Jump to content

prestidigitator

HERO Member
  • Content Count

    7,666
  • Joined

  • Last visited

About prestidigitator

  • Rank
    Sextuple Millennial Master

Profile Information

  • Biography
    I'm weird
  • Occupation
    Software Engineer
  1. Re: Presti's Homogeneous Damage and Str Min Rules Cool. Yeah, that's sort of the point of the overall change: to level the playing field between the different Attack Powers and give a more consistent mechanic for adding damage. The "baseline" I was referring to is specifically the amount of damage done by a default 0-point 10-stat character though; I think it works pretty well for "realistic/cinematic" combat between unskilled people brawling in the street; for most attacks no real damage is going to be done, but there's going to be a bit of Stun and every few shots might do a bit of Body (draw blood, break a nose, crack a rib, etc.). It's when weapons or a skilled martial artist enters the picture that things start to get messy in a hurry unless you've got some big beefy targets or some kind of protection in the scene.
  2. Re: Presti's Homogeneous Damage and Str Min Rules Why, psychic weapons of course. True on the "free" die of damage. I wanted to keep the starting baseline the same. Do you see any simple method of fixing that? I'm on the fence about trying to muck with it vs. just saying it's a single d6 and just about everyone is going to have more than that if they spend a few points anyway. Hmm....
  3. Re: Presti's Homogeneous Damage and Str Min Rules My viewpoint is that the restriction on how many DCs can be added by Strength is independent of what restrictions the GM wants to place on adding damage in general. So if the GM wants to limit an attack or weapon's damage to, "double the attack's base DCs", then he'll want to define what contributes to, "base DCs." If, for example, Extra Martial Arts DCs add to, "base damage," then the MA maneuver might be able to do more than 6 DCs if the character goes that way. If the GM wants to apply exceptions that can bypass the normal doubling rule he uses (e.g. CSLs can push it so much over the double cap) then that's fine too, but it shouldn't apply to the amount of Strength that can be added. Strength is restricted to the number of DCs in the actual HA/HKA, period. Everything else is a campaign guideline.
  4. Re: Presti's Homogeneous Damage and Str Min Rules Yep. Exactly. Of course, this change to the rules might well mean using different stats for weapons than are given in the standard weapons table (I'm planning on visiting the table in some detail myself to consider changes), so I'm not endorsing those as the actual values to use for those weapons.
  5. Re: Presti's Homogeneous Damage and Str Min Rules Oh, and: Thrown Objects: The thrown object simply becomes a Ranged HA with a number of d6s of normal damage equal to half its Body+PD. Rules for lifting and distance are standard, using the character's Strength.
  6. I'm considering using this rules variation for an upcoming game. I'm going to state right up front that I am not interested in hearing why you would not use this yourself. The purpose of creating this thread is for constructive brainstorming: what other changes would you apply to complement these changes? how would you build or rebuild (standard or other) weapons to make use of them? how would you build characters differently based on the changes? what similar modifications do you use, or have you considered using, and why? So, here it is: Strength: Does no damage on its own, but is used for contested rolls such as resolving Grabs (who has control and can apply a dependent maneuver to do damage, not the damage itself), Shoves, Disarms, etc. It is also not used for breaking out of Entangles, since that requires doing damage. (If you cannot seem to justify the SFX of this, place some kind of constraint on the relationship between Str and HA, a la, "Figured Characteristics.") Hand Attack: This is not a variation on Strength, but is a separate Attack Power, costing 5 Base Points per d6N (or partial 3 points per d3N), with no mandatory Limitation applied. You may add up to one DC to the attack per 5 points of Strength, but these DCs cannot exceed the DCs in the HA (this is an absolute hard cap on Strength alone, and is independent of whatever other damage maximums--such as "doubling of Base DCs"--a GM may impose). Every character gets 1d6 HA as an Everyman Ability, which they may buy up (to represent "natural strength/power/fighting ability" or similar SFX, rather than buying a separate HA power distinct from their natural one) or sell back to 1d3 or 0 if they really want to. A character's Everyman HA normally serves as the basis for Martial Arts damage as well. In games with Normal Characteristic Maxima, the standard maximum for HA should be 2d6. Hand Killing Attack: As standard, costs 15 points per d6K (or partial 5 points per +1K; 10 points per +d3K). You may add up to one DC to the attack per 5 points of Strength, but these DCs cannot exceed the DCs in the HKA. Strength Adds (+1/2): May be applied to attacks which do not normally allow Stength to be added to damage. You may add up to one DC to the attack per 5 points of Strength, but these DCs cannot exceed the DCs in the attack. Strength Minimum (additional -0 to -1/4 on Focus Limitation): This is no longer a Limitation. Instead, it is an option for powers in a Universal Focus, normally worth an additional -1/4 in Limitation value. The system effect of a Strength Minimum is that each power in the Focus to which the Strength Minimum applies cannot be used unless the character using the Focus uses at least half as many points of Strength as the Active Points in the power (a greater value of Strength may be chosen when the power is built, but does not increase the value of the Limitation; a smaller value of Strength may be chosen, but drops this option to adding 0 to the Focus Limitation). If appropriate for the campaign, the GM may change the multiplier to something other than 1/2 (e.g. 1/4 or 3/4), but this should not normally change the value added to the Focus Limitation. Note that the character who "owns" the Focus may be limited by the Strength Minimum in rare circumstances, such as when low on End or when affected by a Drain. (Note that Strength Minimum no longer reduces the amount of damage applying your Strength to a weapon adds; it is simply a minimum you need to use the weapon.) Dexterity Minimum, Intelligence Minimum, Ego Minimum, etc. (-0): Each equivalent to Strength Minimum, but use the given Characteristic instead. Note that the amount of the Characteristic needed is based on its value, not its point cost (so a 40 Active Point power would require a 20 Dexterity for the default 1/2 AP requirement, not 10). These aren't normally as limiting as Strength Minimum because use of the given Characteristics costs no End. However, if Costs Endurance has been applied to the owning character's applicable Characteristic, or the GM thinks it is appropriate for some other reason, he may still allow an additional -1/4 on the Focus Limitation for these options. This can normally only be applied to the usual 10-based Characteristics; if applied to unusual Characteristics or abilities (e.g. Speed), the GM must decide how it applies.
  7. Re: Handling social stuff in HERO Oh definitely. Can't disagree with any of that. Be honest and open about your expectations, and let people know the type of game you wish to run before hand.
  8. Re: Handling social stuff in HERO Ouch. Yeah, I feel your pain.
  9. Re: Handling social stuff in HERO Oh, absolutely. And there should be some challenge in there, too. Not all stories have a happy ending for that matter. But despite all that it should be friends, around a table, cooperating (in an out-of-character sense) to create a story in which everyone can participate and contribute. As an aside, that's why I got really, really disgusted when people at my local gaming store basically decided to make a wargame out of roleplaying. They just did round after round after round of player vs. player skirmishes with D&D 3E, with completely mechanical rules for what you could "buy" outside the arena and change on your character sheet between fights and such. It was all about power-gaming, competing, and there was zero actual "roleplaying" involved. It completely turned my stomach and made me fearful of any new "gamers" they turned out into the roleplaying community. (It also turned me off even more from the system, because I truly blame to some degree the "standardization" of magical item pricing/creation, level wealth guidelines, "challenge rating/encounter level" and all of that for encouraging that kind of crap. Taking the humanity out of adventuring and roleplaying and deciding how to put a game together is far from a good thing.)
  10. Re: A DC Animated-style HeroMachine I can't get the darn thing to work for me at all. After initial body type selection, I get the screen with all the selections around the outside, but the middle either holds a busy indicator indefinitely or becomes blank white after a short time.
  11. Re: A DC Animated-style HeroMachine In practice I've found that JPEG compresses far better than PNG for most graphical/cartoon type images also, so the question is whether or not the loss of data/quality is worth the savings in size. Often I'll bite the bullet (grumbling a bit too) and use JPEG for every image if I'm attaching to an e-mail or something.
  12. Re: Equipment cost in term of money Yeah, if you're using an established setting, it might be easy enough to use its costs. I like the IDEA of using formulas to compute cost, but in reality I just don't think they work well. Let's take two relatively common hand-to-hand weapons: a broadsword and a medium spear. On the standard weapon chart they have the same Strength Min (12) and the same OCV bonus (+0). The spear does more damage, is longer, and can be thrown. That all makes reasonable sense. However, such a spear can be made (at its simplest) by finding a straight, sturdy stick and sharpening the end, whereas the sword takes refined materials and quite a bit of skill to craft. Yeah, more sturdy and longer lasting spears would take somewhat better materials and more skill to make than a sharpened stick, but we're still not talking anything near the requirements of the sword. The sword is going to, without question, be a lot more expensive despite being completely inferior in terms of game mechanics. So how do we deal with that situation in a formulaic approach? Well, we could start introducing things like the rarity of materials, the skill required to craft the item, and even just the general availability of the item on the market. But if we introduce enough variables like that, any formula we try to use is going to have such a huge amount of subjective data going into it that we might as well drop the whole thing and spitball a subjective price that feels about right. Disappointing but true.
  13. Re: Hostile guidance system I think there might be some confusion about Deflection and Reflection. You don't need either to Block a Ranged attack (though it's up to the GM whether you can Block one at all). Deflection allows you to Block an attack at Range. That means against a target other than yourself, who is not next to you. So you could Block an attack made by A at your friend B who is across the room from you. Reflection is not needed to redirect in, "a generally safe direction;" it's assumed that Block by itself will do something like that. Reflection is required to redirect the ranged attack, "to unfriendly targets," and cannot--for some odd reason--be used on attacks you block at Range using Deflection (though I see nothing about whether it applies to attacks against an adjacent character you've Blocked for, so it appears that the original target of the attack doesn't have to be you as long as the attack is within your reach).
×
×
  • Create New...