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Hugh Neilson

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  1. Like
    Hugh Neilson reacted to Ninja-Bear in Is it wrong to power game?   
    Fwiw I’ve never been called efficient before. Thanks Hugh! 😜
  2. Like
    Hugh Neilson reacted to dmjalund in Is it wrong to power game?   
    I would but 'change slots' limitations ON THE SLOTS!
  3. Like
    Hugh Neilson got a reaction from Duke Bushido in Is it wrong to power game?   
    By contrast, I would call ruthlessly exploiting a flaw in the system "powergaming". 
     
    It's like aggressively taking advantage of a loophole in the tax system.  Steve Long has often said, when asked why we should not take advantage of some exploit or another, "because you are building a character, not preparing a tax return".
  4. Like
    Hugh Neilson got a reaction from BarretWallace in Political Discussion Thread (With Rules)   
    A less abrupt change allows more time to figure out how to reduce workers required (like, say, those ordering kiosks at McDonalds replacing humans at the register), assess new operating hours, etc.  It does not change the reality that higher wage costs will incent the business to reduce the hours offered to workers due to the increased cost of workers.  If the price of bread increased by 50%, with no change in any product not using bread, would you keep buying the same amount of bread, or find other things to eat?
     
    Let's start at the bottom, with a minimum wage worker earning $10/hour, and he gets bumped to $15.  As the shift supervisor, are you prepared to keep working for $15 an hour?  You probably weren't making $15 before, but are you OK making the same as the brand-new hire?  I will say likely not.  So what does the store manager, presently making $20 an hour, think when we bump the shift supervisor up to $20 an hour?  Isn't she worth more than the shift supervisor?  It all clanks along up the chain.  The only real question is balance of power between employer and employee ("are you going to find a better paying job elsewhere?"; "maybe I can find an easier job that pays the same - why should I put up with the stress?")
     
    I didn't spend years and thousands of dollars on post-secondary education and professional development to earn the same as someone who invested nothing.
     
     
    How small?  Many businesses rely on labour, or other inputs priced including a labour component.  Bob's Burgers and McDonalds have pretty similar economics to deal with.
     
    Rotten Ronnie has deeper pockets, though.  He can wait it out, keeping prices steady or even having a reduction, until Bob packs it in, or the bank closes him down.  Then, with reduced competition, Ronnie can raise prices and refill his pockets for the next round.  He's hoping you pop that minimum wage up again if he gets any real competitors back in the market!
     
     
    That "normalization" simply becomes the balance between the employees (more per hour means less hours, less bonuses, less benefits, etc.), the customers (more costs means higher prices) and the business owner (whatever cannot be passed on must be absorbed).  Numerous economic studies show, for example, that corporations don't ultimately pay taxes.  They raise prices and pass the extra tax burden on to the consumer.  I've heard arguments all my life against smoking, for exercise and suggesting I not touch the stove when it is hot.  A lot of arguments we hear a lot stick around because they are based on fact.
  5. Like
    Hugh Neilson got a reaction from Duke Bushido in Is it wrong to power game?   
    To the question of a VPP, I'm not sure I would take the identical stance of "all powers are defined, written and approved before the game", although that depends a lot on interpretation of the words.  What I look for is definition of the parameters of the VPP.  What can it do, and what can't it do?  Defining the VPP in those terms also assists in defining the limitation, if any, on its scope.
     
    Even the comic book "Cosmic Power Pool" cannot truly do anything and everything.  I have never seen the Silver Surfer use a mental power, for example, or change his physical form.  We know he cannot change back to Norrinn Radd.
     
    Part of that definition would ideally be the limits which prevent the character stepping on the toes of the other characters.
     
    A VPP carries great power.  With great power comes great responsibility.  Part of that responsibility is to the game itself, and the enjoyment of everyone at the table.  To me, a defining trait of the Power Gamer is the casting aside of that responsibility.  The Power Gamer seeks power for the purpose of disrupting, not enhancing, the game.
  6. Like
    Hugh Neilson got a reaction from Grailknight in VPP -1/4 limitation; All powers must be predesigned?   
    We get into what is "a power" for this purpose.  Some examples:
     
     - do you have "10d6 Blast", or "10d6 Energy Blast,  Mystic Flames" - that is, can you decide to switch from fire to cold, lightning, acid, sonic, a rain of dead fish, a glowing green boxing glove or any special effect that occurs to you on the spot?
     - can you choose only an 8d6 Blast because you want to keep a bit of Flight active?
     - I suspect the 30 and 25 point Force Fields may be an oversight, but do I have to write down every possible combination of PD and ED, from 1 PD or 1 ED right on up to 30 PD, 30 ED, or 15 PD/15 ED, making this a cut & paste exercise, or a Bart Simpson-esque writing of lines?
     
    Let's take it a step further.  Can I decide I want that Desolid to be half END, or cost END only to activate, so it becomes 50 points that consumes my entire phase,?  Can I add a limitation, such as limiting the range on the Energy Blast or making it cost extra END, or must each possible advantage/limitation combination be pre-written and pre-reviewed?
     
    I paid for the VPP to get flexibility.  I want that flexibility.  I accept it must be obtained within parameters that do not unbalance or bog down the game.
     
    We had a novice player some years back and started a Cosmic game.  She played a fire and ice blaster.  We built a VPP, attacks only, a chart of the number of dice for a 5, 10 or 15 point per d6 attack with various levels of advantage, and a list of attacks and advantages that might be relevant.  This was when combined attacks could not use multiple powers in the same framework, so the VPP was one attack at a time, IIRC.  She had no difficulty making the Ice Shards Armor Piercing, Penetrating and/or reduced END and a KA or Blast as the need arose.
     
    Everything is "It Depends".  She was not going to wait a phase after appearing in an unknown parallel world, surrounded by an unknown group saying "Freeze and surrender", and pop in a Teleport Usable as an Attack, AoE, Selective, AoE, 1 Hex Accurate, Megascale after counting down DEX once.  But the Impetuous, Impatient, Impulsive character I was playing (think Johnny Thunder's Thunderbolt hopped up on caffiene...) would, and did.
     
    We went 5 miles due north...stops...fishes out d8...OK, he thought it was north, but it was actually southwest.  We just got here, remember?
     
    GHM hauls out a map.  We splash down into the harbour.  PC's and players are sputtering around...what just happened?  What do we do now?  Did we appear in a flashy, noisy blast of magical; energy that's easily traced?  Probably...  "I can translocate us again!"  group, in resounding unison ""NO!!!"
     
    IOW, I am good with a "change on the fly" VPP provided the player can manage it, and it neither breaks nor bogs down the game.
     
     
    Yes and no, I think.  We know the "pre-load the pool and that is all you get" model, like the classic Gadget Pool.  You leave with 25 points of Flight and 25 points of Force Field.  The VPP is full.  You cannot change the slots in any way until you meet the conditions to make the change, perhaps spending some time at the base, so you get a limitation which is largely unchanged since the prototype VPP Gadget Pool.  Today, the RAW 6e options are:
     
     - Only changes between scenes (takes hours) -1/4
     - Only changes between adventures (takes days) -1/2
     - Only changes under specific circumstances (eg. touch the target; full moon; must access and study bulky spellbook; only in a lab/arsenal) -1/2
     
    It seems like being able to pre-load a dozen, or "your INT" of choices is a lot less limited than "only one load for the pool, locked until you study your spellbook".  Maybe that merits a -1/4 limitation, instead of the -1/2 for having no ability to substitute powers without that down time.  That backs up Duke's on-the-fly "maybe -1/4".  Funny how a guy playing for decades can toss out a gut feel number, and find it largely backed up by rules in a future edition, isn't it?
     
    NEW QUESTION
     
    So, in discussing a Multipower, if it takes Extra Time, or Concentration, or the like to change multipower slots (6e V1 p 405), that's a limitation on the Multipower reserve.  So, by default, it takes me a full phase and a skill roll to change the slots in a VPP.  If it took a minute to get the roll (Extra Time, 1 minute), it seems like I should get a -1 limitation (full phase being -1/2 and 1 minute being -1 1/2) on the control cost.  I'd get -1 1/2 on the Multipower pool, which is frankly ridiculous (see below).  If I had to Concentrate Throughout at half DCV, I'd get -1/2, and I'd get -1 if I make that 0 DCV.   Then I can roll every phase. 
     
    But I get -1/4 for having to take hours to change the pool?  Sounds like I am getting ripped off on that limitation  value big-time.
     
    Of course, the Multipower limitation is completely stupid.   Consider:
     
    Blasting Betty has a 12d6 Blast which costs 60 points.
    Dwayne Drain has a 6dd STUN Drain which costs 60 points.
    Flexible Freida has a Multipower of 12d6 Blast and 6d6 STUN drain which costs 72 points.
    Slow Steve has a Multipower of 12d6 Blast and 6d6 STUN drain, but it takes a full phase to change slots.  That costs 60/1.5 = 40 + 12 = 52 points.
     
    Do we see why Betty and Dwayne might feel ripped off by this model?
     
    Along comes Efficient Ernie and helps Betty re-draft to buy a Multipower of 12d6 Blast and 6d6 STUN drain, but it takes a full 25 years to change slots.  That costs 60/8 = 7.5 so 7 + 12 = 19 points.  Much better.  Then she buys a second identical Multipower for another 19 and spends 34 points on Skill Levels to use Combined attack and extra END and REC.  She can use both the Blast and the Drain as a combined attack, probably with better CV, and she paid the same points as Freida.
     
    Sorry, Steve, I think that's a messed-up result.  It is easily fixed by applying limitations on the ability to reassign Multipower points to the slot costs rather than the pool cost, as the slot costs are the analogy to the VPP Control Cost.  Given the size and scope of the rules, one issue like this seems understandable, so what say we agree to errata it and fix it in 7e?  In the meantime, I think I will move it to the "power game" thread.
     
     
     
  7. Like
    Hugh Neilson got a reaction from Grailknight in How do YOU handle limitations that are advantageous?   
    The fact that you spent points on other abilities does not make this one less limited.  Having a 12d6 Blast does not make a 4d6 KA cost less because you will not use it as often.  Why should it reduce a limitation value on the 4d6 KA?
  8. Thanks
    Hugh Neilson got a reaction from Duke Bushido in VPP -1/4 limitation; All powers must be predesigned?   
    We get into what is "a power" for this purpose.  Some examples:
     
     - do you have "10d6 Blast", or "10d6 Energy Blast,  Mystic Flames" - that is, can you decide to switch from fire to cold, lightning, acid, sonic, a rain of dead fish, a glowing green boxing glove or any special effect that occurs to you on the spot?
     - can you choose only an 8d6 Blast because you want to keep a bit of Flight active?
     - I suspect the 30 and 25 point Force Fields may be an oversight, but do I have to write down every possible combination of PD and ED, from 1 PD or 1 ED right on up to 30 PD, 30 ED, or 15 PD/15 ED, making this a cut & paste exercise, or a Bart Simpson-esque writing of lines?
     
    Let's take it a step further.  Can I decide I want that Desolid to be half END, or cost END only to activate, so it becomes 50 points that consumes my entire phase,?  Can I add a limitation, such as limiting the range on the Energy Blast or making it cost extra END, or must each possible advantage/limitation combination be pre-written and pre-reviewed?
     
    I paid for the VPP to get flexibility.  I want that flexibility.  I accept it must be obtained within parameters that do not unbalance or bog down the game.
     
    We had a novice player some years back and started a Cosmic game.  She played a fire and ice blaster.  We built a VPP, attacks only, a chart of the number of dice for a 5, 10 or 15 point per d6 attack with various levels of advantage, and a list of attacks and advantages that might be relevant.  This was when combined attacks could not use multiple powers in the same framework, so the VPP was one attack at a time, IIRC.  She had no difficulty making the Ice Shards Armor Piercing, Penetrating and/or reduced END and a KA or Blast as the need arose.
     
    Everything is "It Depends".  She was not going to wait a phase after appearing in an unknown parallel world, surrounded by an unknown group saying "Freeze and surrender", and pop in a Teleport Usable as an Attack, AoE, Selective, AoE, 1 Hex Accurate, Megascale after counting down DEX once.  But the Impetuous, Impatient, Impulsive character I was playing (think Johnny Thunder's Thunderbolt hopped up on caffiene...) would, and did.
     
    We went 5 miles due north...stops...fishes out d8...OK, he thought it was north, but it was actually southwest.  We just got here, remember?
     
    GHM hauls out a map.  We splash down into the harbour.  PC's and players are sputtering around...what just happened?  What do we do now?  Did we appear in a flashy, noisy blast of magical; energy that's easily traced?  Probably...  "I can translocate us again!"  group, in resounding unison ""NO!!!"
     
    IOW, I am good with a "change on the fly" VPP provided the player can manage it, and it neither breaks nor bogs down the game.
     
     
    Yes and no, I think.  We know the "pre-load the pool and that is all you get" model, like the classic Gadget Pool.  You leave with 25 points of Flight and 25 points of Force Field.  The VPP is full.  You cannot change the slots in any way until you meet the conditions to make the change, perhaps spending some time at the base, so you get a limitation which is largely unchanged since the prototype VPP Gadget Pool.  Today, the RAW 6e options are:
     
     - Only changes between scenes (takes hours) -1/4
     - Only changes between adventures (takes days) -1/2
     - Only changes under specific circumstances (eg. touch the target; full moon; must access and study bulky spellbook; only in a lab/arsenal) -1/2
     
    It seems like being able to pre-load a dozen, or "your INT" of choices is a lot less limited than "only one load for the pool, locked until you study your spellbook".  Maybe that merits a -1/4 limitation, instead of the -1/2 for having no ability to substitute powers without that down time.  That backs up Duke's on-the-fly "maybe -1/4".  Funny how a guy playing for decades can toss out a gut feel number, and find it largely backed up by rules in a future edition, isn't it?
     
    NEW QUESTION
     
    So, in discussing a Multipower, if it takes Extra Time, or Concentration, or the like to change multipower slots (6e V1 p 405), that's a limitation on the Multipower reserve.  So, by default, it takes me a full phase and a skill roll to change the slots in a VPP.  If it took a minute to get the roll (Extra Time, 1 minute), it seems like I should get a -1 limitation (full phase being -1/2 and 1 minute being -1 1/2) on the control cost.  I'd get -1 1/2 on the Multipower pool, which is frankly ridiculous (see below).  If I had to Concentrate Throughout at half DCV, I'd get -1/2, and I'd get -1 if I make that 0 DCV.   Then I can roll every phase. 
     
    But I get -1/4 for having to take hours to change the pool?  Sounds like I am getting ripped off on that limitation  value big-time.
     
    Of course, the Multipower limitation is completely stupid.   Consider:
     
    Blasting Betty has a 12d6 Blast which costs 60 points.
    Dwayne Drain has a 6dd STUN Drain which costs 60 points.
    Flexible Freida has a Multipower of 12d6 Blast and 6d6 STUN drain which costs 72 points.
    Slow Steve has a Multipower of 12d6 Blast and 6d6 STUN drain, but it takes a full phase to change slots.  That costs 60/1.5 = 40 + 12 = 52 points.
     
    Do we see why Betty and Dwayne might feel ripped off by this model?
     
    Along comes Efficient Ernie and helps Betty re-draft to buy a Multipower of 12d6 Blast and 6d6 STUN drain, but it takes a full 25 years to change slots.  That costs 60/8 = 7.5 so 7 + 12 = 19 points.  Much better.  Then she buys a second identical Multipower for another 19 and spends 34 points on Skill Levels to use Combined attack and extra END and REC.  She can use both the Blast and the Drain as a combined attack, probably with better CV, and she paid the same points as Freida.
     
    Sorry, Steve, I think that's a messed-up result.  It is easily fixed by applying limitations on the ability to reassign Multipower points to the slot costs rather than the pool cost, as the slot costs are the analogy to the VPP Control Cost.  Given the size and scope of the rules, one issue like this seems understandable, so what say we agree to errata it and fix it in 7e?  In the meantime, I think I will move it to the "power game" thread.
     
     
     
  9. Like
    Hugh Neilson reacted to Duke Bushido in VPP -1/4 limitation; All powers must be predesigned?   
    Okay, I was going to do all this long-hand, but it's after two-AM my time (new blood pressure meds are screwing up my sleep rhythms), so I am going to do it this way:
     
     
    To help those folks still wrestling with the difference between what Panpiper is talking about and a house rule that says your powers have to be prebuilt, I offer this:
     
    I have a Pool with fifty points in it.
     
    I have the following pre-built powers because my GM doesn't want me to waste valuable table time building powers mid-game:
     
    Energy Blast: 50 pts
    Flight 25 pts
    Flight 50 pts
    Force Field 30 pts
    Force Field 25 pts
    Entangle: 25 pts
    Swimming 25 pts
    Desolidification 40 pts
    Enhanced senses 15 pts
    Images 25 pts
     
     
     
    What we have here a long, long list of things that totals a bit more than 50 points.  However, they are all built and spec'ed out nicely, and the GM has approved them.   At any point during the game, I can use some portion of my Phase to switch them around:
     
    I respond to the sirens dumping everything into Flight-- I take the 50 point built and run with it.   As I approach, I decided I need to be careful about what I'm getting into, so I change to the 25 pts of flight and the 25 pts of Forcefield.  As I survey the scene, I want make sure I get all my PER bonuses, so I find a perch and trade Flight for the Enhanced Senses, leaving the FF active.  I see the bad guy, and decide to Entangle him.  I don't want to drop the senses, but I have to drop something, so I switch the FF off, use the Entangle, and hope for the best.
     
     
    Should the need arise, I can keep doing this, through all three-hundred-and-one points of powers that I have pre-built per House Rule or, if you must, "mandatory -0 Limitation."
     
     
    This is _not_ what Panpiper is wanting get a discount for.  The last bit of the discussion makes that more clear than ever.
     
    What Panpiper is proposing is that I leave my lair having selected up to my pool max in powers-- let's say I took Flight and Force Field, and that's all I have, no matter what I opt to turn off.  There is nothing else for me to turn on until I have satisfied the condition of the Limitation-- say "returning to my lair."  I can turn off the Flight and the FF, but I can't turn on the Desolidification because I "don't have it with me" for whatever SFX-appropriate reason.  Even if I turn off Flight and Forcefield, the only thing I can turn on is Flight or Forcefield-- if I chose correctly, then Flight _and_ Forcefield.  I must satisfy a condition of the Limitation to change my actual preloaded powers--
     
     
    That's it!  That should help keep this more understandable: we need to denote a difference between "prebuilt" and "preloaded."  Personally, since I swear I have seen it more than once in the published material (and even if I hadn't, it's undeniably a limitation of the usefulness of the power pool, even if the powers it builds still work as perfectly as they were built to work), I can see zero problems with allowing such a limitation.  Honestly, if the pool is particularly small and all the prebuilds are large (say the character would realistically be able to only use two or perhaps three on any loadout), I might even go lower than 1/4.
     
    At any rate, "must have powers pre-built" and must have powers "pre-loaded and can't change them until Condition X" are vastly different things.
     
     
    Good night, Amigos; I'm going to try the bed again.
      
     
     
     
  10. Thanks
    Hugh Neilson reacted to Starlord in Funny Pics II: The Revenge   
  11. Like
    Hugh Neilson reacted to archer in Alternate mental powers structure   
    So let's say that Joe Mentalist has a 75 point multipower with one of the slots being Mind Control.
     
    So he wants a severe effect which gives him 5d6 to work with. 
     
    His average roll is going to be 17.5
     
    That would seem to be a problem to me because that average roll is far, far above the EGO of most written characters and there's a lot of published villains with Mind Control large enough that their average roll would allow them to easily, routinely get severe results (aka having 4d6 or higher to work with). 
     
    Why worry about breakout rolls over time when a murderous villain can command the hero to immediately commit suicide (or a murderous player figures out his PC can command the villains to commit suicide).
     
    That's not an argument for or against the RAW. 
     
    Let's take a 60 active point RAW 12d6 Mind Control. The average roll is 42. A target with 10 EGO affected at the maximum level would require rolling an effect of 40 or better. So the average roll is just barely enough to get maximum effect on a dead average target. (The average roll is 5% higher than is needed in order to get the maximum effect.)
     
    Looking at the proposed system, the 60 active point 4d6 Mind Control gives an average result of 14 which is measured against an EGO of 10. (The average roll is 40% higher than is needed in order to get the maximum effect.)
     
    That's a rather dramatic increase in the efficiency of mental powers.
     
    I could see that system working a lot better in a Fantasy Hero setting with no multipowers or VPP's and much lower point totals to work with.
  12. Like
    Hugh Neilson got a reaction from Grailknight in Is it wrong to power game?   
    To the question of a VPP, I'm not sure I would take the identical stance of "all powers are defined, written and approved before the game", although that depends a lot on interpretation of the words.  What I look for is definition of the parameters of the VPP.  What can it do, and what can't it do?  Defining the VPP in those terms also assists in defining the limitation, if any, on its scope.
     
    Even the comic book "Cosmic Power Pool" cannot truly do anything and everything.  I have never seen the Silver Surfer use a mental power, for example, or change his physical form.  We know he cannot change back to Norrinn Radd.
     
    Part of that definition would ideally be the limits which prevent the character stepping on the toes of the other characters.
     
    A VPP carries great power.  With great power comes great responsibility.  Part of that responsibility is to the game itself, and the enjoyment of everyone at the table.  To me, a defining trait of the Power Gamer is the casting aside of that responsibility.  The Power Gamer seeks power for the purpose of disrupting, not enhancing, the game.
  13. Like
    Hugh Neilson reacted to dmjalund in Alternate mental powers structure   
    i thought the best analogy for mind control was a grab
    grab works vs user's STR, mind control works vs user's EGO
  14. Like
    Hugh Neilson reacted to Duke Bushido in Alternate mental powers structure   
    For what its worth, there was zero animosity in anything I said, save my dislike for Combat Luck; that dislike was genuine.  What was also genuine was my empathizing with your frustration.  Thats why there was no animosity in anything I said.  There still isn't.
     
    At this point I have been reminded why we dont generally agree: I have the ereoneous tendency to believe that you are looking for discussion more than an echo chamber.
     
    Before bowing out, I woukd like you to reconsider your reply, if only to save yourself a bit of dignity.  As it stands, you are asking everyone reading this to absolutely believe that what you quoted was your actual takeaway from from all that effort to help evaluate your viewpoint.
     
    You want us all to accept that in spite of the number of us who have seen your work and your ideas, that you believe that what you replied above is what you one-hundred-percent believe I was saying.
     
    If you can live with that, so be it.  I have very little time to share amongst my hobbies the past few months.  The time I waste is my own problem, but I do know when to stop doing it.
     
    I do genuinely hope that you find the solution or whatever it is you are looking for, though, because despite your suggestions otherwise, I am a remarkably mellow person.
     
    You folks have fun.
     
  15. Like
    Hugh Neilson reacted to Grailknight in Alternate mental powers structure   
    That may actually just be the two of you using the same terms with different understandings. Cumulative is pretty much just like damage. In one case you add the attacks until unconsciousness and or death  is reached and in the other until a level of control is reached.
     
    The problem here is that HERO has no widely used mechanics for being hampered by damage(aside from Flash which is again a special case).
     
    Obviously Mental Powers that fail to meet their threshold should have no effect, but what about those that do reach the level but are instantly overcome? Perhaps a breakout roll should be a half-phase action so the attacker gets some utility?
  16. Like
    Hugh Neilson got a reaction from Ockham's Spoon in Alternate mental powers structure   
    Heretic.  HERETIC!  BURN THE HERETIC!!!
     
    Oh yeah...social distancing.  Stupid pandemic...  Guess we're stuck with a semi-rational discussion instead...😉
     
    What are the problems?  As I see it (and I've had also some thoughts about changing the system in the past, so there's at least one more of us that sees a similar issue).
     
     - In combat, they are either hugely effective (remove a target from the battle immediately) or useless.  They are too "all or nothing".
     
     - Out of combat, they can't achieve effects that seem trivial in the source material.
     
    If I wanted to change the way mental powers worked in my game, I would probably start with assessing how the existing rules could toolbox me an answer.  So what existing tools can fix this?
     
    Cumulative makes the powers simultaneously less immediate and more able to achieve a significant effect over time.  For a +1 advantage, instead of a 12d6 Mind Control, we can have a 6d6 Cumulative Mind Control with a maximum effect of 144 points.  So remove the other options.  These powers cost 10 points per d6, but are Cumulative (either to a 4x max roll limit, or simplified to just fully Cumulative, but a maximum effect seems reasonable).
     
    Right now, when Telepath Queen uses her 12d6 Mind Control, she averages 42, dominating an average ego target (at least briefly), and maybe getting a +20 effect against someone with a 13 EGO and 5 Mental Defense, who readily makes the breakout roll, so...wasted phase.  But maybe she gets a lucky shot in, and the target is her thrall for the rest of the combat.
     
    If she had 6d6 Cumulative, she averages 21 on a single attack roll.  So she spends a turn (wow -a whole 12 seconds) to get 63- 126 points of effect (3 - 6 Speed), more than enough to force any action from virtually anyone, who remembers it as entirely their own decision.
     
    In combat, she rolls 21 and gets 16 past that target's defenses.  She needs two hits to slip 32 points past and get a minor effect (more with above average rolls) or 3 to get 48 points past and dominate the target.  A 12d6 Blast against 22 defenses slips 20 points of STUN in on average, KOing the target in three hits.  The Mentalist is no longer using "save or suck" d20 abilities.
     
    BTW, this model also would mean you no longer get to play "cumulative games".  Consider a 1d6 Mental Power, Continuous (+1/2), 0 END (+1/2), Double Penetrating (+1), Cumulative (+1/2), +10 doublings (+2 1/2), for 30 real points. That's a 6,144 maximum effect.  Once you get one hit (possibly via Mind Scan), you will get 3.5 points on average (1 if they have Mental Defense, unless they double hardened it).  It will take over 5 hours to max out, but you can likely get by with a lot less than 6,144 points of effect.  Let's not even consider more doublings for 45 or 60 AP.  But you could make it pretty wide AoE...or Megascale AoE if you want to affect everyone on the planet.
     
     
    First, it's not 5 points per 1d6 if he either gets 9d6, 4.5d6 or 3d6, is it?  That 3d6 will typically bypass a low to average Ego, with a breakout roll of 11-, so 62.5% chance it does nothing.  5 points of Mental Defense and there's no longer the slightest hope.  Pop up to 12d6, and we have 4d6, or an average of 14.  Still need a good roll to bypass 5 points of mental defense, and the breakout is still  more likely than not in "wasted attack" territory.
     
    I think, if you only want to make Ego more important, you go back to the older editions' system of multiplying EGO rather than adding points.  But when you need 3x EGO, a 15 EGO means virtual invulnerability to 12 DC attacks, at least at the high end.  Double EGO is still more than likely.  But your model keeps the "save or suck" aspect, which I perceive as the most significant issue.
  17. Like
    Hugh Neilson got a reaction from Jhamin in Alternate mental powers structure   
    Heretic.  HERETIC!  BURN THE HERETIC!!!
     
    Oh yeah...social distancing.  Stupid pandemic...  Guess we're stuck with a semi-rational discussion instead...😉
     
    What are the problems?  As I see it (and I've had also some thoughts about changing the system in the past, so there's at least one more of us that sees a similar issue).
     
     - In combat, they are either hugely effective (remove a target from the battle immediately) or useless.  They are too "all or nothing".
     
     - Out of combat, they can't achieve effects that seem trivial in the source material.
     
    If I wanted to change the way mental powers worked in my game, I would probably start with assessing how the existing rules could toolbox me an answer.  So what existing tools can fix this?
     
    Cumulative makes the powers simultaneously less immediate and more able to achieve a significant effect over time.  For a +1 advantage, instead of a 12d6 Mind Control, we can have a 6d6 Cumulative Mind Control with a maximum effect of 144 points.  So remove the other options.  These powers cost 10 points per d6, but are Cumulative (either to a 4x max roll limit, or simplified to just fully Cumulative, but a maximum effect seems reasonable).
     
    Right now, when Telepath Queen uses her 12d6 Mind Control, she averages 42, dominating an average ego target (at least briefly), and maybe getting a +20 effect against someone with a 13 EGO and 5 Mental Defense, who readily makes the breakout roll, so...wasted phase.  But maybe she gets a lucky shot in, and the target is her thrall for the rest of the combat.
     
    If she had 6d6 Cumulative, she averages 21 on a single attack roll.  So she spends a turn (wow -a whole 12 seconds) to get 63- 126 points of effect (3 - 6 Speed), more than enough to force any action from virtually anyone, who remembers it as entirely their own decision.
     
    In combat, she rolls 21 and gets 16 past that target's defenses.  She needs two hits to slip 32 points past and get a minor effect (more with above average rolls) or 3 to get 48 points past and dominate the target.  A 12d6 Blast against 22 defenses slips 20 points of STUN in on average, KOing the target in three hits.  The Mentalist is no longer using "save or suck" d20 abilities.
     
    BTW, this model also would mean you no longer get to play "cumulative games".  Consider a 1d6 Mental Power, Continuous (+1/2), 0 END (+1/2), Double Penetrating (+1), Cumulative (+1/2), +10 doublings (+2 1/2), for 30 real points. That's a 6,144 maximum effect.  Once you get one hit (possibly via Mind Scan), you will get 3.5 points on average (1 if they have Mental Defense, unless they double hardened it).  It will take over 5 hours to max out, but you can likely get by with a lot less than 6,144 points of effect.  Let's not even consider more doublings for 45 or 60 AP.  But you could make it pretty wide AoE...or Megascale AoE if you want to affect everyone on the planet.
     
     
    First, it's not 5 points per 1d6 if he either gets 9d6, 4.5d6 or 3d6, is it?  That 3d6 will typically bypass a low to average Ego, with a breakout roll of 11-, so 62.5% chance it does nothing.  5 points of Mental Defense and there's no longer the slightest hope.  Pop up to 12d6, and we have 4d6, or an average of 14.  Still need a good roll to bypass 5 points of mental defense, and the breakout is still  more likely than not in "wasted attack" territory.
     
    I think, if you only want to make Ego more important, you go back to the older editions' system of multiplying EGO rather than adding points.  But when you need 3x EGO, a 15 EGO means virtual invulnerability to 12 DC attacks, at least at the high end.  Double EGO is still more than likely.  But your model keeps the "save or suck" aspect, which I perceive as the most significant issue.
  18. Like
    Hugh Neilson got a reaction from Phantomxistance in Hero Games 2021 Update   
    My starting point was riffing from the Narosia example.  The various tiers could certainly be trimmed, and there is no magic to any of the numbers, just enough choices to engage the players.  I'd put in "cultures" only as options to "races", and because I want a Dwarf, Elf or Human to have the same point costs so we don't have "humans end up with 50 points of free-form spending" which leads to analysis paralysis.  But let's not kid ourselves - the race gets left in the dust just as fast as a culture or background, and we have a human with pointy ears that spent some Life Support points on an extended lifespan because he wanted all the other benefits Elf contained.  Actually, we should also bundle the Complications into these package.  Hero has a built-in ability to enforce some role playing with that Culture selection.  Plus, I don't want "now pick 75 points of build-your-own complications".
     
    But my starting point is the full game - without any intention to release three sourcebooks of new races/cultures, classes/vocations and backgrounds in the first year or two.  The focus there should be expanding the adventure, with whatever setting expansions, monsters, etc. are needed to support it (even a Rules Expansion if we need it), and growing the races, vocations and backgrounds with new, more powerful abilties as the heroes gain experience.  We can also add new lower-power abilities that could be used by starting characters, assuming they can use experience to buy more of these rather than big powers (maybe our Priest selects one Major Miracle, two Moderate Miracles or thee Minor Miracles - and yes, those need better names - or maybe he just gets to invest in more Miracles, some of which are more powerful, and more expensive, than others).
     
    The starting point for the first book would be "how long is the book?"  Then "how many pages for each section?".  The number of choices will have to fit the allotted page count.  That includes leaving out mechanics wholesale to fit.  To me, a major key to a playable Hero game is "here is a manageable amount of choices", not "and then spend the 75 points left over on whatever you want".
     
    D&D does this with "you get this much in Characteristics"; now pick a race - it has these abilities (and perhaps some alternates to select between); now pick a class - it has these abilities (it may have some internal choices like spells or bardic talents; it probably enhances some stats, like Warriors getting extra BOD); now pick your skills - you get this many (really, this is part of Class in D&D) and select a Feat.  I focus on the 3e model as that is where I am most familiar.
     
    Rules and mechanics, of course.  Gear choices.
     
    Enough setting and monsters to run the included adventure(s) and enough adventure to whet their appetite to buy an adventure book.
  19. Like
    Hugh Neilson got a reaction from Phantomxistance in Hero Games 2021 Update   
    I’m looking to Book 1 of a Game Powered by Hero, not necessarily a micro-starter book.  Hero is not going to compete as a “gamer’s first game” any time soon.  But my numbers were definitely the highest, not the lowest, I would consider.
     
    I envision much less advancement, though, with no new spells, powers, etc. And limited advancement in the intro sessions.  More breadth, less depth, so we are not adding new races, vocations, etc. In the next few books, but providing advancement options as well as the new adventures, and possibly some new locations.
     
    But adding four to eight full prefabs would also make sense.  Grab and play, if desired.  Or pop in a micro-book that introduces the full “Powered by HERO” game which starts with the book I described.
  20. Like
    Hugh Neilson got a reaction from Nekkidcarpenter in Hero Games 2021 Update   
    Especially with Hero branching out to try new things, I really think we need a "game powered by Hero" which takes the above into account.
     
    Let's assume Fantasy because that is where the market starts.  What does the game need?
     
    It needs to explain the stats.  Maybe not all of them.  Maybe we actually build some as combined stats.  Maybe STR comes bundled with some STUN and some PD and CON comes bundled with some END, REC and ED.  Perhaps everyone gets 10 BOD and 3 SPD by default.  Those need not be the choices, but choices are needed.
     
    It needs to provide some races, cultures, archetypes, vocations and/or backgrounds.  62 (above) seems like a lot.  Let's say 4 human cultures and 6 non-human races (you select one of the 10 choices), 12 vocations (segregated into 4 archetypes such as "Warrior", "Mage", "Devoted" and "Rogue" (you pick one) and 15 Backgrounds (pick 1).  If we got to 12 backgrounds and were out of great ideas, stop.  if we had two more great Cultures, add them.  But the number of choices must be manageable.
     
    Now, let's make each Race/Culture cost 50 points, each Vocation costs 100 and each Background costs 25.  That's your 175 starting points.  DONE.  Within each, we might have choices (e.g. select 5 skills from this list; select 3 Prayers from the Orisons list and 2 from the Miracles, Minor list).  
     
    Now we need to describe the skills, those mechanics taken up in the abilities gained through Vocations and the game play rules.  That's our Rules section.  Too many rules to fit the page count?  Cut something, and take all abilities related to it away. 
     
    Now, let's pick a setting.  Maybe this will be a Turakian Age game, or perhaps we start from scratch.  Pick a location in the broader world and provide enough detail to make it a "home base".  MAYBE provide some broader info on the bigger world, but that's space permitting.  We can have a full world book, or new region books, later.  They can even have new races, cultures, vocations and/or backgrounds.  Provide some monsters and some short starting adventures.  Provide an xp system, but all they can do with xp is increase stats, buy new or improved skills or buy new picks from their race, vocation or background.  Don't even offer the option of buying from other cultures, backgrounds or vocations.
     
    Get the adventure rolling, and map out a broader "adventure path" surrounding it.  If it sells, we can make Book 2 - more adventure, and some more character options for more powerful characters.  We left room for Miracles well past Minor, and should do so in all "vocation powers" structures.  They want to custom-design abilities and powers and new gear and new monsters and and and and?  Buy the Hero System.  Unlike most games, you can look under the hood and customize the game using the same toolbox the designers worked from.  Want more pre-designed stuff?  If you keep buying the books, we'll keep making the books!
     
    But make and sell a game.  Not a "here is the huge system and an enormous list of options for what you can do to build a game within it".  A game already built from that huge system, pre-selecting the options for the gamers.  Is that for sure what they want, and it will fly off the shelves?  Nothing is for sure.  Is it similar to other gaming products, some of which pull in a lot more sales than Hero has in the recent past?  I hope so because that was the idea.
  21. Like
    Hugh Neilson got a reaction from Phantomxistance in Hero Games 2021 Update   
    Agreed that pulling from an existing Hero setting would be the best approach for Fantasy.
     
    I like Fantasy as it has broad appeal, but a different genre might be a better choice to capture a bigger % of a smaller market - existing gamers (Hero will not be the first RPG someone ever sees any time soon) interested in a specific genre.
  22. Like
    Hugh Neilson got a reaction from Grailknight in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    We can agonize over the food issue.  We could wonder how Iron Man's armor can actually work, and be broken with parts lying around, yet no one else has been able to figure out how to make the same thing, or at least a suit you can  use to fly to work.  We can question how a blood sample from Steve Rogers can't be analyzed to replicate the Super Soldier Serum, or how Vision's AI can't possibly survive without the Mind Gem when Ultron managed just fine, or why no one else can figure out Pym Particles, or how Starlord's walkman managed to go decades without wearing out (leaving aside where the replacement batteries come from) and why that one cassette has lasted so long.
     
    Maybe there is a story in there worth telling.  Perhaps there is not.
     
    I can work with "In the course of a fingersnap, Banner was able to scan the universe five years back, pre-Snap and post-Snap, to find that Natasha Romanoff was nowhere to be found, so he could probably ensure people did not appear in mid-air, in the depths of space (the earth moves) or in the ocean (the world turns), and fix up the food chain".  I already accepted a Super-Soldier, Asgardian deities, gamma irradiation causing strength and stamina rather than cancer, that seemingly-magical Iron Man armor and a host of other impossibilities to get this far.
  23. Like
    Hugh Neilson got a reaction from Grailknight in Defining a way to give other characters powers/abilities...How do you do it?   
    A bit of an aside, but I give very little credit to "it's appropriate for my character", "I'm just playing my character" or "that's what the module says".
     
    You (player or GM) choose how to design characters.  If they are overpowered or inappropriate for the game, or just ruin the fun for everyone else, that's not on "the character", it's on you for inappropriately designing a character whose fully appropriate abilities are not appropriate for the game.
     
    You (the player or GM) chose the character to design and include in the game.  If the character is an a-hole, and drags down the game, then you are an a-hole for building an a-hole character and putting it in the game.  [Some dispensation to GMs as it's often appropriate for an adversarial NPC to be an a-hole]
     
    The game is not run by the module writer, it is run by the GM.  Part of the GM's job is to tailor the game to the group's enjoyment.  The module writer cannot envision every circumstance, nor are they perfect, so customize the module to fit your game.  If the module said "kill the entire party here" or "now award them a thousand xp", you'd likely fix that PDQ.  Other things that need fixing may be less obvious.
  24. Like
    Hugh Neilson got a reaction from Chris Goodwin in Defining a way to give other characters powers/abilities...How do you do it?   
    A bit of an aside, but I give very little credit to "it's appropriate for my character", "I'm just playing my character" or "that's what the module says".
     
    You (player or GM) choose how to design characters.  If they are overpowered or inappropriate for the game, or just ruin the fun for everyone else, that's not on "the character", it's on you for inappropriately designing a character whose fully appropriate abilities are not appropriate for the game.
     
    You (the player or GM) chose the character to design and include in the game.  If the character is an a-hole, and drags down the game, then you are an a-hole for building an a-hole character and putting it in the game.  [Some dispensation to GMs as it's often appropriate for an adversarial NPC to be an a-hole]
     
    The game is not run by the module writer, it is run by the GM.  Part of the GM's job is to tailor the game to the group's enjoyment.  The module writer cannot envision every circumstance, nor are they perfect, so customize the module to fit your game.  If the module said "kill the entire party here" or "now award them a thousand xp", you'd likely fix that PDQ.  Other things that need fixing may be less obvious.
  25. Like
    Hugh Neilson got a reaction from Christopher R Taylor in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    We can agonize over the food issue.  We could wonder how Iron Man's armor can actually work, and be broken with parts lying around, yet no one else has been able to figure out how to make the same thing, or at least a suit you can  use to fly to work.  We can question how a blood sample from Steve Rogers can't be analyzed to replicate the Super Soldier Serum, or how Vision's AI can't possibly survive without the Mind Gem when Ultron managed just fine, or why no one else can figure out Pym Particles, or how Starlord's walkman managed to go decades without wearing out (leaving aside where the replacement batteries come from) and why that one cassette has lasted so long.
     
    Maybe there is a story in there worth telling.  Perhaps there is not.
     
    I can work with "In the course of a fingersnap, Banner was able to scan the universe five years back, pre-Snap and post-Snap, to find that Natasha Romanoff was nowhere to be found, so he could probably ensure people did not appear in mid-air, in the depths of space (the earth moves) or in the ocean (the world turns), and fix up the food chain".  I already accepted a Super-Soldier, Asgardian deities, gamma irradiation causing strength and stamina rather than cancer, that seemingly-magical Iron Man armor and a host of other impossibilities to get this far.
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