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Mister E

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  1. Like
    Mister E reacted to dsatow in D&D Alignments How do you write them up as Limitations?   
    A good resource I think is pathfinder's page on alignments.  The section on types of each alignment would be good mining for psych lims.
     
    https://www.d20pfsrd.com/alignment-description/additional-rules/
  2. Like
    Mister E reacted to Cygnia in "Neat" Pictures   
  3. Like
    Mister E reacted to Doc Democracy in Philosophy of Complications: Secret Identity   
    My understanding, like assault’s, is that a complication complicates your life.  Not taking a complication means that it does not complicate your life.
     
    so, having a hunted complication but no secret ID complication does not mean you do not have a secret ID but it does mean that, regardless of your identity management there are no related complications.  The appearance of the hunting character does not draw in your private life in any way, it never occurs to your hunters to threaten family, friends or colleagues.
     
    Doc
  4. Like
    Mister E reacted to L. Marcus in How To Build Detect Magic Sense   
    You don't need Always On -- buy the Detect with Sense instead.
  5. Like
    Mister E reacted to Killer Shrike in How to Model DnD Spell Trap the Soul in 6E   
    I would say that your approach is correct...if pocket dimension side adventures stemming from Trap the Soul as EDM sound fun then that's a good approach, and if it does not then Transform is pragmatically more direct.
     
    There are other similar spells (Imprisonment comes to mind) that effectively remove a target from play one way or another. You might want to knock out other similar spells in that general category all at once and decide if you want a unified approach, or if you prefer to deliberately use different mechanics for each to inject more differentiation between them, or whatever.
  6. Like
    Mister E reacted to Duke Bushido in Days Won   
    Ah, SWEET!
     
     
    Sorry.  All this talk about it and I finally had to go and look.  And the coolness I found! 
     
    I've got _five_-- count' em: FIVE whole down votes!  
     
    That's when you know you're doing the good job, right there.
     
    (betcha they're all from the same post, too. )
     
     
    Duke

  7. Like
    Mister E reacted to Pariah in Days Won   
  8. Like
    Mister E reacted to Cygnia in Days Won   
    I iz a prodijee~!
  9. Like
    Mister E reacted to PamelaIsley in How to Model DnD Spell Trap the Soul in 6E   
    I'm not sure the other players (or the GM) will appreciate an entire side adventure built around one person running around a gem. 
     
    For the purpose that I envision, I think Transformation works best.
     
    Using extradimensional movement does remind me of Nebula (a villain in the 6E Volume 3 book, as well as some 5E stuff) and her ability to transport people to a sort of hellish prison dimension for eternity.
  10. Like
    Mister E reacted to Doc Democracy in How to Model DnD Spell Trap the Soul in 6E   
    There is a case to be made for using extra-dimensional movement, usableon others....
  11. Like
    Mister E reacted to Doc Democracy in A "political" or "intrgue" game   
    It is one of the things that most often triggers players.  The game telling them that, this time, it is their character that is deciding what to do and not them.  I can understand it but playing Pendragon was an epiphany for me, the first time my knight failed a bravery roll and I had to play the role of a knight that had just failed to be brave (which is not the action I had in mind).  I had to quickly think what my knight would say if he could not work up the bravery to charge the castle gate...what would he do?  I actually got to know my character better, I think I was better at playing the role and it meant that I had to really think about what Sir Shane of Craigneuk would do in future when faced with similar options.
     
    Doc
  12. Like
    Mister E reacted to assault in A "political" or "intrgue" game   
    The other useful source is The Ultimate Base.
     
    It's suggestions for Kingdom level actions are frankly horribly bland, but could be wrapped up in colour. Part of the problem it has, and acknowledges, is that it is trying to cover too many cases.
     
    The relevant chapter ("Kingdom Creation") starts like this:
    "This chapter of The Ultimate Base takes the concept of a “Base” to all-new levels. It features rules for creating and playing nations, kingdoms, cities, planets, organizations, and similar entities as “characters” in the HERO System. Collectively, for game purposes, these entities are referred to as Kingdoms (capital K), even though many aren’t kingdoms in the traditional sense of that word."
     
    By nesting this concept, you could have characters contesting control of political factions, factions contesting control of parties, parties contesting control of nations, and these nations competing with rivals...
     
    Amongst other things, there's a "KINGDOM COMBAT MANEUVERS TABLE". Horribly abstract, of course.
     
    This stuff begs to be used with the APG II social combat stuff.
     
    Heh. My beef with 6e is that it's over-complete, not under-complete. ?
  13. Like
    Mister E reacted to Lord Liaden in A "political" or "intrgue" game   
    For question two, Interaction Skills are the easiest way to go. Both Hero System Skills and Advanced Players Guide I go into detail on using Interaction Skills in a variety of social situations. However, APG II describes a detailed optional "Social Combat" system, including "combat maneuvers" and "damage" effects.
     
    One unofficial element that has potential is a mechanic that Hero Games author Shelley Chrystal Mactyre proposed in relation to her long-in-limbo Regency Hero source book project: Reputation Points.
     
    On the non-mechanical front, in the past I posted to the forums a campaign concept and large number of "plot seeds," under the overall heading, Besruhan Intrigues, for a fantasy campaign stressing politics and intrigue at least as much as fighting and exploring, set in Hero Games's "Turakian Age" setting. As you suggest, most such interactions would be handled through role-playing; but the region I chose includes a number of elements which I felt naturally led to plots to draw PCs into those power maneuvers.
  14. Like
    Mister E reacted to Killer Shrike in D&D Alignments How do you write them up as Limitations?   
    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/alignmentConsiderationNotes.aspx
  15. Like
    Mister E reacted to Cygnia in Funny Pics II: The Revenge   
  16. Like
    Mister E reacted to Old Man in Funny Pics II: The Revenge   
  17. Like
    Mister E reacted to Lucius in Anyone up for 20,000 Point Heroes?   
    First posted in 2009
     
    May All the Gods Forgive Me
     
    Yes, this is getting impious even by my standards, not to mention completely silly....but I couldn't resist.
     
     
    Omnipresence: (Total: 217 Active Cost, 199 Real Cost) Immanence: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), MegaScale (1" = 100 billion lightyears; +6 1/4) (127 Active Points) (Real Cost: 127) plus Transcendence Desolidification , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Linked (Immanence; Greater Power is Constant or in use most or all of the time; -1/4) (Real Cost: 72)
     
    Omniscience: (Total: 246 Active Cost, 246 Real Cost)Knows All: KS: Everything, Uncontrolled (+1/2) 50- (Real Cost: 61) plus Understands All: Universal Translator 40-, Uncontrolled (+1/2) (73 Active Points) (Real Cost: 73) plus Sees All: Spatial Awareness (Unusual Group), +20 to PER Roll, Discriminatory, Analyze, Microscopic: x10,000,000,000, Perceive into any dimension, Rapid: x100,000 (Real Cost: 112)
     
    Omnipotence:
    Omnipotence: Variable Power Pool, 500 base + 937 control cost, Inherent (+1/4), Persistent (+1/2); all slots Cosmic (+2) (1437 Active and Real Points)
    plus
    Eternal Omnipotence: Succor Cosmic Power Pool and all Slots 5d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Transdimensional (Single Point in Time: Moment of Creation; +1/2), Uncontrolled (+1/2), Can Apply Adders (+1), All Powers Simultaneously (+2) (156 Active Points)
     
     
    NOTES
     
    The first attribute listed, Omnipresence, includes Immanence and Transcendence. The former is Growth, Megascaled, sufficient to cover the entire observable universe as of the most recent scientific cosmological theory, as I understand it. The latter is bought as Desolidification.
     
    The second attribute, Omniscience, sort of assumes the first: If a Deity is not Omnipresent for example but wishes to be Omniscient, it would be necessary to buy 360 degrees, Range, and lots of Telescopic on the Cosmic Awareness. An Omnipresent Being need not have Ranged senses, since by definition nothing is ever at range from an Omnipresent Being.
     
    The third attribute, Omnipotence, includes both a Cosmic Power Pool and an Eternal Succor that applies to the Cosmic Power Pool at the moment of Creation, and that goes off automatically and without effort each phase - Forever. Even in the unlikely case of a SPD 1 Being, and even over the course of, say, a normal Human lifetime of three score and ten years, that's an enormous amount of 5d6 Succors - and a zero END Succor basically goes on forever. Even though it costs less than 1600 points, I'd say this constitutes effectively unlimited power for any Being that endures for eons.
     
    Don't ask why I did this. I don't understand it either.
     
    edit: Might as well add this:
    Deus Absconditus: Invisibility to Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups and Spatial Awareness , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (135 Active and Real Points)
     
     
     
    Lucius Alexander
     
    Sometimes, the palindromedary worries about me.
  18. Like
    Mister E reacted to Steve Long in How do Megascale senses work?   
    First, I should note that Senses, as Special Powers, typically shouldn’t have Advantages applied to them. The GM can allow this anyway, of course; there are a number of examples in published HERO System books (such as MegaScaling the sensors on a starship). But it’s not something that should occur routinely.
     
    Second, in some cases there are specific rules for using MegaSenses. For example, see APG 138 for the rules about buying MegaSenses to see obstacles in time to avoid colliding with them when using a MegaMovement power.
     
    Third, the rules on 6E1 340, bottom left, specify that using any MegaScaled power requires a Full Phase Action and reduces the character to ½ DCV (except, of course, where more specific rules override this, as with avoiding obstacles when MegaMoving). So that applies to any standard use of MegaSenses, unless the GM rules otherwise.
     
    I think that about covers it. If there’s some specific aspect of MegaSenses that I’ve overlooked, please PM me or post a follow-up question. Thanks!
  19. Like
    Mister E reacted to LordQulex in Improving Intimidation   
    6E1 382 - Limited Power: Power loses almost all of its overall effectiveness. (-2)
     
    I'm using 6th edition, I just figured that using EGO for the sole purpose of intimidation was extremely limiting. Though when Steve Long tells you that it's Only For Fear/Intimidation-Based Presence Attacks (-1), you listen. ?
  20. Like
    Mister E reacted to Duke Bushido in Improving Intimidation   
    One thing I cannot stress enough is to consider the character's reputation.  If a character has a well-known reputation for "unpleasant behavior," and the person he is trying to intimidate is aware of that reputation... well, that's a plus.
     
    What's the current situation?  If the character being intimidated is at a clear disadvantage, even if it's just in this moment--- for example, even a military general, when caught alone and dragged into an alley, is just a well-disciplined old man being held captive and threatened by someone else-- well that's a plus, too.
     
    What's the character's motivation to intimidate the target?  If there is some established bad blood there, well that's a plus.
     
    So what's that thing I can't stress enough?  The thing for which there is no hard math, no power to buy, no points to spend: the actual situation, and the role (with an "e" ) playing aspect of the game.
     
     
    Hope something there helps!
     
    Duke
     
  21. Like
    Mister E reacted to Lucius in Improving Intimidation   
    That would work if Lord Qulex were using 6th edition, but I"m pretty sure he's using 5th.
     
    However, I want to point out that one way to enhance a PRE attack is to use a PRE based Skill, like Oratory; Or possibly inventing a new PRE based Skill called Intimidation. Making the roll for the Skill adds 1d6 and making it by half adds 2d6 to PRE attacks.
     
    Lucius Alexander
     
    Animal Handler: Palindromedaries
  22. Like
    Mister E reacted to Christopher in Improving Intimidation   
    So this was moved from Rules Questions to Hero System, so I guess participation is wanted.
     
    One cheaper way to buff PRE attacks would be "Striking Appereance".
    While originally defined as "Pretty" or "Ugly", I simply view it as limited presence. So it could be used for "Intimidating Presence" just as well.
  23. Like
    Mister E reacted to Steve Long in Improving Intimidation   
    You figured out the answer to your own question perfectly, though the Limitation should have a different value if you want to follow examples in published books. You buy extra PRE with the Limitation Only For Fear-/Intimidation-Based Presence Attacks (-1). 
  24. Like
    Mister E reacted to assault in Anyone ever use HERO to make a skirmish game?   
    Heavy use of Mook rules would help. Having to keeping track of Recoveries would generally be a Bad Thing, although a very simplified Recovery rule might be OK.
     
    Essentially, the trick would be to find a way of reaching the same results as the full rules most of the time, with a fraction of the effort. Say, the same result 80% of the time with 20% of the rules.
     
    That said, "skirmish games" cover a lot of ground. They can involve half a dozen characters/units per side, or a hundred.
     
    You could virtually use the full rules for the smaller games. It's the bigger ones where you really need to cut things down.
  25. Like
    Mister E reacted to Chris Goodwin in Help with first character?   
    In that case, I would think about dropping his STR by 20-30 points, and investing some of those points into Martial Arts.  60 STR is like Hulk, Thor, Colossus level, or at least what Champions considers to be.  100 tons lift.
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