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Netzilla

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Everything posted by Netzilla

  1. Re: Y R axes better than swords??? I most definately agree with this point. I was just responding to the idea of the sword being the primary war weapon 'as a matter of history'. In many cultures the sword has become romanticised, and therefore is the primary weapon in folklore, legend and modern fiction. If that's what you're simulating, make swords the most advantageous weapon to use. If you're wanting historic realism, don't.
  2. Re: Y R axes better than swords??? Well, if one is wanting good information about historic armed combat, I can't think of a website I'd recommend more than the ARMA (the Association for Renaissance Martial Arts; formerly the Historic Armed Combat Association). These guys have a lot of experts on the subject and do lots of research. They also have a nice articles & essays section on nearly any medieval/renaissance combat topic you can think of. Here's their site: http://www.thehaca.com/ One thing to note, is that according to several articals on their site, the sword was *not* the primary 'HTH weapon of choice in cultures from Japan to Spain for several centuries'. The primary weapons for most cultures (including most of Europe & Japan) was the spear with the axe or mace/hammer probably coming in second (including for knights & samurai). The sword was used for backup, for dueling & as a status symbol, but not as a primary weapon of warfare (with a few exceptions).
  3. The wording & example on HSR 233 (specifically "...until the next Segment which is a Phase for both of the of the SPDs.") have left some of us wondering. Using the example (on Segment 2 a SPD 3 character is boosted to SPD 4), should this rule be interpreted as: A) Both the old SPD score and the new SPD score have to have a common phase. Therefore the boosted character cannot act until Segment 12 (the only phase SPDs 3 & 4 have in common). Both the old SPD score and the new SPD score have had the opportunity for a phase. Therefore the boosted character's next action is on Segment 4 (having already passed Seg 3 for SPD 4). Thanks, Deric Page
  4. Why are recoverable charges not subject to the +1 cap for standard charges? I understand the need for this with Boostable charges (do to the inherent advantage of being able to increase power), but I'm stumped for how a recoverable charge has an advantage over 0 END. Thanks, Deric Page
  5. Hey, hey! No making me laugh while I'm at work!
  6. Another variation on this idea that I've been knocking around is as follows: Start of Combat The start of combat remains unchanged. All combats will begin with a Segment 12 in which all characters (except those with Speed 1) may act. Random Determination of Segments During each Post Segment 12, each player will roll a number of d12 (referred to as Segment Dice hereafter) equal to their character's Speed score. The numbers on the dice will determine in which segments their character will be able to act. Duplicate Numbers If a character rolls the same segment number on 2 or more dice, one of those dice grants that character an action on the segment listed on the die. The duplicate(s) may be turned in for Wild Card chips (represented by blue poker chips). A Wild Card chip may be used to get an action in any segment in which the character has not already acted. In most respects, this acts the same as having a held action. The exceptions are: 1) it is not lost if it is not used by your next action and 2) if more than one Wild Card chip is held past Segment 12 the number of Segment Dice you roll for your character is reduced by 1 for each additional chip. Changing Speeds If your character's speed increases during the turn, you may immediately roll an additional Segment Die. If the result is a duplicate of a segment already rolled for your character (even if that segment has already passed), you may trade it in for a Wild Card chip. If the result is not a duplicate and for a segment that has already passed, it is immediately discarded and not rerolled. If the result is for an upcoming segment (or the current segment if your character has not already acted & does not have an action for this segment) and not a duplicate, the result is added to your existing segments. If your character's speed decreases during the turn, your must discard in any unused Wild Card chips. If your character has no Wild Card chips, then an unused Segment die must be discarded. My main thinking with this version is that it prevents the situation that faster characters *always* act on the same segments as any slower characters. My main concern is that it may be too much complication for too little effect. I wonder if I can talk my group into trying it.
  7. Re: [Question] A few questions First, you need to consider if Focus is the right limitation for the armor. If it's an Accessable focus, it can be taken away with a grab maneuver. If it's inaccessable, then it can be taken away in 12 seconds. However, as for rebuilding/relpacing it goes, I look at it like the Iron Man comics. More often than not, when a suit gets trashed or stolen, it seems like Tony's always got a new prototype or old (slightly weaker) version to use once he gets back to his lab. If he's got EP available, he's got the prototype (though it may still have a few bugs in the new systems); otherwise he's just got the version from before his last upgrade (significant EP expenditure). Well, the limitation of OiHID is that if he's not in Hero ID, then the powers can't be used. If the villain can force him out of HID, then too bad for him. If the special effect is that of a suit, then it's going to be more trouble to remove than a focus, but still somehow removeable (even if he needs a super can-opener to do it). Personally, I prefer the OiHID limitation to Focus for powered armor characters. This is mainly because of the 12-second rule (not to mention the breaking foci rules). Deric
  8. There's a variation on this system that eliminates the chance of losing any actions due to poor dice luck. Write the numbers 1 through 12 on scraps of paper and draw one out of a hat each phase. If your speed score is equal to or higher than the number, you get to act. Numbers do not go back into the hat until after all 12 have been used. This also can work by using the number on the paper as the column of the Speed Chart that will be played that phase. Deric Page -- "There is no cause so right that one cannot find a fool following it." -- Larry Niven
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