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badger3k

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Everything posted by badger3k

  1. Re: Dual Strike Well, I'm the GM, and I'm making this for a massive one-strike power. I'd probably limit it other ways so it isn't used a lot. I used to use deadly strike, just adding HKA to it, and...it doesn't fit. It's way too easy to get too much for too few points. I've used it in my last campaign and it was a bit on the overpowered side. Even limiting it to 1d6. I also looked at adding STR, but again, it seemed a too much effect for too little. With an AID it is by the book and it is expensive. I just realized, when deadly blow came out there was discussion, and I think I was going to go and tell how it worked out in my campaign. Never did, but it is, for my money, overpowered in all but the narrow sense (like Demonslayer). Swordsmaster + fighter character = lots of death and overshadowing of other characters. The skill roll is to make it a hit or miss. If the character wants to learn it to the point of doing it every time, then they can buy that off, or get penalty skill levels. This attack represents timing two weapon blows to the exact same spot and causing massive damage. It's supposed to be more of a last ditch effort, not something that can be done on a whim. It's supposed to be hard. Sorry if I didn't make some things clear.
  2. Re: Purple Powers It's not AWESOME - It's FAB-U-LOUS! edit - so, is the question in super-bars "does the color match the costume"?
  3. I decided to post this here rather than the FH section - since it can apply to other genres. I am setting up a skill trick where you strike with two weapons, but the damage is added together, rather then two separate attacks. I made two versions, and would like comments, if you have any: Dual Strike 1: Aid HKA 15d6 (standard effect: 45 points) (150 Active Points); Only for One Attack in One Phase (-2), Limited to Damage of second weapon (-1 1/2), OIF (Weapons of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2), Extra Time (Full Phase, -1/2). Real: 23, Tricks Roll: -15. This has the advantage of giving standard maximum of 3d6 HKA, limited by weapon. I put the Lims at -2 and -1 1/2 because with normal fade rate this power would be extremely effective, and most weapons do a lot less than 3d6, so I judged it that way. I had considered a -1, and that is still an option. Dual Strike 2: Aid HKA 8d6 (80 Active Points); Only for One Attack in One Phase (-2), Limited to Damage of second weapon (-1 1/2), OIF (Weapons of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Self Only (-1/2), Extra Time (Full Phase, -1/2). Real Cost: 12, Tricks Roll: -8. This has a lot more variability, but it sets up the idea that the second weapon strike may not be as strong as the first, so it may only do a fraction of its normal damage. It does mean more dice to roll, but what's that to a Hero player . Any comments, especially suggestions for the limitations, are appreciated.
  4. Re: Thundertusk Boar Strike FYI anybody interested, it's not technically wrong to apply it to both attacks, but it's one of those things to watch. To head that off at the pass, I set it up to cover the combined total: Thundertusk Boar Strike: Does Knockback (+1/4) for up to 120 Active Points of HKA (30 Active Points); OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Requires Two Weapons (-1/4) Real Cost: 13
  5. Re: Learning from the mistakes of others I'd be wary of going to the forum. It's the first time anywhere where I put people on ignore. The 3e/4e "Avenger" bs and the fanaticism in some responses (the "if you don't agree with me and play it my way, you're an idiot") is stupid. Discussions on strengths and weaknesses tend to go into flamewars as trolls of one form or another appear, and people love to feed them trolls! The books are not bad in regard to Roles, but I just see it as a mental shift from classes to combat roles as the primary focus. We can talk about Bricks here, since there aren't classes - but in a game where there are such defined (how do you say classes without classes?) - groupings of abilities and skills, it's a step backwards from game to metagame. True, but when they supposedly spent long hours playtesting and writing, it's a bit pathetic that the equipment list is tiny (not even the staple 10' pole! ), or that the ritual listing is small - I have a cleric player with two rituals at 1st level. She gets one automatically, and picks another. She hasn't - there's nothing she's interested in taking. Considering there is really 1 cleric ritual at 1st level, that says "They just didn't care" to me - or "we'll make them buy our subscription to DDI and a lot of other books to fill in what we intentionally leave out. That may make sense as a business model, but to me that says "we don't care about our customers". I would have liked to see more than the Basic set. Especially for $100-odd. I like Champions - it's a different setting. My Fantasy settings were fantastic, but not like that. We never used "Hide in Plain Site", and if it came up, they would need a better reason than "my feat says I can" (or whatever it was). IIRC didn't that just mean a player could make a roll to hide if certain conditions were met (such as a ranger in the woods) while being in visual site? I have a SF buddy who can do that. I watched him disappear while he was an observer for an FTX. Definitely freaky, but entirely natural. That's just the (not-so-common) common sense we often hear about. I never had much problem making the setting what we wanted. It's pretty easy saying, "No, that feat isn't right for this setting" or "That can help your character" (or what have you). All rules need adjudication, and picking what works for your campaigns is DM 101. The more situations a rule system can cover, the more the DM will need to set the standards. Five encounters in 6 hours is a win? Given the simplicity, I expected a lot more than that, and the only game that worked out that slow was Rolemaster (average 1 combat in that same time frame). Maybe once people stop having to read the books to see what their abilities can do then we can actually get serious about it. My experience in the past puts encounters around 15-20 minutes. We put more time in exploration and other stuff. Of course, each system is different. The main difference with Hero is that we have split damage into Stun and Body. Like the Star Wars (d20) vitality and wound points. A Recovery just gets Stun and End. To more accurately reflect a healing surge, we'd need to use simplified healing and recover both stats at the same time. I've heard all the different explanations for what hp abstracts into, and some are better then others, but the surges push the boundaries for me - to be fair, I'm not a big HP fan - I prefer more granularity) I just see at as people expressing their opinions and (in many cases) frustration or disgust at what some people have done with what used to be "their system". A lot of us grew up with it (to varying degrees). For me, WOTC gutted the dragon and stuffed a bunch of midgets in, and the Dungeon is now a mini-mart. They've made it safe for tourists, but took off the edges and turned it from a game I could recognize (even with all the modifications) to something that uses some of the same names but means completely different things. It's like opening "green eggs and ham" and finding out that "green eggs" is a TV show, and "Ham" is a tofu-based liquid. It requires a system shock roll, or save vs paralysis. Now, to be fair, I think those who really want to see it should borrow a book and look at it for themselves, although I wouldn't recommend buying it ($35 for a reading?) - the Keep module has simple entry-level rules (somewhat), and there is free stuff out there. You don't need to play to know you don't like it - does anyone have to play "Spawn of Fashan" to know you don't like it?
  6. Re: Learning from the mistakes of others First off, what's the PHP? I think I've seen you use it before, and still can't figure it out (Player's Hand...?). What is it? Now I'm curious to see who else has played it and is not really thrilled with it, but that can wait. For me, the Roles are something that, from reading the forum, seem to have taken precedence over the actual character. I've brought that up elsewhere, so I won't go into that here. I liked the flexibility that 3e gave - it was almost Hero-like. I have a huge number of books for the game system (100+, ok), and for the most part they were for me - my players used (at most) 3 books. It wasn't too hard to keep up with their spells, especially once I bought a character program. Our group has never had the idiocy that many people complain about, mainly thanks to "Rule No". Anyway... 4e doesn't really feel like D&D for me. It's too "out there". I will admit that it can feel like the USPD (giving set powers), but instead of giving you a lot of choices, it narrows it down to 3 or 4. The fact that characters can routinely perform superhuman feats is too wuxia for me. When I make such things for my FH game, anything "super" comes at a bigger price than the 1/day limit. And, yeah, I've done some conversions of abilities, but it is rapidly losing it's appeal. It's just too much a tactical miniature game. Our group of 6 players and I ran the KOTS module, and from around 8 pm to 2 am, we may have had 6 encounters, only one of which didn't involve combat. The group started to use their powers more, trying to place their attacks where they would do the most. But that's about it. Instead of, well, adventuring, we spent time positioning miniatures and trying for tactical superiority. Maybe it'll be different, since most of my players like it, but as the DM, I'm just not thrilled. Instead of reading up on it, or running the adventure in my head, or anything else I might normally do (like read the manuals), I find I'm here more, playing around with Traveller Hero and Star Wars Hero conversions. That says something. On it's own, as it's own game, it is not too bad. A bit simple and limited for my taste, but it's workable. As D&D, what I grew up with (using the white box and the Players Handbook since the DMG was not out, then the blue basic set)...it's just doesn't have that feel. Others have said the same, the feel of the book is just not what we are comfortable with. It's not my D&D anymore. It's a new kids game, and it's not a good feeling. I feel old. And the covers are real cheap. Did I say that? Anyway, hopefully Hero 6 will not be that way. I don't mind playing with out -of-date games (you should see my gamebooks), but it would be nice to not have so massive changes that it is not recognizable as the Hero we know and love, warts and all. That's my opinion. YMMV. Edit - I forgot to say that I haven't played any MMORPG - never cared for them, nor would I fork over money every month for that. I do play games on my PS3, and 4e has that kind of feel. Most of the new games have a health bar (or whatever) that regenerates with time, allowing you to continue on after rest. This is what the healing surges feel like. The abilities that recover with rest feel like the ones that recover after time (or when my mana/whatever refills). It's true we have used charges and all, but it is the feel of it, the presentation, that makes it seem more like I am reading one of my Bradygames manuals. Also, the MM is also really just a collection of combat stats and tactics, and just about nothing else. Doesn't give me any real idea of what some of these things are, and does just seem to emphasize that they exist just to be beaten. Well, technically, they do, but I like more meat to them, give me more to work with and less to do myself. And, the whole attempt to keep everything balanced seems to me to have gone overboard. As I looked at the fighter powers as I was converting them, I found out that most of the higher ones were just variations of the lower ones, so you can have (96 someone said) powers, but if all they are are variations of 5 or 6 (with utility powers as well) - I just find it limiting. I'll see what later books bring, but I'm wary and unconvinced for now. Again YMMV.
  7. Re: Learning from the mistakes of others I hope not. I've read the disclaimers and hope it's true.
  8. Re: Jedi hdp and lightsaber
  9. Re: Jedi hdp and lightsaber I like it, but the hardened still bothers me. Unless you limit what can get hardened, that could lead to situations where a stormtrooper can resist lightsaber blows. That might be realistic, but the idea of an average blow (say 10 Body) being stopped by the armor is a bit...uncomfortable. I say this since hardened has normally been used to block AP attacks, and such armor may be common. Maybe limit it to hardened material as opposed to hardened characters?
  10. Re: Learning from the mistakes of others When I started, we had several "radiation accidents" that changed our superheroes slightly, but for a heroic fantasy game I'd be very suspicious of characters who wanted to make major changes without good reason (and it would have to be good). If they want to get something that changes the direction of the character, that's well and good. But redoing the character? No. [Edit - by this I mean having the player trade in his points so that he loses something but gains something new. Add = Good. Swap Points = Bad - except where the player and I both agree that something is unbalancing or useless - I'm not a monster...) What he is talking about (I don't know if you have/read the books) is that characters are limited to 2 at-will powers, 4 encounter, 4 daily, and 7 utility (at most), and as you go up in level, you get the option to swap powers out for one of your level or lower. That isn't too bad (except as a power limiter and idiotic "I forgot how to do that"), and the powers generally do the same thing. A later power basically does the same thing as a lower-level one, but may do more damage, or it shifts the enemy 3 squares instead of 1, or what have you. You can also retrain - swap skills out. Not too big a deal (except the +5 trained bonus) as the skills are simple and few in number, and the challenges are supposed to match your level (ie picking a lock is relatively the same for all levels, the numbers go up but so does your bonus). I've heard there is errata for this, but I haven't wasted my time to look for it. ----------------------------------------------- Given the nature of Hero and 4e, I can't see Hero going anywhere near that, although it can give the tools to make a game like that (I've converted a few abilities because I was bored). I can't see (from what I've read) that 6e will go that far and alienate their fanbase.
  11. Re: Skrull vs. Avengers Hmm...the whole story (it sounds as if we're talking about the same guy) makes it even more lame. (the whole is lamer than just stealing the comic is what I mean). But then, there are a lot of things like that in comics. But is that situation more or less lame than having one or two characters in virtually every book in existence? Said characters can't have time to go to the bathroom with their busy schedule.
  12. Re: Thundertusk Boar Strike I found the FAQ and it seems like it would have to cover the totals, but as I am still unclear, I posted a question for Steve.
  13. I was converting a power from another game - a two-weapon strike that basically does knockback. Given that this is a heroic game and knockback is not normal, I made it this way: Does Knockback (+1/4) for up to 60 Active Points of HKA (15 Active Points); OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Requires Two Weapons (-1/4) Real Cost: 7. It is going to be used with a two-weapon attack (probably the sweep maneuver on one target). 1) From reading the FAQ, it seems like I need to have the advantage cover both attacks (which would be 120 points). Is this correct? 2) If I left this as is, would it only apply to one attack? 3) Can a naked advantage that covered some sfx (for ex) apply to two different powers at the same time in a multiple power attack without having to cover both active cost totals?
  14. Re: Skrull vs. Avengers I think they got the magic thing from the genes of Dr Strange (ok, so that doesn't make sense unless Marvel has genetic-linked magic - but that is what the Scarlet Witch is now). They supposedly got their technique of copying superpowers when they captured the Illuminati, and Dr S was a part of that (IIRC). But the magic use might be a boon - they've been pushing the Skrull God bit in the Incredible (Hulk) Hercules (seriously, how lame is it that a character can't get his own comic but has to steal it from another, not to mention the absurd Red Hulk/Moon Thor bit).
  15. Re: Skrull vs. Avengers No - they were an offshoot of them, who started to practice magic. They went their own way after the deviants killed off the rest.
  16. Re: Jedi hdp and lightsaber Damn - I meant to put that in, but missed it. Good catch. Given my second edit (above), I need to make it: Lightsaber: RKA 2d6, Reduced Endurance (0 END; +1/2), Does BODY (+1), AVLD (Lightsaber, FF, FWall, Combat Luck; +1 1/2) (120 Active Points); Independent (-2), OAF (-1), No Range (-1/2), Must Be Used At Full Power (-1/4) for 25 real cost. I kept it independent since I haven't seen anything (in my limited experience) that says the lightsaber is a personal item. Given that my concept for the campaign would be Heroic, this might not be paid with points, but that's not set in stone. Since a Jedi should make his own lightsaber, it makes more sense to make it cost points.
  17. Somewhere on this site (I think), I picked up an hdp file simply called jedi.hdp. I can't find where I got it again, and I had some questions regarding the build. It had an unusual EC in it: I'm trying to see why they went with the HKA (but no str) rather than an RKA (no range). Is it to get the martial DCs? I'm also curious as to the Does Body advantage on a Killing Attack. Isn't it redundant? And the Ranged Damage Shield is just weird. If anyone built this, can you explain this? (2edit - Looking it up, AVLD is Stun only, so the Does Body works, but I wonder why HD didn't recognize it. Maybe the hdp is from an older version?) My take on the Lightsaber is simple: Lightsaber: RKA 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (-1), No Range (-1/2), Must Be Used At Full Power (-1/4) Real Cost: 9 Everything else can be done with CSLs, martial arts skills, or the missile defense power. Edit - I may have pulled it off the HD vault. I'll have to check. Edit 3 - I checked the hdp - they used a custom power rather then AVLD, so the program didn't recognize that and saw a redundant advantage.
  18. Re: Purple Powers I'd think the artist has no taste in colors, or else the printer ran out of ink. It could be anything - about the only thing I think of is Mind Control thanks to that stupid Purple Man.
  19. Re: Adaptive Invisibility Actually, for Transform to work it has to overcome the Target's Body and any power defense they have. A 1-point transform probably wouldn't change anything beyond a few microbes (which might not be all that bad), but anyone with power defense would see right through it. Well, the NND might take care of that, but I don't think it would take care of any Body (even Cosmetic requires 5 points per d6). edit - yeah, it would be a major transform, but it would have to be cumulative and need the "Does Body" per SteveZilla. reedit - no it doesn't. I haven't used enough Transforms to know that it is already cumulative, and it works on CP not Body, so there would be no need for that advantage either. Glad I looked it up - it's been too long playing with the system that I got rusty. So it probably could work as written. (no line-out font? Ding - wanted to use that) You might as well do an ExDim movement "To world where nothing can detect me unless I want it to" (kinda like a universe destroying spell - movement to a universe where everything is destroyed). The fun you can have with that power.... Its a bit clunky, but you can have an invisibility MP, with each slot covering normal senses and one unusual one, with the limitation "must switch based on Precog roll" or something similar. A quick sample I worked up: Of course, you can narrow that down or expand it as you desire.
  20. Well, after getting distracted with both Star Wars and Traveller Hero (Comstar), as well as reading an old Megatraveller adventure that sounds cool to run, I've tried to do some more conversions. For many of them, they do not really have the flavor that I am looking for, but this one is interesting. The character has to be wielding two weapons and strike at the target with both. It pushes the target back one square for each hit, more if both hit. I didn't want to reuse the shifting mechanic I used before, but went more with the spirit and made it a naked advantage "Does Knockback". The construction that I made is: Thundertusk Boar Strike: Does Knockback (+1/4) for up to 60 Active Points of HKA (15 Active Points); OIF (Weapon of Opportunity; -1/2), Requires A Fighting Tricks Roll (-1/2), Requires Two Weapons (-1/4) Real Cost: 7. Several questions come to mind: 1) can the NA be set to "two-weapon attack" (I didn't like this, instead made it a limitation)? 2) can a NA apply to two attacks in one phase (another way to phrase it is two uses of the power in one phase)? 3) does the NA have to cover the active points of both? This would make it cover 120 points (I use a 60 active point which covers most weapons). I've never done one this way, and any input would be appreciated.
  21. Re: Traveller Hero I just found these today and spent the money for 3 PDFs and two books. Will they stop being for sale in/after November? It got me interested in Traveller again (although I have to search for pictures of the aliens - one thing the first book is sadly lacking). What will happen with the Traveller 1248 line? Edit - I saw the explanation for the art, but it still is a bit disappointing. I am really pleased with what I have read so far (in the pdfs, can't wait to get the 2 main books in hardcopy so I can curl up and read them ). I really like the Traveller/T20 conversions - that will come in handy as I bought that, but could not get my group interested. Maybe since they know Hero I can work with this to get them interested.
  22. Re: Lightsabre Combat! Why didn't that show up? I must have done the search wrong. Oh well, it got me a little more knowledgeable about the HD program - it's been a while, so it's not a total waste. Appreciate the link - I'll have to look at the other stuff you did.
  23. Re: Lightsabre Combat! Hopefully no one else has done it, but since I was bored: hdp files for each form individually
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