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Hugh Neilson

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Everything posted by Hugh Neilson

  1. Yeah, but for a -1/4 limitation, it doesn't have to hold much out. Pretty sure "magic" remains an example. I prefer "what can, and can't it do, and let's assign a limitation from "anything" accordingly"
  2. What example characters (non-Supers) are in Champions Complete?
  3. Gnome has covered off the 12DC standard. I first played in...pre-1983, as it was high school, with the 1e book. However, as indicated previously, your games may run differently than our games. However, as you keep raising the published characters as your examples, I (and I think Gnome) are assuming your games feature similar characters and styles. What I have found, especially since 4e+ set benchmarks, is that 12 DC is noted as a "maximum" but the "maximum" quickly became the "minimum" as well. Here's how Hero Phases really work - you start in Phase 12, get a PS 12 recovery and then count up. From 6e v2 p17 It's been that way since 1e. So, Phase 12, Joules Blocks with, let's say, OCV 7, DCV 8. Block is a +0/+0 maneuver. Dodge does not allow her to use levels. It's Supers, so blasting their bullets out of flight is reasonable. As reasonable as, say, a protective electrical force field. We established earlier that OCV 8 vs DCV 9 is a 50% chance to hit. I see two possibilities: (a) They conveniently cluster up, in adjoining hexes, to make it easy for you to spread to fill four hexes and target four of them at a time. That means they are all within one range increment, so no range penalties. You can assign 3 levels, so OCV 6, DCV 9, OCV 9, DCV 6 or anything in between. Since each successive Block is less likely to succeed, I am assuming you want the 9 DCV. Your OCV 6 will Block OCV 8 on a 9- (37.5% chance), so let's assume you get lucky and block the first one. 7- is 16.2% likely (BTW, OCV 8 vs DCV 12 should still hit just less than one time in 6, not the "everyone misses" you posit), and after that it's 5- and then you need a 3, so I am thinking you block one sot. OCV 8 hits DCV 9 50% of the time, so three hit. Still using Gnomes' damage rolls in order, that's: - 6 BOD, 18 STUN so Joules is down to 12 BOD, 33 STUN - 7 BOD, 7 STUN so Joulles is down to 8 BOD, 29 STUN - 7 BOD, 21 STUN, so Joules is down to 4 BOD, 15 STUN [BTW, how long does it take to heal 11 BOD with a 10 REC? Maybe spend some xp on a private hospital room when an average hit will do BOD...] PS12 she gets 10 STUN back, so she now has 4 BOD, 25 STUN. Phase 3, she wanted to spread and hit 4 cops. Will she use: - OCV 9, DCV 6 for a 95% chance to hit DCV 5 for 8d6 (average roll 28, probably at least STUNs them) - OCV 6, DCV 9 for a 74% chance to hit DCV 5 (probably gets 3 STUNNED)? Phase 4 3 shots at OCV 8 against DCV 6 (83.8% likely to hit) - likely to be two hits minimum, and that rounds in your favour: 9 BOD, 27 STUN means Joules is Stunned with 20 STUN past defenses and is now at -2 BOD and 5 STUN 9 BOD, 18 STUN so that's +8 BOD and -6 STUN OR 4 shots at DCV 9, same two hits with a 50% chance, so same result. Phase 5 - Joules recovers, so she has 4 STUN, 4 END and -8 BOD Phase 8 - Joules goes first - what next? She does not have enough END to attack or fly away, and she is bleeding out. The cops whose armor activated recovered from being Stunned on Phase 4. A full attack will cost you 6 END, so 1d6 STUN (50/50 to KO you). (b) The cops spread out, so you can't hit as many with a significant DC spread, but some might take range penalties to hit. I think we've already established how well that is likely to go. Sorry, but math does not lie. An average of 21 STUN does not, I believe, Stun Defender, so he gets to act on his phase. I'm not sure he will win, but he has a better chance of at least getting an action. First off, it was you who said she can mop the floor with a squad of SWAT agents. That implies they are not crammed into a 6' x 8' room. If they are, perhaps they should consider some using the Grab maneuver, given her 10 STR, or a Trip to halve her DCV, while the rest delay to see if they get a half DCV target. Is she attacking by surprise? That would give her a major advantage. Are they? Then they have a huge advantage. Gnome and I have both assumed, I think, both sides are aware of the other. I will note that THEY are not Overconfident, though. Joules is. Even arriving together, I doubt they want to stand shoulder to shoulder, so assuming they are all in adjacent hexes seems less than reasonable tactics on their part. Do you want to paint a different scenario that assumes neither a perfect setup for them nor for Joules? It's not a problem. They don't apply unless she uses her electrical blast powers, which she cannot do when she dodges. That's not nearly complicated enough to be a problem. As seen above, Blocking does not help much either. She would likely do better if she assigned her CSLs defensively and attacked. If the SWAT team graciously lines up shoulder to shoulder, that might make this more of a horse race. Let's try that: PHASE 12 OCV 6 hits DCV 5 74% of the time - 3 cops are hit and stunned. The remaining four fan out so you have to spread at least three hexes to get two of them. OCV 8 hits DCV 9 50% of the time, so two cops hit. Still using Gnomes' damage rolls in order, that's: - 6 BOD, 18 STUN so Joules is down to 12 BOD, 33 STUN - 7 BOD, 7 STUN so Joulles is down to 8 BOD, 29 STUN PS12 she gets 10 STUN back, so she now has 8 BOD, 39 STUN. Phase 3, she wanted to spread, but now she can only hit 2 cops. I assume she will use OCV 6, DCV 9. But look - the two cops saw what happened to the first three - they Abort to Dodge and are DCV 8. Assume you beat the odds and at least hit one, so he is stunned. Now we have three clustered, Stunned cops, one non-clustered Stunned cop, one Aborted cop and 2 cops with actions in... Phase 4 Four cops recover from being Stunned (or maybe lightly KOd). One Aborted. Two shoot OCV 8 vs DCV 9, so one hits - 7 BOD, 21 STUN, so Joules is down to 4 BOD, 25 STUN [BTW, how long does it take to heal 11 BOD with a 10 REC? Maybe spend some xp on a private hospital room when an average hit will do BOD...] Phase 5 - Joules can target a cluster of 3 cops or 2 that are not clustered. They will likely Dodge, but at least they will not have Phase 8 actions. Let's take 3 out now and 2 on Phase 8. Phase 8 - two cops left who can shoot, and 50% means one should hit. 9 BOD, 27 STUN means Joules is Stunned with 20 STUN past defenses and is now at -2 BOD and 5 STUN Phase 10 Joules recovers from being Stunned. So, Phase 12, your move. At least four cops left, and you can target no more than two with enough damage to reliably STUN them. You have 5 STUN, and you are now bleeding out. Maybe with luckier rolls, especially not getting stunned, which is an above average BOD roll (at least 7, so not much above) with a 3x Multiple (so only 1/3), you could take down the SWAT team. But you are now bleeding to death. OVERALL We've run several scenarios, none of which end well for Joules. I don't think any of the Champions would have had as much trouble with the same SWAT team. Given your clear belief there will be no issue, it seems like your games may not be at the same "standard supers" level. As we can't see this non-standard result, only that any Champion takes you down easily unless you can avoid their attacks and flee, and that multiple approaches to the SWAT team leave you bleeding out, if not KOd or dead, we see a character who will not work very well in a standard Supers game. In fairness, if you were not up against Killing Attacks, you'd "only" be soaking up 1 - 5 BOD damage every time a 10d6 - 12d6 Normal attack hit you. My earlier advice stands She may play better in a team environment, but only if they treat her like a glass cannon that needs almost as much protection as a DNPC. Or if your game is not "standard Champions", a possibility not to be lightly dismissed, especially if similar characters have been fine in the same group.
  4. To Duke's comment, "limited SFX" is, in fact, a limitation on a VPP.
  5. Looking back at Champions 1e/2e, I think it was pretty comparable to other games at that time. It did not provide a heap of NPCs or a series of adventures, but you had some guidance on character-building. IIRC, there was a walkthrough on building one or both of Crusader and Starburst, Ogre was in there as well, and they had a sample combat. Then there were a few more characters in the back of the book (who were tougher than Crusader and Starburst - the intent may have been that these villains could fight a team, not one on one, but I found most players built to Dragonfly/Green Dragon standard, not Crusader/Starburst). Other games were pretty similar. Champions was supported. It had the Enemies book, the Island of Dr. D., Stronghold - not a ton of support, but that was the norm back in the day. By 2e, we got a box with Viper's Nest - a series of short scenarios. That was the classic '80s boxed game - one (or two) rule books, a scenario book and off we go. I could definitely see a "complete Supers game" today being Hero Rules relevant to that game, a bunch of pre-fab powers instead of the "design your own" model, guidelines on CVs, attacks, defenses, etc., a few character sheets using those pre-fabs and illustrating any customization provided for in the pre-fabs, and an adventure (probably a series of short scenarios, ideally with each illustrating some facet of the rules) using those sample characters.
  6. So none of the SPD 4 characters get attacked in combat when it's not their phase? How many players are we dealing with? 4 SPD 7 and 2 SPD 4 should still not be a huge lag for the SPD 4's, unless something else is dragging the pace down. Even 6 players is a lot to share time.
  7. Really like "The higher the value the more impactful the ability. "
  8. I don't see a ton of benefit luring them in with expectations that will not be met. If we believe the buyer wants an actual game, make an actual game and write a pitch for that specific game. Hero System is a toolbox to build games, not a game itself.
  9. I forget who first said that Hero (as opposed to a game powered by Hero) has its complexity front-loaded into character creation, so it is the first thing the player sees. They can build an ineffective fighter or wizard in D&D, but the system makes it harder to do so, and provides easy, generic starting character "templates". RESULT: Hero appears more complex.
  10. It's also Batman. And it had no actual meaningful effect. Did anyone else yank off his ring in the source material? Did it result in a significant disadvantage? Or was this a one-off so we could all go "wow-Bats is so cool!"
  11. You will find opponents with ranged attacks are pretty common in Champions games. Again, I am assuming you will be playing in a typical Champions game. Let's break it down. If she Dodges, she gets +3 DCV, and that is her attack action for the phase. She has DCV 9. If she uses one of her electrical attacks, and assigns her three skill levels to DCV, she has a DCV of 9 and gets to attack at OCV 6, possibly taking down one of the SWAT team. Which do you think is more likely to be a successful tactic: (a) having 9 DCV and getting an attack; or (b) having a 9 DCV and getting no attack? A 6 OCV is not overly high for "agent level" mook opponents in a Hero game. With a DCV of 9, if all they do is stand still and fire away, they hit on an 8-. That's about a 25% chance. You will be taking a hit (possibly more than one) every phase. You cannot weather those hits. Your claim that you will "mop the floor" with those SWAT agents is, therefore, exceedingly optimistic. I don't recall you explaining why Joules would be trying to mop the floor with a SWAT team either. OK, the SWAT team works for a foreign government, and they are guarding your imprisoned teammates who are held in ColdSleep. You are their only hope before the foreign government drives them away to dissect them and figure out how their powers work. Their orders are "guard the prisoners", not "chase down anyone who comes across your path", so you can certainly fly away and avoid battling them, if you wish. However, that is a win for them, not a loss, because they do not care whether you are captured or free, or dead or alive, as long as they fulfill their assignment of delivering the prisoners for dissection. Because we are testing your theory that Joules can mop the floor with a squad of SWAT agents. If we assume a bunch of options to find cover, then I think we also have to assume the SWAT team is also capable of making effective use of that cover. In my "guard the prisoners" scenario, it seems likely they would already be entrenched, but we did not place Joules at that added disadvantage. Gnome provided his source. The Competent Normal on p 440 of Hero 6e V1 has CVs of 5 and SPD 3, so I think that may be transplanted into whatever source you are using. He also has a weapon familiarity, a bunch of user-designed skills and 9 points of user-designed skills and talents. That's more than enough to get the skills that Gnome has incorporated. +1 OCV is 5 points and 2 +1 OCV levels with pistols is another 4, so there's that 8 OCV. It is a 100 point build, with no equipment. The handgun, SWAT armor and truncheon are not likely worth 50 points, all in. Overall, I would say that these SWAT agents are Competent Normals with their discretionary points allocated to their profession. They are not likely any more powerful than agents who would be used in a typical Champions game, outnumbering the heroes 5 or 10 to 1 if they had no non-agent support. I will give her the benefit of the doubt that she figures out she can get the same 9 DCV if she fires an electric blast as if she Dodges. So, Phase 12, she shoots first, OCV 6 vs DCV 5. Needing 12- to hit is almost 75%, so we'll assume she hits and takes out one member of the well-spaced SWAT team. Since it is Phase 12, all 6 get to shoot back. They need 10- which is a50% chance, so three should hit. Cribbing Gnome's first three hits, Joules is now at 15 STUN, 4 BOD. She recovers 10 STUN. Phase 3, she can fire first. Let's assume two cops are close enough that she can Spread. She hits both with her 12- (3 for 3 - OK for 74%) and both are KOd. The remaining four fan out and fire, still on a 10-, so 2 hit (50%). Cribbing Gnomes' net two rolls, Joules is now at -7 BOD and -3 STUN. She gets a recovery in Phase 5, so now she has 7 STUN and 7 END. Joules moves first on Phase 8, stands up and uses all but 1 of her remaining END to blast. However, she has a 75% chance to hit, and this is her fourth shot, so she misses. The four cops can either shoot her (two hits will likely kill her since she is already at -7 BOD, and she will for sure be KOd past PS 12). GAME OVER First off, 12d6 is pretty average offense in a typical Champions game. I am not sure whether you are playing a typical Champions game. Again typically, an equal number of villains to heroes are encountered, many villains have ranged attacks and/or are pretty mobile, so you may well pop up and attack, however one of the villains is likely to target you afterwards. Champions does not play like D&D where the fighters block the hallway and no one attacks the spellcasters. It is not a dungeon crawl where you will virtually always be able to decide who goes in first and who might hold back, unnoticed until they act. So which characters have you seen that have DCV 6 and less than 10 defenses, with only 3 resistant? Typical justifications for enhanced defenses would be a force field or a costume with some rDEF. But hey, maybe your game is not Standard Champions Supers and this character will be fine. Have you asked other players in the game to look over your character? Have you asked your GM? Do the Brick and Battlesuit have similar CVs and markedly lower damage? Would Joules easily hit them? Would a 12d6 Blast or two take them out? Massey, Gnome and I approach this from our experience, in typical games we have played in. The game you are building for could be completely different. But if it is a typical Champions game, I don't think your build will be very successful. Clearly, you disagree. From your comments, Gnome and I are full of ****, and the character's defenses are fine. So run the character and let us know how it goes.
  12. This, to me, is another "RP" vs "G". I can see, especially in a game that does not follow the typical D&D "zero to hero" progression, players being quite happy with the character they have designed, without needing an extra power, bonuses to hit or damage, etc. etc. etc. every few gaming sessions. If we look to the source material, we see many examples of characters who don't continually manifest new and more powerful abilities. Now, we could simulate these materials with xp. They don't gain new powers and abilities, but they gain Contacts, Reputation, Favours, etc. Of course, they also LOSE things, something that RPGs as a whole never simulate. That "gains that evolve through gameplay" model can be simulated with xp, or simulated without xp. So to me, not wanting to keep rebuilding and adding on to the character is not: If you don't want to role play, you fall into a purely mechanical style of gaming based on power and abilities, focused on making your character consistently "better" and you roll play. But someone who simply wants to role play that eccentric scientist may well realize his vision of the character right out of the gate with his base points and complications. Or his character may grow over a few story arcs, but eventually reach a point like: That does not mean they don't want to play. It means that they want to play this character, fully realized, without becoming more powerful, or more versatile. They want to PLAY THIS CHARACTER, not grow it into a different character. Because: Guess what? None of these approaches are badwrongfun. Or, if one is, so are all of the others, if we view them from another perspective.
  13. Actually, I like "by default", followed by "options to vary from that default". That way, the GM knows what setting the dials moves him away from. I could see deletion of the Speed system paragraph entirely. It is one very specific element of the system, where the preceding paragraphs are about the system overall. Calling in "the crowning feature" is, I think, over the top marketing hyperbole - there are numerous system elements of equal, even greater, importance. I would also note that our pitch clearly targets experienced gamers familiar with D&D (1st level wizards; defences are real). Let's play with it a bit. OK, exactly 300 words. It cost me the Speed chart (and a "The" to squeeze in those last three words), but this is my elevator pitch.
  14. Yes and no. While I would not design the game around revealing or maintaining their secrets, building their backgrounds into scenarios makes the game more focused on the characters. If a character has KS's of Japanese history, geography and culture, and speaks Japanese, it would be a shame to have the whole campaign proceed with no link to Japan, ever.
  15. The best tactics would definitely be "hold and wait" - whoever she attacks aborts to Dodge or a defensive action, and the rest fire. If she also delays, one team member shoots to try to force her play (or they can all Cover her).
  16. OK, I'll play - starting with Doc's summary and rearranging and editing, I get 296 words as follows: The Hero System provides an extremely wide range of options. The default system strives for cinematic reality, however various options exist to alter the system’s lethality, level of realism, etc. The role of GMs includes deciding which options will be used and providing players with reasonably detailed guidelines on how to build their characters. Hero does not have built-in guidelines (no 1st level wizards) and so it falls to the GM to ensure such context exists ahead of running a game. While Hero strives for a balanced, “get what you pay for and pay for what you get”, model, the GM must exercise a level of oversight. Players build their characters in a detailed fashion. Starting from a default “basic human” set of abilities, players spend character points on their characters’ abilities, skills, physical and mental attributes and a wide range of possible abilities, both for combat and out-of-combat play. Task resolution in Hero System governed by a 3D6 roll, which determines whether any contest is a success or a failure. The default for most rolls is to roll 11 or less on 3D6, which can be modified (up or down) based on the character’s abilities, as well as diverse environmental and contextual modifiers. In combat, damage is inflicted against defences. Damage (and defences) are most often defined as either energy or physical and may inflict both STUN (leading to unconsciousness) and BODY (leading to death) damage. One unique feature of the system is the Speed characteristic, purchased in character design. Speed determines how often a character acts in a game turn. The Speed Chart governs the default order in which characters’ actions will take place. Strategic decisions to delay the character’s actions in relation to those of opponents is a key facet of game play. I think the crucial inclusions are "you have to do a lot of design work to pick the options most suitable for your game and oversee character builds", "cinematic reality", "get what you pay for and pay for what you get", "Character build is detailed and diverse options exist", the 3d6 roll, defenses, STUN and BOD. SPD is nice, but I would sacrifice that detail to get the other concepts across. The one issue I would consider adding is "mechanics divorced from SFX", but I think this has become more common, albeit not in the D&D world, and is subsumed in "detailed character design".
  17. A lot of the issue is presentation. In Hero, we tend to see "Cone of Frost, 6d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 60 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 17END Cost 6" "Minor Cone of Frost, 4d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 40 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2); Real Points 11; END Cost 4" "Major Cone of Frost, 8d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 80 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 23; END Cost 8" "Epic Cone of Frost, 10d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 100 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 29; END Cost 10" But what if we presented these in a game Powered by Hero, where we keep the build mechanics behind the scenes. We have already explained our Magic System. It often uses Concentration, Gestures, Incantations, Skill Rolls and mystic foci. Like D&D, we have defined Gestures, Incantations and Material component (Foci or Components) as Components of spells. Our rules don't price out the various advantages or limitations - all the players need to know is whether they have to Gesture, Incant, Concentrate, make a skill roll, etc. So we change the presentation of our spells to the following: Cone of Frost Concentrate: 1/2 DCV throughout Components: Gestures 1 handed throughout; Incantations to activate; Arcane Focus Ring of Frost Wizardry Skill Roll: Magic skill, -1 per 1d6 Endurance: 1 per 1d6 every phase This spell, common among Frost Wizards, conjures a burst of icy frost emanating from the Frost Wizard in a cone 16 meters to a side. The Wizard can maintain this Cone of Frost by continuing to concentrate, and maintain the arcane somatic components of the spell. A Minor Cone of Frost, the least powerful version of this spell, inflicts 4d6 of Cold Damage. Most experienced Frost Wizards can cast a Cone of Frost inflicting 6d6 damage, while very powerful Frost Wizards can cast even more potent versions of this spell. Cost: Minor (4d6) 11 points; Standard (6d6) 17 points; Major (8d6) 23 points; Epic (10d6) 29 points You want a 9d6 Cone of Frost that only costs END when you activate it and does not require continued concentration? Buy Hero System and build your own spells. In this game, Frost Wizards can only cast the spell with concentration throughout, purchased in 2d6 increments. The mechanics are exactly the same, but they are presented in a more familiar format, focusing on how the spell will work in the Hero-Powered Game, not how it was constructed using the Hero System Build Rules.
  18. I should have checked - CV of 5-7 is "competent", while 8-10 is "legendary" (the same as pre-6e CVs based on DEX). So if they figure they're all dead if they don't take down the Blaster (after all, she seems pretty confident she can mop the floor with them), they can have an 8 OCV, at the cost of being easier targets with 5 DCV - you can't fry us all at once!
  19. First off, why do we assume every soldier has a STR 12? That's quite a bit stronger than an average guy with STR 8! Maybe our Charging Spearman should grab the Spear with both hands to lower the STR min by 3. But let's take some other examples. Brawling Ben has STR 13, and runs at 15 meters. He would do a Move By for [2.5d6/2 =] 1d6 + [15/10 =] 1 1/2 d6 = 2 1/2d6 Stan Spearman has STR 13, and a Medium Spear, and runs at 15 meters. His STR is halved due to a Move By, so he has only 7 STR, 5 short of the STR MIN. He will suffer a -1 OCV penalty and -1 DC. He would do a Move By for 4 DC (the Spear's DC reduced by 1) + [15/10 =] 1.5 DCs, so 5 DCs 1 1/2d6 KA So why bother? Probably because he is not close enough to close with a half move (and he's not willing to throw his only weapon away). Note that both Ben and Stan have not increased their damage by choosing a Moveby. Let's see how a Move Through plays out: Brawling Ben has STR 13, and runs at 15 meters. He would do a Move Through for 2 1/2 d6 + [15/6 =] 2 1/2 d6 = 5d6 Stan Spearman has STR 13, and a Medium Spear, and runs at 15 meters. His STR is halved due to a Move Through, so he has only 7 STR, 5 short of the STR MIN. He will suffer a -1 OCV penalty and -1 DC. He would do a Move Through for 4 DC (the Spear's DC reduced by 1) + [15/6 =] 2.5 DCs, so 6 DCs - a 2d6 KA. Ben would have punched for 2 1/2 d6 and Stan would stab for 1 1/2d6. Seems like Ben is getting the better deal from the Movethrough, although Stan still takes no damage, and I doubt his spear will, at least in most cases. If the choice is "charge or just move and don't attack at all", which should Stan pick?
  20. "speciesist" - humans can't produce offspring with dogs
  21. You seem to have neglected the halving of effect on DCV. I could similarly limit activating that Extra OCV Usable Simultaneously. I think all of the options suffer from the simple reality that they are really trying to permanently enhance the individual and/or teammates by making the boost available at any time when it would be meaningful. That's where the GM should be paying attention to those "caution" signs.
  22. Looking at the actual rules (6e Vol 2 p 70): For Move By This makes sense to me, given that STR used in a Move By is also halved. Why should that limitation of the maneuver be reduced because you are using a weapon? Let's consider: Brawny Bob has STR 20, and runs at 15 meters. He would do a Move By for [4d6/2 =] 2d6 + [15/10 =] 1 1/2 d6 = 3 1/2d6 Sam Swordsman has STR 20, and a Longsword, and runs at 15 meters. His STR is halved due to a Move By, so he has only 10 STR, 2 short of the STR MIN. He will suffer a -1 OCV penalty and -1 DC. He would do a Move By for 3 DC (the Longsword's DC reduced by 1) + [15/10 =] 1.5 DCs, so 4 DCs 1d6+1 KA (no way to account for that other half DC in there somewhere). Bob would have punched for 4d6 and Sam would slash for 1 1/2d6. Sam is losing 1 OCV, both Sam and Bob are down 1 DC, and Sam takes no damage (his weapon is not likely to be damaged either). For Move Through, p 72 OK, that is different. Let's see how it plays out. Brawny Bob has STR 20, and runs at 15 meters. He would do a Move Through for 4d6 + [15/6 =] 2 1/2 d6 = 6 1/2d6 Sam Swordsman has STR 20, and a Longsword, and runs at 15 meters. His STR is halved due to a Move By, so he has only 10 STR, 2 short of the STR MIN. He will suffer a -1 OCV penalty and -1 DC. He would do a Move Through for 3 DC (the Longsword's DC reduced by 1) + [15/6 =] 2.5 DCs, so 5 DCs 1 1/2d6 KA (I'd let him have 2d6-1 since he should get another half DC in there somewhere). Bob would have punched for 4d6 and Sam would slash for 1 1/2d6. Seems like Bob is getting the better deal from the Movethrough, although Sam still takes no damage, and I doubt his sword will, at least in most cases. It's tougher to tackle someone with a weapon, so it does not seem conceptually unreasonable. The result also seems reasonably balanced.
  23. You know, it does beg the question why I chose an elf - anyone could make the same DEX and SPD purchases. Modified the post koffracistkoff
  24. For 20 points, I could buy +2 OCV, Usable Simultaneously by 8 recipients. That's also cautioned in the RAW.
  25. In a typical 400 point Supers game, 6 DCV and single digit defenses is below "low end" defense, and 12d6 is a pretty typical attack. You will not weather a 10d6 attack (average roll of 35) a lot better, though. I'm not looking at Esper, but I will guess she has a 6d6 Mental Blast, which is 21 STUN, enough to STUN you. 12d6 Mind Control or Mental Illusions (42 on average) will get +20 on your Ego with -1 to the breakout roll. Note that her powers are Line of Sight, so she can be a substantial distance away with no penalty to hit you. That is without Esper considering Multiple Attacks, as she can probably hit pretty easily. I could see Green Dragon being quite frustrated as I don't recall him having ranged attacks, so flying out of his reach would force him to hunt for cover. Of course, if he can move the fight indoors, he would have a better chance.
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