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badger3k

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Everything posted by badger3k

  1. True - however, when the character changes form to the animal, his attributes will also change - he can't keep his strength as a sparrow. To me, trying to change it all with an mp or ec is too big a hassle. For superheroes, it would work - but for the fantasy genre (and the rules/baseline I'm working with), its a lot more bookkeeping. Appreciate the input though. Altoghether, it looks like Farkling has the best idea - its simple, cost effective, and is easy to play. Now, all I need to do is rework the druid conversion I posted, and move on to the next. Lots to do... Appreciate all the input from everybody.
  2. Question: If I understand, the power would be a multiform to one form - which has a VPP used to simulate the animal powers. Is this correct? It is an interesting concept - one I hadn't considered. Using the beastiary, the most points a human size animal has is around 150 pts - I added 45 more to allow for the character to keep their Int and Ego. Larger beasties go to 230 or so (+ enough to end up with 280 pt character. Its prety much the reverse of how I was looking at it, and the VPP power construct is already given in the beastiary - the point costs are worked out, with a few changes per above. A little simpler than what I was looking at, and it works out closer to the way the power should work than what I decided to go with in the druid thread I posted. Thanks
  3. When using the simplified healing version with a standard effect (1 Body and 3 Stun per die), is the max the same (1 and 3) or is it the maximum that could have been rolled (2 and 6). I'm assuming this would also apply to all adjustment powers that have the standard effect then.
  4. After considering the wildshape power, I have arrived at the following abilities. Note that I have not considered combat or saves or magic yet. This is strictly for their abilities. The intent was to give people familiar with D&D3.5 (my group) some common ground to transition to Hero. I tried to keep things the same, but some (like wildshape) are just not possible to easily reproduce (not and keep within reasonable point costs). Anyway - this would enable a relatively painless conversion of abilities - note that I didn't limit the 15 pts/level equivalency used by some - I wanted to get the abilities as close as I could and not worry about the point costs. Given that the original game is of questionable play balance, I didn't regard keeping them under a point limit as a big thing. The abilities of the Druid Level 1: Animal Companion: Follower, any 150-point or less animal, cost 30 points Natures Sense: +2 skill roll w/KS:Nature [4 A/R] and +2 Survival [4 A/R]. total = 8 points Wild Empathy: Animal Friendship, bought as Animal handler (all), PRE +3. [30 A/R] total: 58 points Level 2: Woodland Stride: Thicketmaster (p 102) - Environmental movement (RP 3). Total cost 8 pts Level 3: Trackless Step: Gliding 6†(Ground Gliding -1/4), AP 6/RP 5 - sfx is skill in moving through vegetation and not leave tracks Level 4: Resist Natures Lure: Mental Defense 5 points, Power Defense 5 points, +2 DCV vs All [5,5,10 AP], only vs spell-like abilities of Fey (-3/4) [12 RP total] Level 5: Wildshape: Multiform, 200 point max,4 alternate forms 50 active points Charges 2/day (-1 1/2); Costs END to activate (-1/2); Extra time - full phase (-1/2); Concentration 0 DCV (-1/2); Normal animals, human or small size, time limit 5 hrs (-0); Lims (3+1) = real cost 12 pts plus 2d6 Healing, simplified, linked to wildshape (-1/2), self-only (-1/2)[20 active, 10 real] Total cost of wildshape is 22 points The wildshape ability has several limits on it - all forms must initially be normal (non-magic) animals, of human size or smaller. All creatures picked have an accidental change disad, with the always and uncommon picks, the time limit being the cause. Points are generally the highest in the beastiary in the category, plus 45 points to make sure Int and Ego don’t change (extra points can be used as desired, with GMs approval). The time limit goes up as the effective level does - changes are listed for each level. One charge causes one change - so two are needed to go from human to animal to human again. Since the animal forms don’t techinically have the multiform ability - the healing only applies when changing to the animal form, and not the reverse. Level 6: Charges, 4/day (-1), time limit 6 hrs; lims (2.5 +1) = real cost 14 Total cost now = 24 points Level 7: Charges, 6/day (-3/4), limit 6 hrs; lims (2.25 +1) = 15 points control Total cost now = 25 points Level 8: Wildshape to large creatures: multiform 270, 8 forms - 69 active Charges, 6/day (-3/4), last 8 hrs; lims (2.25+1) = 21 real cost change limit to large creatures total for ability is 31 points Level 9: Life support - immunity to natural poisons, cost 10 points (the original had immune to poisons - I change since I feel it shouldn't apply to magical poisons). Level 10: Charges, 8/day (-1/2), lasts 10 hrs; lims (2+1) = 23 points total cost now = 33 points Level 11: change lim to normal animals, tiny to human size, duration to 11 hrs Level 12: Change lim to plant creatures and normal animals, tiny to human size, duration to 12 hours Level 13: A Thousand Faces - Shapechange (sight), costs END only to change (+1/4), humanoids only cost 25 points Level 14: Charges, 10/day (-1/4), last 14 hours; (1.75+1 lims) = 25 real. total cost is 35 points. Level 15: Wild shape, Enormous size, 320 points, 16 forms Change size limit to enormous multiform 320 points max active cost 64, +20 forms = 84 pts Charges, 10/day (-1/4), lasts 15 hrs; lims (1.75+1) = 30 real points total cost is 40 points Timeless Body: Life Support (immortal), 5 points; still dies when normal lifespan over (-1/2) - 3 points [he is immune to aging penalties] Level 16: Wildshape - Elemental, 1/day - 530 point max, 89 point multiform, 32 forms 320 pt cap charges 12/day (-1/4) - 30 real plus 42 point multiform, elementals only (-0) charges 2/day (-1 1/2), lims (3+1) = 10 real level 16 combined pool is 30 + 10 + 10 = 50 total This split means that the character can have 32 forms total. The nomal animals of tiny to enormous are built on 320 points. Elementals are built on 530 points max. An elemental form takes up one charge each of the two parts (thus to change to an elemental uses one of the 89 pt charges and one of the 42 point charges. Level 18: 32 forms 89 point multiform, 320 pt cap, Charges, 16/day at 18 hrs (-0) lims (1.5 +1) = 36 real plus 42 point multiform Charges 4/day at 18 hours (-1); lims (2.5+1) = 12 Total of power is 36 + 12 + 10 = 58 points Level 20: huge elemental 3/day, 32 forms 89 pt multiform, 320 pt cap Charges 18/day at 20 hours (+1/4) active points: 111, lims (1.5+1) = 44 real Plus 42 point multiform Charges 6/day at 20 hours (-3/4) lims (2.25+1) = 13 real points total is 44 + 13 + 10 = 67 At level 20 equivalent - the druid can change to any of the 320 point max animals up to 6 times per day (and back again), and the 530 point elemental forms up to 3/day. The charges over 12 on the lower part of the partially limited power (or differently limited power) are limited to being used with the 6 charges on the second part of the ability. I didn’t think I could put limitations on a limitation, and making a second multiform just didn’t seem right (although it might be more legal). Any comments from anybody would be appreciated.
  5. Hopefully the last OK - changed the charge limitation to no continuing, doubled # of charges, and use the accidental change for the time limit. Point costs per level are: 5 - 64 pts 6 - 65 pts 7 - 65 pts 8 - 69 pts 10 - 70 pts 14 - 70 pts 15 - 81 pts 16 - 127 pts 18 - 127 pts 20 - 129 pts A little savings, but not that much. It works, but like others to make it purchaseable for players, I may have to go with the regular multiform. I can limit it to 4 or so shapes at the earliest level, raising them up as they "level up" - basically as they gain experience their ability to handle more shapes improves - or even their link with nature expands and they can learn to become more creatures.
  6. BUGGER!!!! I read over it numerous times, and just miss it! (rips hair out) I need to read every line in the book before I start this! AAAAAAAARGH! (better now) - that's what I get for skimming and relying on memory. Or rather, that's what I get for trying to build something moderately complex with the two powers I've used least. At least I'll remember this now (and remember to read ALL the notes, not just look until I see what may apply). OK - the point costs might change somewhat, but since its the control cost it should not be a major change. It will double the number of charges, though (one for each change), I'll work on it later and post point costs. Before I do, does anybody have suggestions for the duration limitation? Given that it can go from 5 hours to 20, it's extremely variable. After reading the FAQ, this can be an accidental change disad for each animal form, and not a limitation. Probably better that way - probably put it at uncommon and always change (since IME the duration is rarely reached before the druid changes back) - so 20 pt disad. If anybody else notices something I've missed, please let me know. Thanks.
  7. Ack! Forgot to change the pool - as written, the multiform would result in the animal as written in the beastiary. To ensure that the druids Int and Ego are unchanged, 40 cp need to be added (so pool cost goes up 8, control by 4 active). So the numbers above are off by 10 or so points. When I do the refigure, I''ll edit the above figures (and make sure he edit is noted in the body). Sorry 'bout that.
  8. Really long For a start here's the vpp limits on (the equivalent of) levels 5-20 Level 5: Wildshape - 50 point pool, 25 point control Multiform only (-2); Charges, continuing 5 hrs 1/day (0); Costs END to activate (-1/4); Extra time - full phase (-1/2); Concentration 0 DCV (-1/2); Normal animals, human or small size Skill roll is Faith skill, -4 to roll Lims (3.25) = real cost is 50 + 6 = 56 pts 2d6 Healing, simplified, linked to wildshape (-1/2), self-only (-1/2)[20 active, 10 real] Total cost of wildshape is 66 points Level 6: Charges, continuing 6 hrs, 2/day (+1/4) Control cost is 31 active lims (3.25) = real cost is 50 + 7 = 57 Total cost now = 67 points Level 7: Charges, continuing 7 hrs, 3/day (+3/4) Control cost is 44 active points lims (3.25) = 10 points control Total cost now = 70 points Level 8: Multiform 270 points max VPP pool cost 54, control cost 27 (47 active) Charges, continuing 8 hrs, 3/day (+3/4) Control cost = (3.25 lims) = 11 real Total cost is 54 + 11 + 10 = 75 points change limit to large creatures Faith roll is now at -5 Level 10: Charges, continuing 10 hrs 4/day (+1) Control cost is 54 active points lims (3.25) = 13 real points control cost total cost now = 77 points Level 11: change lim to normal animals, tiny to human size, duration to 11 hrs no change to cost Level 12: Change lim to plant creatures and normal animals, tiny to human size, duration to 12 hours, no change to cost Level 14 Charges, continuing 14 hours, 5/day (+1 1/4) control cost = 61 active, (3.25 lims) = 14 real. total cost is 78 points. Level 15: Change size limit to enormous multiform 320 points max Pool cost 64, control 32 Charges, continuing 15 hours, 5/day (+1 1/4) control active = 72. limd 3.25 = 17 real points Faith roll at -6 total cost of power = 64 + 17 + 10 = 91 points (edited to remove the need for 2 vpps - now have partially limited vpp - one part for normal animals, one for elementals (small to enormous in size) Here's the combined power at 16th level - normal wildshape - 64 pool, 32 control, 6/day for 16 hrs is (+1 1/4) active 72, 17 real. Elemental - additional 42 pool, 21 control. 1/day for 16 hrs (+1/4) actve 26, real 6 Total cost of power is 64 + 17 + 42 + 6 + 10 (healing) = 139 points. Level 18 is 64 point pool, 32 control; Charges, 8/day at 18 hrs (+1 1/2); Control cost is 80 active, 19 real plus 42 point pool, 21 control; Charges 2/day at 18 hours (+1/2); Control is 31 active, 7 real. Total of power is 64 + 19 + 42 + 7 + 10 = 142 points Level 20 is: 64 pool, 32 control; Charges 9/day at 20 hours (+ 1 3/4); Control cost is 88/21 A/R Plus 42 pool, 21 control; Charges 3/day at 20 hours (+3/4); Control is 37 active, 9 real. Size limit for elementals now includes enormous size. total is 64 + 21 + 42 + 9 + 10 = 146 points I'll post others as I work on them. [edited - to add 40 cp for int & ego - as it stands now, the animals are built on 45 more cp, which should go to the animals Int & Ego - so that the druid has the same Int & Ego in both forms. Not sure if it was limited correctly, though. To add the elemental form ability, the power has a max of 3 uses per day. To go to the full 106 point multiform (530 point elemental), one charge on each part must be used (one for the basic, one for the extra). The basic charges are also limited - but since the limitation is on the charges themselves (3 max, only for elemental wildshape), I counted that as a 0 limitation.]
  9. I've used it before - the character is a precog, with the ability to scan a few seconds ahead in time and see the opponents attack, thus getting a +8 (?) DCV bonus (only for dcv of course - the powers from the USPD). The ability costs END, and is an ultra, so it takes up most of the mp. I had another character (cyborg) with a skills mp - his computer could process skills but not all at once - he had several combat and ranged skill levels - the fx was the computer). IIRC, the programs were all narrowed to particular weapons (+4 w/pistols, etc). Never had any problem with it.
  10. You're right - missed the charge time limit - I'll have to change that around then. Erk - more work - took it up to 15-16th level, putting point costs for the wildshape ability - the elemental part threw me - where the multiform gos up to 7 per day with one use per day only for elementals. limitations on charges themselves? Hadn't thought about it being part of a mpp or ec - that would save points. Don't know how I'd work it, though.
  11. oopd- after sitting down and looking at it, the limitation of only human-sized or smaller animals should be on the multiform, which puts the control cost at 4 points - the same. The limitations on the multiform are pretty meaningless for the vpp, since it doesn't change the active cost. still 46 points. The transform (at 8d6), would be 125 active, and 22 real. Less points but more bending.
  12. Despite the number in my name, I am innocent (of that). More badgers more often - ufda!
  13. How are extra DC built - are they just a 4-point martial arts DC or are they the same as 2 3-point skill levels, or what? I figured that 2 3-point levels (with martial arts, only for DC (-1/2)) would make 4 points - is this correct?
  14. Some of the enchantment spells may be off (at least the active point totals are wrong on a few - yes, even taking the independent limitation off), but hopefully the rest are better. I only went over 7 or 8 and found 2 errors so far, but didn't finalize to see if the real cost changed. Given the relatively low costs, I don't think they'll be off by much (maybe a fraction). Hopefully Monolith is right for the rest - I had to refigure most of the spells in the older versions.
  15. I considered that - it works pretty well as an idea - the BODY of a character equals the D&D characters CON, with the rest being STUN. I haven't translated anyone over, though, so I can't see how well it works (not too well at lower levels, but as a default, the character can translate with the minimum Body/Stun that he'd have from characteristics, no matter what his HP). That would make all special effects as Normal Damage, since only crits do Wound damage (as a general rule) - especially nasty/lethal abilities can do Wound damage (KA). The more I think about it, the more I like it. Thanks. Note - found when I looked that Modern works off the HP system, so does Wheel of Time d20, Judge Dredd, Deadlands, Armageddon 2089 - most of the systems I have follow the HP model - only Traveller 20 (T20) uses a similar system (stamina and Lifeblood - I like the names). Both sci-fi games.
  16. Re: Re: Ultimate Gamer's Toolkit for D&D3 Sorry if it sounded bad - I meant that the I think someone in a coma for the last 40 years would wake up and know that D&D characters have lots of hp. Meant it as a joke. That's pretty much what I did, except I used 2d6 normal instead of 3d6, so its close (I assume you mean 3d6N, not 3d6K) - the other way using Shrikes conversion would put it at a +1 pip KA, not too useful. So yeah, I agree that it works. Yeah - its fun to translate stuff - one of the many projects I'm working on (off and on) - only have 10 properties so far, but I'll go back to them when I get time.
  17. OK - worked up a VPP - it is more expensive, and may bend the rules, but it also allows all human-sized and smaller mundane animals in the bestiary, since the highest cost I found is the cheetah at 204 points. It looks like: VPP - wildshape ability 42 point pool, 21 point control cost Multiform only (-1) Charges (1/day) (-2) Costs END to activate (-1/4) Extra time (full phase) (-1/2) Concentration 0 DCV (-1/2) Requires Faith roll (0) since the pool roll is not used - there’s only one power it can be, (although the multiform does change eventually when it goes to 2+ per day), this is pretty much default. Normal animals human size or smaller (-1/2) So we get a 42 point pool cost and 4 point control cost. 46 points - still pretty hefty for a one-use per day power, but when it goes up in uses and such, it might go down and be worth it. I'll have to look into that. Any comments?
  18. Re: New power idea Fantasy Hero and the Grimoire have rules and options on how to make magic items, but I haven't looked at them too much yet (my players don't do things like that). However, an option I'd heard is to make the power Usable by others - for example, a ring that allows flight, 20". 3x day for 1 hour each time, would be: Flight, 20" [40 active points], 3 continuing charges of 1 hour each (+1/4 advantage), [50 base points] Usable By Other (+1/4) [62 points now] - total all advantages and limitations that the UBO power will have before applying the advantage. Now we add the spellcasting/ring-making disadvantages: Concentration (0 DCV throughout) (-1), Costs END to activate (i.e. to make the ring (-1/4), Increased END x2 (total END 8) (-1/2), Extra time (one hour, but power can be used without extra time, so -3 is halved to -1 1/2), Focus OIF magic ring (-1/2), Gestures throughout (-1/2), Incantations throughout (-1/2), Requires skill roll (enchantment, magic jeweler, magic skill, whatever) (-1/2) [real cost 10 points] Maybe that might help somewhat - maybe not - if not , let me know and I (or others can post more). Thats just one way of doing it.
  19. The way transform is written, it CANNOT be used to replace powers (FRED p 153 - "Characters should not use Transform to simulate other Powers...Nor can transforms kill characters by transforming them into "dead people", unliving objects, or creatures which can survive very long (use Killing Atack or similar powers to do that." You must define what you transform the targets into (p 152, bottom right column) but the basic target is anything - that means that the power can transform anything into one thing (which is specified at the powers write-up/purchase). Buying the advantages (improved target group +1/4 to +1) - he'd need the +1 advantage to turn anything into anything else (p 154). There is currently no limit on the size of the transform - you can transform a stick into a 1000 room mansion if its written that way. You (as GM) can always put limitations on the ability, such as limiting what/how much can be transformed or created, or needing skill to transform something (like needing jeweler to make a necklace) by making the Requires Skill Roll limitation required. Working on a wildshape ability, I learned a bit about the transform power, so glad to help out if I can.
  20. Thanks! Thanks for the replies - I'll answer both of you. Yes - that's the way it works. Doh! I rarely use transform, and its also been a while. I just forgot about the 2x Body rule. I probably would hand-wave the rule of no-self transform, since I'm the GM, but I would have to think about it - the things that make it attractive for this ability can lead to abuses if I let players use it (although I didn't see it when writing the power up). That was the other idea I had, but I hadn't worked out costs, so I just presented the transform. Just to show my thoughts, the bestiary would be used for the other form too (the transform that is) - at the first use (actually 5th level, so 5 hours duration, I goofed - long day again) the druid can only change into normal animals of Medium size or smaller (the human sized limit in Hero). I put in the full phase extra time to reflect the standard action - since a round is 6 seconds, a standard would be about 3-seconds, which is the equivalent of a half-phase of a SPD 2 character, but a full for a SPD 4 (that sounds wrong, but its right) - I decided to go with the full phase. The way I would use it, the loophole applies - look at the beastman spell - you can change somebody into an animal, but lets look at one. Change a man into a Gorilla (bestiary p 165) - the man gains a 25 STR, arm swing, bite, roar, etc - but he has 110 disadvantage points (remove the poachers and near-human intelligence if you want, its still 85 points - more than the cost of all its abilities. So there is no extra cost to get these abilities. Not quite the way its intended, I'm sure, but it is a loophole. The way I would use it is if the creature has less total points than the character, the transform goes as written. If its over than either more Body needs to be done, or the Faith roll would go down by "x" points (maybe -1 per 10 extra, or even -1 per 5. OK - I'll have to work out the VPP costs and see how it works out. Thanks for giving me the input - especially since its worked for you.
  21. Re: Re: Ultimate Gamer's Toolkit for D&D3 Just to point out why I did it that way - D&D characters have a ridiculous amount of HP (as we all know, I'm sure:) ). Hero has Body and Stun. Unless we're going to give characters BODY like D&D HP (no way am I giving any character 170 BODY, for example, unless its a god), I decided to make the bonus energy as Stun. I think Shrike and Shadowcat probably have some kind of conversion or formula for HP to Body/Stun (sorry - I only downloaded the spell data to look at, haven't looked at the rest in a while). My thoughts were that a sword that does 1d6+1 HKA, and adds another d6KA is overly powerful (since in D&D, for even a lower-level character it probably won't kill them, but a 2d6+1 KA in Hero could kill even a high level hero, unless he has a huge Body score). I figured the Stun damage would balance out the equation somewhat. Hope that helps explain my reasoning on that issue..
  22. OK - most people are familiar with a druids ability to assume the form of any animal (with size limitations/etc). This ability cannot be easily done as now written in the hero system. Basic info. So how can I do it? I don't want to go the "you start out with one shape (or 4) and can learn more later as you gain experience (and divine favor/etc)" route, and shapechange doesn't cut it. Either transform usable only on self, or multiform with some kind of advantage (variable SFX came to mind, but I think the +1/2 is too low, way too low). As a transform, I figured : 4d6 Major transform (body), standard effect (so 12 body, enough for an average non-fighter, can be adjusted up as needed). [60 points base] Target into limited group (animals) (+1/4). [75 active] - limited to human sized or smaller animals at this level. Healing is limited to: until 4 hours (the time for a 4th level druid, when the power is gained) or when the druid changes back. 1 charge (-2) Costs END to activate (-1/4) - in my campaign, spells cost END, and this ability should take a little out of the character. Extra Time:Full phase (-1/2) - the ability takes a standard action in 3e (up to 6 seconds - so this could be a full phase or extra phase (for SPD 4 character), so I went with full for ease of use. Concentration, 0 DCV (-1/2), since I think it would affect your senses while changing, taking concentration basically. Self only (limited power) (-1)? this is the tough one - give it no range, or just this one limitation - I think this would be the one to use, IMO. Feels better and less munchkiney. -1 takes half power, and I think thats appropriate, since its an advantage, not an attack, I think it's a good compromise. Requires Skill Roll (Faith) (-1/2) - this should be included since the druid would have to be on good terms with his diety/nature to have the power - can substitute "must follow dieties will" or some such ability too. total limitations: 4.75 Real cost: 13 points. Any comments would be appreciated.
  23. Thanks. You could be right on that. After thinking about it, what if the DCV bonuses for a maneuver would only apply to the particular form (HTH or Ranged), but DCV penalties apply to all. After all, with two different maneuvers (say, with two-weapon combat), you keep the worse of the DCV bonuses, and OCV penalties apply to all rolls (p 51 FRED, sidebar). That way, the haymaker makes you vulnerable to all attacks, while the tiger kick (name pulled out of a hat) with a +1 DCV bonus, only applies to martial arts (you get no bonus vs ranged, but no penalty either). This would keep the DCV skill levels (5 and 8) as something better than a standard maneuver, and make them worth buying (not that they were ever useless - my campaigns rarely see less than 5 pt levels).
  24. Read it today - it still makes no sense - if the grond haymakers somebody, he's -5 DCV for karate boy, but not laser lad? I'm going to play the unofficial way and have them vs all, just keep skill levels different. If you do find it in the rulebook, please post or PM me the page - I still can't find anything anywhere - and it should state it somewhere, don't ya think? However, the Randall Irons example is iffy for skill levels, since it refers to his CSL with the knife, which could be used for DCV vs HTH. The FAQ has semi-contradictory sources on this: Quote 1: Q:_ If a character has a 3-point Combat Skill Level with, say, Energy Blast, can he apply that CSL to his DCV on any Phase, or only Phases when he uses his EB? _ A:_ A character can only allocate a CSL on a Phase when he uses an attack/power that CSL applies to. So, in the example given above, the CSL can only be assigned to DCV on Phases when the character uses his EB. _ Quote 2: Q:_ If a character has Combat Skill Levels with a weapon, does he have to have that weapon drawn to apply them? _ A:_ Possibly. Whether characters have their weapons drawn generally shouldn’t be the deciding factor in whether they can assign their CSLs in any given situation; that tends to cut things way too fine for RPG purposes. However, the GM can take that fact into account when deciding what CSLs can be assigned, and how, if he wishes. It might be an appropriate consideration for CSLs with Fencing or Swords; it never should be for CSLs with, say, HTH Combat or All Combat. The most likely reading of this is that Irons would not be able to use the CSL for knives as DCV if he was using his pistol at the time. He may have been two-weapon fighting, however, it isn't stated. Hopefully, the next edition will make things clearer. Relevant to the original topic: *NEW*Q:_ If a character has 3-point Combat Skill Levels with, e.g., Punch, Claw, and Grab, can those Levels only add to DCV against those three specific Maneuvers, or against any HTH Combat attack? _ A:_ They can provide DCV against any HTH Combat attack.
  25. yeah - p36 - 5 pt levels can be DCV vs all if bought as DCV only. However, Steve answered my question on the mods and the FAQ apparently says that the DCV mods apply only to HTH AND that they apply to All. So it contradicts itself. Hasn't answered my second question pointing this out yet.
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