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Brett

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  1. Re: Thats one nimble little bull Another factor that may or may not have been discussed yet is the evolutionary effect the change in rules will have on future characters. The 6E books have characters that were mostly converted very closely from their 5E counterparts. However, since DEX no longer has any effect on CV or SPD, maybe Taurus will discover in the future that some of those 26 points would have been better spent on something else. If this is the case, we may see DEX values dropping in characters. As far as supers being legendary in all things, I don't think that tends to apply to other characteristics the way it has to DEX. I agree that bulls are not slow and clumsy. However, it should be noted that Taurus's INT is 14 and his EGO is 12. They are above average, but not Legendary. Personally, I would think that a bull-like character would be more strong willed than agile. Eagle-Eye's Ego is 12. Hardpoint's is 15. Maelstrom has a STR of 15, an INT of 10, and an EGO of 11 (of course, he is a villian). None of the the sample super characters have and INT over 20 or an EGO over 15. They all have a DEX of 23 or 24. It should be noted that they all have high CONs too. So maybe since combat is such a large part of games and comics, there is a bias towards the physical over the mental.
  2. Re: Spartan Soldier (300) Cool character design, as always!
  3. Re: Particle accelerator I'm sure that Steve is going to cover this exact issue in The Ultimate Base.
  4. Re: Thats one nimble little bull I first bought the Champions Boxed Set a long, long, time ago in a galaxy far, far away. I think that was 2nd edition. Once I understood the rules better, one of the things that I thought was great about the Hero System was that it was the first game that the system explained how Spider-man was vulnerable to bullets and blades, but could take punches from supervillians that could smash through brick walls. Of course, the problem is that, as others have stated, comics, novels, and movies are not games and vice versa. I'm surprised that there are not more powers or superskills to reflect how characters seem to avoid getting mortally wounded. However, if such powers are not there, the would be easy to create with the Hero System. I think Pulp Hero might have something similar to that. I've always found it amusing in comics, movies, etc... how normal defense characters somehow avoid terrible damage, but on the other hand, characters with Regeneration frequently get shot up and stabbed. Bionic characters somehow always get their artifical left arm blown up, but their organic right arm never takes serious damage. Such is the power of the writer.
  5. Re: Official Hero Boards Super Team And Chat Channel! At that point, you might want a Super Team for characters who have made it to level 40 and another one for those that are still leveling. It probably depends on what time of end game challenges CO has.
  6. Re: 6E Needs A Name "Thing One and Thing Two... Thing Two and Thing One... You can make anything, anything, anything under the sun!" :)
  7. Re: Thats one nimble little bull Personally, I never liked how most Champions characters seemed to have an unusually high DEX. While other characteristics such as CON, STR, and INT tended to be above average, they usually weren't over 20 without fitting into the character concept. I agree that superheroes should generally be much better (and have more DEX) than non heroes. Just look at how any character in a comic book that loses his or her powers seems to be able to still take on enemy guards and soldiers without too much problems. However, I always felt that it would be better to have a moderate DEX and buy OCV levels to reflect this. I was also surprised that the character examples in the 6E books didn't seem to have more variaiton in their characteristic levels. I skimmed through it looking for this last week and only recall one character who had different OCV and DCV values. I think she had an OCV of 5 and a DCV of 6. All other charcters had equal values. I would think that most bricks would have a mid teen level DEX combined with an OCV that is higher than the DCV. Then they would primarily rely on their toughness to avoid damage or Block attacks.
  8. Re: If magic cost full price... In the comparison of CP cost and Money cost for both warriors and wizards, keep in mind that nearly all the basic spell write-ups in FHG require a OAF Expendable spell component (usually a fairly expensive one). The way that the default Turakian Age magic system works, the cost break is probably necessary. You have to buy a skill for each arcana that you want to use (about a dozen or so). Most combat spells have an Active Point penalty of -5 to -7, so these skills need to be fairly high or you need magic skill levels. Then you still need to pay 1/3 the cost of the spell. I guess that it depends on what restrictions you are going to put on magic. Are you going to have requirements similar to the Turakian Age magic without the cost break, or can magic users build their spells (or whatever) like superpowers? If a character can bypass the Requires a Skill Roll or make that skill roll based on a single magic skill, many points are freed up for buying spells at full cost. Brett
  9. Re: Waterspout Spell: -21 to Water Magic Roll? These are all really great ideas, and I really like how these ideas are used to promote more description and roleplaying. That being said, however, even if the spell caster can negate 10 points of the -21 penalty on the Waterspout (or similar) spell, he or she is still left with a -11 penalty. To have slightly over a 50% chance of success, the caster would still need to pay 2 points a level to get his Water Magic Skill up to 22- or buy a bunch of 5 point Casting Magic Spells Skill Levels to get his roll to 22-. That expense with the addition of the preparation seems to be a lot of work to get a final 11- roll. Also, as I mentioned earlier, a spellcaster with a Water Magic skill that high would almost automatically succeed at any other spell in that arcana. A caster with a lot of Casting Magic Spells skill levels would automatically succeed in all but the toughest of spells in any arcana. This seems to go against requiring the skill roll to start with or adding flavor to the magic use in a campaign. One possible solution that just occurred to me is that maybe the GM could allow the character to buy 1 point skill levels for an individual spell. Therefore, a Water Mage could have a good Water Magic Skill of 16-, +4 skill levels with Casting Magic Spells, and 10 points (+10 skill levels) with Waterspout. This would give the caster 20- with all Water Magic Spells, +4 to the skill roll of other arcana she knows, and a 30- with the Waterspout spell (which would be 9- without any additional preparation other than what is required by the spell). This would represent the additional practice and training the wizard invested into learning that one particularly difficult spell. This would also make that wizard more unique in that powerful wizards may have great enough skills for moderate spells, but only a few select wizards in a campaign world will be able to cast each of these extremely powerful spells. A wizard who does have a reasonable chance of casting one of these spells with huge penalties could soon get a Reputation for that skill and be sought after, feared, or identified by using the spell. "Admiral, Admiral!!! A huge waterspout has appeared out of nowhere and is tearing through the fleet!" "Calm down Captain. Only Aquilas the Sea Mage can cast such a spell in this region, but our reports indicated that she was dead." Brett
  10. Re: Waterspout Spell: -21 to Water Magic Roll? Part of the problem that I have with these large modifiers is a comparison of Magic Skills and Normal Skills. As I mentioned in another thread somewhere, in Steve's Turakian Age setting, the most famous Elven "treesmith" in the Elvenholme sidebar has a PS of 16-. This NPC has probably been practicing this art for centuries. On the other hand, a 16- would not give a wizard's a 50/50 chance of casting most of the spells of an arcana. It seems that it would be much better to buy off the active point penalty for spells such as this rather than trying to improve the skill sufficiently or buying skill levels. A high enough Water Magic skill or skill levels to cast Waterspout would pretty much give a character a near automatic success on any lesser water spells. Brett
  11. Re: Waterspout Spell: -21 to Water Magic Roll?
  12. Re: Waterspout Spell: -21 to Water Magic Roll?
  13. Re: Waterspout Spell: -21 to Water Magic Roll? That's an interesting idea. I may be missing something, but I have not seen any official spells that have a similar ability. Maybe multiple wizards could assist in the casting for extra bonuses. Brett
  14. As mentioned in the title of this thread, the Waterspout spell as well as many others in FHG have very high penalties to the Magic Skill roll. Most offensive spells have at least a -5 or -6. When you get into attacks that affect an area and are continuing, the penalties go up into the teens and the twenties. Without reducing or eliminating the Requires a Skill Roll Limitation, how could a spell caster reasonably be able to cast a spell with such high penalties? The character would need a Water Magic Skill of 32- (or similar Skill Levels) to have a 50% chance to succeed at the spell. Extra time would probably not be helpful since I believe that it already takes one turn to cast the spell. If you took any longer than that, the spell would be useless unless you were attacking a stationary target. Brett
  15. Re: SF Novels for Star Hero?
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