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DoctorItron

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Everything posted by DoctorItron

  1. Re: I present the Atlas Assault BattleMech! Are the OCVs correct? You wrote Melee OCV 14, Ranged OCV 4. DEX is 10. That give a 3 OCV, and I don't see combat levels or anything else that would modify OCV.
  2. Re: Superhero Images Ian Sokoliwski. http://www.angelfire.com/comics/red_bee/
  3. Re: Entangle, Desolidification, and the Quest for Truth Are us Hero gamers any more perfect? Take a peek at the NGD boards before answering.
  4. Re: Magnetic Powers Magneto's powers are effective against any material, but they are most effective against ferrous metal. Here's one way to showcase his increased effectiveness against metal: Give him a multipower or VPP that has no limitations. Include an energy blast, telekinesis, and a lot of other powers, as Hawksmoor and CDad did in their examples. Then buy a 2nd, much smaller multipower or VPP, with powers similar to the 1st, and the following limitations: -2 (?) "only against ferrous materials" -1/2 "linked to 1st framework"
  5. Re: Jane's Superhumans Publius and The Mad GM, great work on your Jane's Metahumans and index card samples. I started working on a Rogue's Gallery program to track NPCs, but dropped it when I started studying for my MCDBA (Microsoft Certified Database Administrator). exams. Now that I have that certification out of the way, your ideas have me looking forward to resuming work.
  6. Re: Passing Strike (martial maneuver) Unbalanced? Personally, the following valid character concept is what ruined Passing Strike for me: The character is a genetically engineered warrior with futuristic combat armor (Warhammer 40K Space Marine). 25 (?) STR normally plus a few martial maneuvers. The armor, when compared to a typical superhero in power armor, was a minor focus - it added 20(?) STR, a little bit of superleap, and some PD/ED. Passing Strike worked great when the character was out of his armor. He could do something even when caught without his gear. In the armor, though, he dealt out far too much damage with Passing Strike. It didn't occur to me at the time, but changing Passing Strike damage to (STR/2)+(v/5)+2d6 would have kept the maneuver reasonable whether the character did or did not have the boosted STR. (?): I'm working from memory. It was 2+ years ago. The PC now has 200+ XP and doesn't need the armor anymore.
  7. Re: Passing Strike (martial maneuver) Unbalanced? One of my posts that proposed STR/2)+(velocity/5)+2d6 damage may have been overlooked. That's a Move By + 2d6. IMO, this solves most of the issues when Passing Strike is used in a superhero game. 10 STR characters would see a minimal 1d6 improvement in total damage, 20 STR characters would break even, and stronger characters wouldn't do the excessive damage that the official version of Passing Strike allows. Comments?
  8. Re: Has anyone ever: Let's see what I can do from memory. I'm too lazy to do actual research right now. 1" = 2.54 cm 2m hex = 200 cm 200 / 2.54 = 78.7 inches 78.7 / 12 = 6.56 feet Okay, I thought that a 2 meter hex was 6.5 feet, and those members seem to confirm it. The area of a 6.5 foot diameter circle is PI * (6.5/2)^2 = 33.2 sq ft. The circle described above will completely inside a hex - the hex has some extra area at the 6 "corners". So, the area of a hex must be a bit more than 33.2. Hmm, now that I'm thinking about it, a hex is really 6 triangles that share a common vertex. That's probably one way to get an exact answer. Edit: I see that 2 posters already came up with 37 sq ft as the exact measurement.
  9. Re: Speeding Up The Game Did I read the dice size correcttly? 8"? You can use it sort of like a GM screen, hiding your d6 rolls behinds the big foam d12
  10. Re: Speeding Up The Game I experimented with an alternate to the SPD charts in today's session. My plan was to speed up combat and add a little uncertainity to "playing the SPD chart". [/understatement mode on]It was not good. Segments flowed much quicker, but we also needed 36 segments for a combat that would ordinarily finish in around 15 segments. Next week we're back to the SPD chart.
  11. Re: Passing Strike (martial maneuver) Unbalanced? Even a 30 STR character gets too much from Passing Strike: +3d6 damage on top of the 5 OCV/DCV levels. As the STR increases, the "brokenness" becomes more apparent. If Passing Strike only works for characters with low STR and high velocity, then, IMO, the rule is bad. It should be changed to something like ((STR/2)+2d6+velocity) damage rather than (STR+velocity) to remove the unfair advantage that Passing Strike gives to strong characters. With that change, a 10 STR character will do 3d6+v, a 20 STR character will do 4d6+v, and a 60 STR character will do 8d6+v. The 10 STR character comes out 1d6 ahead of the official rule, the 20 STR is even, and the 60 STR brick does 4d6 less. That goes a long way towards making Passing Strike a balanced improvement over Move By, rather than the game-breaker it currently is.
  12. Re: Passing Strike (martial maneuver) Unbalanced? Good to see the footnote at the bottom of the post. That confirms you'll be showing up. Remember, if you're running late, call ahead if you want in on our junk food order. We can try the character with Passing Strike and see how it works out. IIRC, your character will do ~11 dice on a flying Passing Strike, because you're neither a brick nor a speedster. That's fine. The gliding, on the other hand, needs some sort of house rule. Avianne can zip along at something like 54", IIRC. Maybe I'll cap Passing Strike at STR+4d6 damage, just like the 5th ed. Haymaker.
  13. Re: 6-2 Stun Multiplier Method Knockback can be your friend, but it can also be your enemy. For HTH KA's and martial attacks the reduced knockback acts somewhat like an advantage. If a PC HTH fighter runs up to a villain energy blaster and does a lot of knockback, then the PC gets shot while trying to close the distance again.
  14. I'm GMing a supers campaign and disallowed the Passing Strike maneuver. It seemed too powerful when compared to a Move By: better OCV, better DCV, and better damage. The effectiveness of Passing Strike over Move By isn't much of a concern at lower point levels, but as characters' STR and velocity increase, Passing Strike becomes ever more powerful. I wonder if the rest of Herodom agrees or disagrees...
  15. Re: 6-2 Stun Multiplier Method I agree that the STUN lottery problem is the 1 in 6 chance of getting a x5 multiplier. Most villains crumble under such withering firepower. As a GM, I don't want to give every master villain 50% damage resistance in order to avoid going down in one shot. My current campaign tried a few house rules, and the best fix for us seems to be 1d4 for the multiplier. Works out to an average of 2.5 - close enough to the 1d6-1 average of 2.67. A minor advantageous side-effect of the switch to 1d4 is that someone can roll their killing dice and the multiplier without having to declare which die is the multiplier. The x3 multiplier was no good when we tried it. Killing attacks use less dice than energy blasts with the same active points. The killing attack has more variability because of fewer dice, and therefore still involves a bit of STUN lottery. I crunched some numbers and decided a 2.7 fixed multiplier would be okay, but the math would be awkward. We also tried keeping the standard 1d6-1, but turning a roll of 6 into x4 (rather than x5). Possible results were 1, 1, 2, 3, 4, 4. The ends of the bell curve came up too often.
  16. Re: Please evaluate this Midnighter clone? I dislike Aid in combat situations because it requires too much bookkeeping. This character will have a fluctuating DEX and STR. More work than I like as a player, and as a GM I'd only allow it on a trial basis until the player can prove that it doesn't slow down the game. Character has too little versatility for my tastes. No movement power, no attacks other than PD damage, no enhanced senses, etc.. Depending on the opposition, the character is either unstoppable or helpless. Character has a "wastefully high" OCV. Remove the DEX Aid, boost the DEX a tiny bit, and put the leftover points into skills. The violent, short tempered, and vigilante disads seem to overlap quite a bit. Maybe the violent and short tempered should be replaced with an Enraged Whenever He Sees A Potential Enemy?
  17. Re: Spider-man of Many Nations Spider-man: India looks good. The similarity between the Indian version and the original English version of each character name is interesting - it's obvious who everyone is, based on name alone. I like the art. Story seems interesting, too; better than most of the stuff Marvel has been putting out lately. (speaking of the Marvel Disassembled line, I just checked the Marvel website and it looks like the Disassembled fiasco won't be over until December.) I see that one of the authors is named Jeevan Kang. With a name like Kang, he was destined to work in the comics industry.
  18. Re: How would you build Temporal Immutability?
  19. Re: I'm building this power... My $0.04 (inflation). Option 1: AE any area +1. Base 3". x4 area, raising it to a +1.5 advantage. Then make it a limited advantage "only a fixed 3x4 shape". Perhaps -1/2? So +1.5 / (1.5). Total advantage = +1. Option 2: AE radius would, in this case, cover more than 12 hexes. So, make your fixed 3x4 area cost the same as radius, a +1 advantage, and call it even. Either way works out to +1. I forget the exact rules when putting No Range on an area power. Does the character have to be the center of the effect? If yes, then get rid of No Range, and instead take very limited range (-1/4).
  20. Re: SuperVillian Combat problems. Players only have to build one character. They get a lot of time to debug that character. As a GM, you have to make a lot more characters, and you'll likely forget important things for your new villains. The first time you use a villain, feel free to do on-the-spot adjustments while combat is going on. Example: You build Doctor Klon,Villainous Master of Martial Arts. On the first phase of combat, one of your player characters grabs the evil Doctor. No problemo, you get ready for the Dr. to break free. You look up the numbers on the character sheet and are shocked that Martial Escape is missing! Easy solution: Pencil in Martial Escape. Don't get carried away with this. The villains should probably lose most of the time. As another poster said, the objective is for the players to have fun, not for the GM to "win". No need to thank me. "You have my gratitude".
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