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Rapier

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Everything posted by Rapier

  1. Re: Quote of the Week from my gaming group... Awwww.
  2. Re: Quote of the Week from my gaming group... -------------------- Josh: "I SO want a dire-badger" GM: "With LazerBeam eyes?" -------------------- Lynn: "We're not being rude, we're being insensitive. There's a difference!" -------------------- GM as Faerie Butler: "Walk this way!" All: -------------------- James: "Well, there was that time at Blaster-Camp. What happens at Blaster-Camp, stays at Blaster-Camp." --------------------
  3. Re: Please help me understand The classic projector example has an Attack MultiPower (Energy Blast, Flash, RKA) and an Other Power Elemental Control (FF, Flight, Darkness).
  4. Re: 6th edition Min Str I see where you are coming from and I think you are greatly missing a point. Analgously, your point is: why would anyone wield a 9mm semi-automatic pistol when they could have a rotary assault cannon, a minigun or grenade launcher. Those weapons do more damage, so are naturally superior. Weapons ARE very important in a heroic game. But they are not the beginning and end of the story. You cannot simply argue in some vacuum that a nuclear missile is better than a longbow. Each has it's place in the scheme of things. A great deal of the difference is good character design. Does a rapier do less damage than a great-sword? Yes. However, a character who uses a rapier should (in all likelihood) be designed as if he is going to use a rapier. He might attack more frequently, will have more control over his weapon so will be more accurate and wielding a lighter weapon will have a great deal of focus on defending (including blocks, dodges and parries). If you are churning out identical warriors and making the only difference the weapon they are holding, then you are doing them a disservice. This is what DnD did to us for all those years. Everyone always picked the highest damage weapon they could get their hands on. Think how odd it would be for a giant standing up the hill from a dungeon, "gee, Maury, that makes the 14th bastard-sword wielding warrior of the day, I guess I owe you 5 gp." A rapier was never meant to go toe-to-toe against a large heavy weapon, like an axe. It's a light weapon and the character should be designed so that he can use that weapon effectively. A character who is appropriately designed for the weapon they wield is a formidable opponent. Weapon stats should not be the determining factor on the balance of an entire character. A character is more than the sum of the weapon they wield.
  5. Re: Hit Locations in Super-Hero Game?
  6. Re: Why doesn't 6e use hexes as a unit of measurement? I guess I just don't really see the problem. The 6E system allows the GM to scale maps to whatever he desires. This can be handy for vehicle combat or combat where everyone has large amount of movement. The GM can leave the game at 1" = 1m or allow 1" = 2m. It gives us explicit freedom to alter the landscape to fit our needs. Does this possibly require a lit bit of preparation? Yes. If you want to keep 1" = 2m...just divide by 2. Last time I checked /2 wasn't so hard that it should become a burden. Take your range penalty chart and make the change, list on the character sheet the inches of movement. It takes maybe one minute per character. Putting things into meters certainly does make the game more approachable to new players.
  7. Re: Why doesn't 6e use hexes as a unit of measurement? Ahhh. That is what I expected. 1" = 1m means that your maps are taking up more space.
  8. Re: Why doesn't 6e use hexes as a unit of measurement? I've known a few wargamers over the years, and they tend to use a blank hunk of fabric or plastic to draw on and gauge range with a tape measure.
  9. Re: "Neat" Pictures Wonderful, beautiful and he should have rewards beyond knowing. But really? If I go to that kind of effort, my Heroes are going to be battling giants every single game so I can get some real use out of those bits. I would imagine that this would be the first step in a long line of setting pieces. This is not something you would do for a game, but some way you could use your building hobby in another fashion. It would also require a LOT of storage space as you build houses, castles, keeps, dungeon walls/doors/traps/etc. I've just never quite given a game that kind of attention. I wish I could.
  10. Re: Hit Locations in Super-Hero Game? Hit Locations are two entirely separate topics, even if they ARE half-brothers. Called Shots have some serious penalties associated with them. You want to take a shot to the head every time? What's your OCV? 6? Ok, you need to roll a 9 or less. However, the rest I wholeheartedly agree with. A pimp slap to the head isn't going to somehow magically make it through Defender's armour simply because it hits him on the head.
  11. Re: Why doesn't 6e use hexes as a unit of measurement? Really? AoEs take up the same amount of space. I guess I'm just confused. How so?
  12. Re: Newbie assistance While it is very tempting to want to build Wolverine, SpiderMan or IronMan, it's something I would almost urge you to stay away from. The first problem you will find is that comic book characters seem to have whatever powers and power level a particular writer wants/needs them to have for that particular issue/arc. They can vary widely from year to year. It can be difficult to narrow down the character to a particular power set. Secondly, characters in comic books are frequently built beyond the bounds of what would most frequently be allowed in any game. Instead, try working on a character that has a little bit of a bunch of characters. For instance, my very first character had: - Wings like Angel (hubba hubba) - a tail and the dexterity of NightCrawler - Always On Invisibility (rather displacer beast like, including the image of himself 3" to the left) - a mental blast like Jean Grey or Charles Xavier It's much easier to ask questions like, How do I make a character with Strength like the Hulk, rather than How do I make the Hulk. SpiderMan's main ability is his Dexterity (OCV, DCV and DEX) and his Webslingers (Entangle, Blast, Swinging). Both of which are easy to model. Wolverine's main ability is his Healing Factor (Regen) and his Claws (Hand-to-Hand Killing Attack). Again, very easy to model. Rogue is going to be a pain. She is very, very much a build for someone very experienced in the system. Basically she is going to have a Cosmic 0-Phase Power Pool and some linked STUN Drain. Welcome! We are glad to see you and yes, this IS the place to come for more opinions than you can shake a stick at.
  13. Re: "Neat" Pictures Yes, but it SHOULD be!!
  14. Re: Gladiators vs Werewolves Ruff-age. heh!
  15. Re: Gladiators vs Werewolves Werewolf puree, anyone? It's goes good in smoothies!
  16. Re: Hit Locations in Super-Hero Game?
  17. Re: Champions movie You spelled ruining wrong.
  18. Re: Hit Locations in Super-Hero Game? Yeah, but I was too lazy to look them up!
  19. Re: Champions movie Chuck Norris as Seeker!!
  20. Re: Hit Locations in Super-Hero Game? 6E2, p109. Roll STUN. Subtract DEF. Apply HitLoc Mod. Determine BODY. Subtract DEF. Apply HitLoc Mod.
  21. Re: Hit Locations in Super-Hero Game? I've found that mixing Hit Locations without using Sectional Defenses is a bad combination. For pretty much this particular reason. Also applying the modifiers before defenses is a sure way to ensure a very rapid and unsatisfying end to combats. As LL stated, this combination of rules is going to allow the Speedsters and Martial Artists with very high DCVs to rule the day. Defenses are going to almost be a waste of time. Should you spend the points on 20 DEF when that 20 DEF keeps you at -20 instead of -40 STUN? Is there really a benefit to it? Damage Reduction and to a lesser extent Damage Negation will be a much better route to mitigation than straight up DEF.
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