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Tae Kwon Dan

HERO Member
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About Tae Kwon Dan

  • Birthday 02/19/1978

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  1. Re: Aborting to a non-created VPP power? Thanks Derek as I thought about it more that was my conclusion as well, but it was the kind of thing I like to put before the board.
  2. I don't have my book in front of me so this might be covered in it and I didn't want to bother Steve it was. What are the rules on aborting to a non-created VPP power? Say for instance my character Vagabond is a Green Lantern rip-off, but without all of the training. He can create powers through his power ring with a half-phase action, but still has to make a Power Ring skill roll to get his powers to go off. Would you allow him to say abort to attempting to create a Missile Deflection through the ring? Even though he might fail the roll and thus get nothing out of his aborted action? My first inclination as a GM would be to only allow to abort to the VPP if it was Cosmic, but that's really more of a flavor ruling than a balance one since there is the possibility of the action failing the skill roll + no guarantee that he could pull off the Missile Deflection after that. So I'm not certain if there is a good balance reason not to allow this or just a straight up rules reason that I don't recall. This hasn't come up in gameplay yet, but it could so I thought it was worth putting before the boards.
  3. Re: Two ways but which do you prefer. I've always seen it done as number 2, but I'm guessing where you're going is that his reflexes are faster because of his heightened mental acuity. If that is the case then just give him greater SPD in general. Or am I not understanding where you are going with this?
  4. Re: Sky High The Movie It looks interesting, but I thought they passed up a great story opportunity by having the son NOT develop super strength, but some other kind of much more subtle power (like a mixed bag of mentalist abilities or even Franklin Richards level reality powers.) Something where he is actually much more powerful than anybody else, but since good old Dad is from the direct school of "whack it; it fall down" he isn't very supportive of. You could even go farther and have mental powers be something just generally looked down upon by other heroes by their lack of directness and since the son has no confidence due to this he isn't as powerful as he should be. Until Super-villian X (something sort of Doomsday'ish) shows up and mops the floor with the standar heroes and young son must step in and gain confidence enough to defeat him. While I think the movie will be fun, I just think it could have been better and with a better message for children about being different not necessarily being bad.
  5. Re: Straight up easy question . . . Actually yeah and that each of them is about as viable as the other. I'm an engineer by education so stuff like that is fun to me, because you pick a path and go down it, but you hopefully end up at the same place despite the differing paths.
  6. Re: Straight up easy question . . . This is why I love this system so very very much.
  7. Re: Straight up easy question . . . See I was thinking more as a VPP since wrestlers always seem to find creative ways to turn various parts of the cage into differing weapons and effects.
  8. Re: Straight up easy question . . . That's right. I'm laying down the gauntlet for Internet Triple Cage match. I have no idea how this would work logistically, but it sounds cool. Besides we're HERO players. We'll have to spend at least 3 weeks and 20 pages arguing over whether or not we should build the Triple Cage using an EC or a VPP.
  9. Re: Straight up easy question . . . Look I moderate at another gaming website. You guys have a long way to go. Mortal combat doesn't even come close.
  10. Re: Why should I play HERO? Other than the Sorceror part I'm in complete agreeance here. Without house rules there are basically 3 classes you should ever play in D&D right now Cleric, Druid, or Wizard and the Druid basically wins at all things by like level 12. 3.0 and 3.5 completely break at levels 11 and above. You're wasting time if you're casting Fireball at 11th level when you have so many other juicy cheestastic things you could be doing. You have Greater Planer Binding at this point which can summon multiple things that cost Fireball at will or you could just force Efreeti to give you wishes. And an appropriately min\maxed fighting character should deal exceedingly more damage than that, but he'll always lose to the Wizard and his pet Outsiders. Oh don't knock the Rogue too hard if the spellcasters weren't so biggidy-broken he would be pretty swank. He's about the best balanced class in the game and can go in several different directions in terms of character concept. He also has the distinct honor of being the only other base class besides the Druid where your friends shouldn't punch you in the mouth for taking all 20 levels of instead of going into a PrC or multi-classing. (Not even the Cleric or the Wizard have this honor. Trust me there are a couple of PrC's that you pretty much should always take with those guys just to take your kick buttedness up a couple of notches.) Besides he's the party master of Diplomacy and as written that Skill trumps like everything.
  11. Re: Loop model of RPGs and why long chargen is okay Exactly what I believe Fox1 was saying. Rolemaster has a very small, but dedicated following from what I have seen at the Con scene. And like I said it could be a fun exercise occasionally or for a one-off adventure, but it's much more of a subjective choice than folks would think.
  12. Re: Why should I play HERO? The guidelines for creating new base classes were called Bard, Cleric, Druid, Fighter, Paladin, Ranger, Sorceror, and Wizard. Remember 3.0 and 3.5 were based on the, exceedingly faulty, 10 levels of Class Y is equal to 10 levels of Class X is equal to 5 levels each of classes Y and X. Of course their design team failed miserably at this, but it was a guideline. Usually I based new classes on the Rogue as I felt it was the best balanced 20 level class in the game. The same applies for PrC's, of course the balance issues became even more disparate between the PrC's depending on requirements and the designers. I'm not calling these good guidelines, but they were there. WotC was fairly close lipped about their design guidelines, because they hadn't released those as open content. But I know plenty of experienced D&D players that have had no problems making their own classes, PrC's, and spells. It is not as easy as HERO(part of the reason I made the switch), but it's not as hopeless as being painted in here either.
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