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Christopher

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Everything posted by Christopher

  1. Just a minor Nitpick: "The rate at wich STR adds 1 DC" is not the same as "the rate at wich STR adds 1D6". Indeed that is the core of the problem of doing this math It might be easier to simply think in dice/damage increments added as HM tells in his post. But as he and I said, this is not exactly one of the easier parts of Hero. Generally I consider Hero unsuiteable for lone Powergamers/Rules lawyers. But in a group it can work. There is a set of "rule 0" in the "Hero Philosophy" section. One says: "Fun and Gamebalance take precedence over anything else written in this book." And that even comes before how you even make hit/skill rolls.
  2. It was supposed to be a funny quip. Like Tasha did with me not to far ago. I am not some inscecure guy that has to distract himself from his own flaws, using any real miniscule and several imagined mistake of other people.
  3. Actually I missread it/developed a Idea going one step further: Every Character has a Temperature level in wich he can operate without penalties. As a Campaign Rule, you could add a new "Holyness/Unholyness" axis to the Environment. Every character would have levels in wich he can operate without penalties. Levels that you could then affect with CE, the same way you would with Temeprature, Wind or Radiation Level. To make a paralell: There are at least 3 ways to build a "Selfguided Missile" (Simple Blast/RKA, Automaton, APG 2 Selfacting Focus). You are asking us how to build Chaff, without first saying us wich of those totally different appraoches you are using. Every last of the Clerics abilities - down to the class skills - only make sense within a D&D-like setting. We need definitions of the valid targets for his powers, before we can give you any advise on how to build them: Do undead count? Are there even undead in your world or is it a virus or alien technology? Does any being from another Dimension count? What about time or dimenension travelers of human origin? What about aliens? Does it work agaisnt "Evil"? If so, what makes a creature "Evil" for the purpose of this power? The presence/lack of wich complications defines "Evil"? Does his healing deal damage to undead? Do his damaging abilities heal undead.
  4. I asume you meant "who does most" not "who dies most". Unless you meant Dying (coloring). If he was a german, I would call him "Trabant", after the vehicle of the same name.They were basically made from scrap-metal and plastic, But damn, you could repair them with a welding torch and in a pinch even take two damaged ones and make a functioning one plus some spare parts out of them. While it was imported to the US somewhat, how about a similar US made car series? Another alterantive would be the Wartburg (named after the fortress). According to my dad that cars frame could be 100% rust and it still would not fall appart.
  5. What is the difference between "I read your mind in an instant and tell the group what your plan is" and "I force you to tell the group what your plan is"? Effectively the whole group knows the plan in either case. There are a few fringe cases (like a minute long plan, a henchmen overhearing this) but do those come up often enough to really mater?
  6. Interestingly SR5 avoids that in it's own way, by having turns a lot shorter. I sugested shortening hero turns to 1/4 too 1/3 of thier current lenght. At the very least, we should half thier lenghts to 6 second/phases per turn tops. The shorter the turn, the less "tralining actions in a row" can happen. If a Hero turn was only 3-4 Segments long, more then 2 actions in a row a pretty damn hard to archieve. Especially if you needed a few of those passes for Dodge. The shorter the turn, the more the abort mechanic can be simplified. Full Defense bonuses last the whole remaining turn, but quit at the end of the turn.
  7. Many people here have good experience with limiting the SPD range (as opposed ot just making it fixed). For Heroic level games, SPD 3 or 4 can be enough for the players. Mooks have usualyl around 2. For superheroic settings, SPD should be in a spread of 3. 5 for Bricks and others that need no real SPD. 6 or so for Blasters and Martial Artists. 7 for Speedsters. It is true that between Aborting and being Stunned, tracking who acts when next can quickly become a problem. It is indeed one of the biggest propblems for Play by Mail or Play by Post combat resolution. Shadowrun 4E had the same problem to a slightly lesser degree (shorter SPD chart, so to speak). But they did solve it in 5E. With such a success, I pointed out that porting this to Hero might be a good idea: http://www.herogames.com/forums/topic/92713-initiative-spd-and-shadowrun-5e-initiative/
  8. I give it a 95% that this thread was for the Posters attempt to reinvent this character: http://www.herogames.com/forums/topic/94017-tongueleaping-powers/ So while not mentioned, I asumed superheroic settings mostly. That is why I sugested just expanding this ability to include "unusual circulatory system" so it works against both special effects for being choked. Not even a book like HSMA (wich is firmer tied to the Heroic Side) delves into the difference between "crushing the Windpipe" and "stopping the Bloodflow". There is one choke Maneuver, one type of Choke NND to defend against. As so often that is a special effect that can describe many game effects. So we went for likely wanted game effects and posted builds for those.
  9. The bolded part with be the tricky and/or expensive part of the whole thing. You can not have two characters worth of abilities on one sheet for the same price as everyone elses one character. It either must cost more or be inherently less powerfull. 6E1 204 has this little thing among the Duplication Examples: "Nine-Headed Hydra: (creates a “group of characters” which represents the creature’s various heads, all attached to the base character, which is the body and main head) Duplication (creates 8 80-point Duplicates) (31 active points); cannot recombine (-0). total cost: 31 points." But as usualy for duplication, the cost for "altered Duplicates" is high. And the Duplicates do not get to spend the points the main body uses for Duplication either. If you use a Duplicating Character, Teamwork is generally advised to use Coordinated attacks in the self-made group as each individual will be quite weak. A similar recent thread was this one: http://www.herogames.com/forums/topic/94043-fusion-with-other-characters/ At least I delved into ways to make composite Characters as a GM.
  10. I am against using Complications for switching personalities, actually. Looking at the Hulk, he always switched personality when it suited the Author. And for all intents and purposes, the Hulks player is the Hulks Author. Just because the Character has no control over it, does not mean the Player has no control over it. And since this is a NPC/Villain, the GM is the Author. Regarding the Audience, such stuff can be lighthearted too. Let's just start saying "Flash, Batman and Orion walk into a Villain bar...." https://www.youtube.com/watch?v=lJq2PAI-Fxc
  11. The minimum Size of a Gate AoE is 2m surface. Human doorsize. How any things will fit into that, but weight more then x16 human mass? I guess gates are kind off wierd by design. I guess we could just wave the Weight Limit in favor of the size limit. Or say only the 1m segment actually crossing the gate counts for weight. In effect gates just bridge space and even allow attacks to go through - you can not teleport an attack (that would be the special effect of Deflection Indirect on the Attack). One thing you might have overlooked is that before it is AoE, it is UAA first. This is an attack power before you can even apply AoE. AoE on any attack power allows you to effect any target within AoE range. You do not even need to touch the target (if the normal range is touch) - it jsut becomes centered on you instead. I agree that with gate most of that advantage is lost, but you can not even apply Gate without AoE, UOO and Constant (plus likely Megascale). You do retain that none of the intended users have to be touched by you. You can also still fully weaponise this like any other cheesy Teleportation move (indeed better, as you do not need UAA to weaponise it). It is getting late, but afaik you could turn off a constant power latest at your next phase. Gate into floor. Enemy falls through. Disable power before they can come back.
  12. I think you missed my post above. Or at least my later edit.
  13. Targetting is rather easy: Do not shoot from behind. Catch up with it and fire broadsides. While Gas Giants can be somewhat interesting as fuel source, it really wants to go for Stars. Much more fuel in those and Stellar canibalism is somewhat known. Also the gain from stellar wind should not be underestimated. In effect it is a Star Sized, Star Massed and Star Magnetic Field sized Ramscoop during travel. I am not quite sure what you mean with a "Halo" here. You mean a Niven ring?
  14. As for the price of Lightsleep vs Does not need to Sleep: You are right, that is wierd. I would guess Lightsleep is only applicatable if you can not buy "LS: No need to sleep to begin with? Hero is prone to a few odities in the very low point costs and the fringes of "genre Apropirate". Maybe the LS just needs to be a lot more expensive in games where it actually matters? That with no DCV penalty was propably my oversight. As Steve longs answer said: "Sleeping is like being Knocked Out in every aspect, unless the GM says otherwise." So yes, you ae at 0 DCV on top of the 1/2 hit location penalties. As the answer also said, Sleep Deprivatin rules are on APG II 112. Right after they deal with natural Diseases. Mostly it is a LTE loss, with the amount of LTE loss due to SD also triggering secondary effects. It also clarifies the defense rules: "A sleeping character is at DCV 0, DMCV 0 and cannot fght. Te penalty for targeting specifc Hit Locations against him is halved. All hits do 2x STUN damage, since he’s automatically considered “Surprised.”"
  15. Honestly, that is a genre convetion that simply "works". It is like asking "how do I force my supers allies and adversaries to wear spandex?" They do or they do not, depending on the campaign and what the players expect. However if I had to build it as a power (there is some utility if it is not the genre convention), Telepathy seems about right. Mental Powers can be easily shifted to any NND defense. I think it was Tasha that wrote up a version of Rogue's "Draining Skin" that had NND: No Skin Contact. But I could not think of a fitting NND defense for this. Maybe you could shift the OMCV/DMCV values around so it fits with Conversation Skills resolution? I mean in the end those are both 3d6 Rolls, so they should be somewhat interchangeable. Finally, Social Combat Sysetms might work too. I think APG II had a few.
  16. Oh right, Ferris (like the wheel), not Denvers (like the City). My youth Alzheimers is at it again But hey, they both are Carrols that have scantly Super outfits, fly and shoot blasts, that propably explains my mixing them up.
  17. While a good point, I think we can ignore it. As the HSMA text I quouted said, being immune to breathing makes you immune to a chockehold. Having unusual bloodflow is not mentioned. Maybe we have to slightly redefine the power or expand it: Realistically you would need a totally different circularoty system with that "skin lung". Asuming that those lines to your brain are also more strangulation resistant is not a far fetch in superheroics.
  18. I must agree with you. Hugh tends to be overly agressive and go off on rants/sentence by sentence disections of other peoples posts just to "win" the discussion. Actually he did that before. Indeed, that is how I noticed that the pattern of "disect Sentence by sentence" is a way to hide the weakness of your argument in a wall of text and repitition of the same claims twice over. Really helped me to stop falling for those. You are posting because you want attention (for yourself or your viewpoint). Now you blame us for playing attention to you? Please make up your mind. Also please stop with those cheap non-conversation techniques to hide your lack of stuff to say. They are really a bit tiresome by now and I could take them appart in less time then it takes you to write them. I am a nice guy so I do not want that. But you come pretty close to forcing me too. Right now I can not even tell if you agree, disagree or just talk agaisnt anything we say, effectively doing both at the same time. It stays that Telekinetic or STR grab has more defenses then Teleport UAA. Everyone being grabbed get's a Casual STR throw to break out (6E2 62, Making A Grab). So there needs to be some serious comparable STR for it to work. TK has the added balancing that the AP/STR ratio is weakened towards Melee STR. 60 AP allows for 40 STR tops. Entangle does not have that autoamticl casual STR use (you have to abort or wait for your phase). And one of the books (Toolkitting, 6E2, one of the APG's?) disussed adding "Casual STR Defense" to Entangle if players keep abusing it with weak Entangles. With 5m Teleport, UAA I can port you into the sewers under the street, the others side of a wall or off the roof and have you out of the fight unless you are specifically desigend agaisnt that cheese or happen to have a proper counter by pure chance. If you need to designed against a cheese, there chesse should not be allowed to exist in the first place.
  19. That is called "Lightsleep". That "Life Support: No Sleep; Only to avoid penalties to End, Perception and CV while sleeping or waking up(-1/4)" would have to be worth it. I put the limitaiton value so low because that is almost the entire reason you take that power to begin with - less time being asleep/vulnerable.
  20. Gate seems not really intended to be a player power. More a plot device that needed a writeup. I mean why would I choose gate on my Teleport? It would only be an early warning for the target area and allow them to strike back through it. There are two solutions: a) do not let that NPC cost points. Per the rules of "what not to spend points on", the GM is free to block the use of something no points were paid for at any time without needing a build. And I encourange them to use that options, if it serves the story. "What not to spend points on" rule is more the friend of the GM then the players. Teleport Inhibitor: "Change Environment, -xm Teleport Movement". Per the rules for movement and CE, megascale movemt is affected before the the scaling. So for the usual very small movement meters with massive scaling it would be quite the effective counter. While only slightly affecting combat teleportation.
  21. At it's core the "Resoruce Point" mechanic from APG I 196 are a VPP like construct for "real gear". There are 4 Pools of Points: Equipment Points Vehicle/Base Points Follower/Contact Points Miscelaneous Points (can be used for any of the above purposes) Could that be the Droid you have been looking for?
  22. From my point of view that is only a distraction. Born of people incapable to accept thier own shortcommings and looking for Distrations and Scapegoats. A common mistake while growing up, but not a unsourmountable one. I managed to overcome that pattern of reality-denial and distraction despite having something that qualifies as mental illness. If I did it, everyone can do it. I really need to write my theory over on the non-gamign discussion.
  23. But it will not be a manned Submarine, so nobody will be living in it!
  24. Hal Jordan has both "DNCP: Carrol Denvers" and Hunted: "Star Sapphire" on his sheet. That he needs to pull out the gem to get her back to normal after knocking her out is just a special effect of how 'incarcerating' this specific villain works. You could maybe add a extended Social Compliation (has do hide Star Sapphires secret identity on top of his own)? It depends heavily on how often that is going to happen. My usual rule is "once or twice per campaign is not worth a writeup". Every DNCP could be hit by Grodds Devolution Ray and turned into a mook or villain under the enemies control. Or pick up the Star Sapphire gem by accident and turn into the current Star Sapphire. But it does sounds like you want that to happen more regulary.
  25. What is the definition of "Supernatural" and "Evil"? Hero has no D&D allignment/creature type system to draw from. The only reason D&D Clerics work like that is because D&D setting is designed around them working like that. You can not make a 1 to 1 copy into a totally different setting. You either need to adapt the setting to be closer to D&D. Or use generalised abilities that do not rely on the setting. You need to tell us wich of the two it is.
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