with the monikers Nightmare and Bloodbath(using variants of AF, pen, AoF(hex)characteristic drains) to challenge a friend of mine who thought his character and his allies were unstoppable. It came down to his main guy couldn't be touched but his 3 friends were made into insane quivering masses of jello(and not the good kind)... them's the good old days

    [/comment]

     

    Since then I have recovered and found out that one could indeed have fun in the hero system without having uber power. One campaign I was in recently had a cap of +1 on power advantages(+2 if you were using variable advantage) and of course a reasonable limit on DC's and AP levels. I think that might be the trifecta of balance in a campaign. Flexible limits to start out a game with the gm being the final arbiter. Although it does take a good gm with some foresight it's not all that difficult to do and it can be rewarding in the long run because you have something to work for.

     

    What say you all? :cool:

  14. Originally posted by Zed-F

    How about something a LOT simpler.

     

    xd6 EGO Attack, Does BODY (+1). Add limitations to taste.

    Just remember that this doesn't make it a KILLING ATTACK. Normal mental defense would apply(not that everyone has it though). but the damage would be counted as NORMAL dice.

     

    :o

  15. Originally posted by OddHat

    The USPDB has at least one exception to that rule (TV Teleport), maybe more. Personally I allow a 10 point Targeting Sense adder for Clairsentience to allow line of sight; if you want to use it for targeting mental powers, add Clairsentience for the Mental group as well.

     

    I've used this extensively in play, and I haven't seen any problems from it in a Mentalist heavy game.

     

    I understand that Clairsentience doesn't establish line of sight but, why???

    [off topic]

    can you use clairsentience to study a place for a floating location for T-Port?

    [/off topic]

  16. Hey everyone,

     

    I am in the process of running a new campaign for Hero. The genre is set in the sg-1 universe. The Hero's are a specialized team the go through the Gate on Special Missions. There are some other things they would do but, this is the general focus. My question is... does anyone know of any resource sites that might help with some of the renditions of sg-1 in hero? :confused: It's a 250 pt campaign. Thanks.

     

     

    :)

  17. Originally posted by Zaratustra

    Ahh, you may think I'm insane. But I made that with a program! 20 lines of code or so, based on the algorithm:

     

    - Start with a variable = 12, segment 12 of turn 0:

    - Add SPD to the variable every segment.

    - Whenever the variable is over 12, the character may take a phase. subtract 12 from the variable.

     

    It looks better in code, anyway. Now to work on SPD 3 1/3 and SPD pi.

     

    That same Algorithm works for Star Fleet Battles also.

     

    :D

  18. Originally posted by JmOz

    My rule about AF on DS is that it just changes the to hit. Let me explain, if the character who is trying to hit makes it by 3 he would get affected twice (As per normal AF rules, every 2 the attack is sussesful is a +1 attack)

     

    I think it would be more appropriate to use AF on DS like AF on mental powers. i.e. - The best roll for damage affects the the person hitting you and you could have the person with the DS make a to-hit roll (with no skill levels, dependant upon the situation). This would probably help with the abuse and the person with the DS would still get something for his points spent(he wouldn't just be arbitrarily neutered)

     

    :cool:

  19. Check FREd out...

     

    Originally posted by Dr. MID-Nite

    Hi all,

     

    I'm looking for power ideas for a martial artist whose telekinetic power is an extension of his physical self. Any ideas?

     

    Rob

     

    Under the power TK it mentions(GM's Descrection) that you can use TK in conjunction with Martial Arts. The TK must have Fine manip though. I have also read that it might be required to have as much STR in TK as You have real STR(to simulate it being an extention of yourself) and, at least Inv. Pwr Eff.(sight or sight group) on the TK. Then you can do your martial maneuvers at range. This last part is more of a flavor thing I think. In FREd it even mentions that you can purchase the TK with fine manip and pay some points to do regular maneuvers.

     

    ;)

  20. Originally posted by Zaratustra

    While most GMs will let a 30, 40 or even 60 STR pass, try to get a 40 INT through a GM. They'll either laugh at you or expect you to RP it and stuff.

     

    np, I have(of course, you just have to SOUND intellegent, and talk alot of sci-fi mumbo-jumbo). then again I've seen people buy up the int or pre and they couldn't RP it if their life depended on it.

     

    :D

  21. Re: TK question question part II

     

    Originally posted by Stone

    Follow up question....

     

    Same scenario as last time (TK & multipower thread). Hero A has used his TK to grab and hold villian #1 on his first phase. On hero A's second phase, he uses his TK to squeeze then slam villian #1 into the ground. My question is does villian #1 take damage from both the squeeze & the slam or are these two seperate actions?

     

    Hero A can grab & squeeze in his/her first phase, however unless I am misreading the rules hero A must make another attack roll to squeeze villian #1 again on hero A's 2nd phase.

    Well, that is kinda sticky. If you are going to hit him with the tk a second time or change something with the tk, yes you would need to. The sequence, I think would go like this... "1st phase: Grab the villian, squeeze him. 2nd phase: CONTINUE to squeeze villian, Attack villian again and slam him into the ground(here you could just squeeze him again "stacking the squeezes" same thing). This can be rough, but then again you must pay the end for each application of tk EVERY one of your phases AND the power is somewhat expensive if you want to hold anything more powerful than a thirteen year-old kid. :rolleyes:

  22. Fun With TK

     

    IMHO you can. like other attack powers with the continuous advantage, you may do this. he/she still has to pay end for each occurance and as long as you aren't switching slots in the MP then you are good to go. For switching slots you would have to make it uncontrolled and that opens up a whole new can of worms. ;)

×
×
  • Create New...