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DavidToomey

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Posts posted by DavidToomey

  1. Re: Immovable Force Field

     

    I believe 5E Force Walls should do fine. They just don't have Body. And if you want them to stick around' date=' you'll have to make them 0 End plus Persistant or Uncontrolled or something.[/quote']

     

    How about Entangle: Only to create Walls? (For 5E, naturally)

  2. Re: Omcv 1?

     

    Boy...

     

    toss out one quick question, work 6 days straight, and see what happens...

     

    I really wasn't trying to cause *this* much activity:rolleyes:

     

    And yes, I did type OMCV in the title...darn formatting ;)

  3. Re: Omcv 1?

     

    Looks about right. Of note' date=' there is no penalty I'm aware of for selling OCV back to 1 for characters that just use Mental attacks either. :)[/quote']

    I understand the OCV, but in most games, even the mentallist / mage may have to throw a blow / use an ability that uses OCv, but in most games with mental powers, the non-gifted will almost never have to use OMCV

  4. I've looked through the books, and see no penalty for someone selling back his OMCV to 1 if he has no abilities that require a MCV to hit roll.

     

    Am I missing something, or is this an easy 6 points for 90+ % of charactrers?

  5. Re: Intermediate levels of +5 = x2

     

    If I had, then perhaps it would be possible to implement the formula in HD; as it stands, that's extremely unlikely for quite some time.

     

     

    +8 = x3

     

     

    I'm not sure why you'd need the formula in HD...a custom adder (3x copies) 8 pts looks like it would work just fine, or am I not understanding?:confused:

     

    Dave T

  6. Re: Putting my finger on it

     

    Zornwil - thanks :)

     

     

     

    Adding to this: I'd like to see a "game balance" handbook listing the various restrictions that have been recommended, and at least one example of a "broken" build, and an explanation of how that would constitute "abuse".

     

    Perhaps, after everything else has been published, they can take examples of abuses from those. It could be called "The Ultimate Munchkin" or something :D

     

    __________________

    Now gathering petitions for The Ultimate Munchkin :whistle:

     

     

    I'd buy that in a heartbeat, though I think I've seen far too many munchkin constructs in the years I've played since 1st Ed

     

    Of course, what's abuse in one game may be just right under another GM.

     

     

    ...darn kids! get outta my 5thRevised!...:idjit:

  7. Re: The Genesis of +5 = 2x power?

     

    As it turns out' date=' [i']neither[/i] of us is right: the correct formulation, and how I failed to say it in the first place, would be:

     

    "The final measure of power is equal to the number of units you are using, doubled, minus 1."

     

    So, you do have the correct formula to use for calculating the number of units, but to make that extra die meaningful, you have to include it with all the other dice.

     

     

    Sorry, but no. My formula *is* correct, and it is derived from the Strength Lifting formula, using # of dice instead of (Str/5)

     

    The continued doubling per 5 pts is logrithmic, where your formula is arithmatic.

     

    By yours:

    1d6 =(1*2)-1=1

    2d6 =(2*2)-1=3

    3d6 =(3*2)-1=5

     

     

    If you want the number of units you need to generate xd6, where 1 unit does yd6, the formula is:

     

     

    Units = 2^(x-y)

     

    If you want to know how many d6 U units will generate when one unit does yd6...whew...:

     

    Xd6=(Log(base2) U) +y , where you have at least 2 units (as 1 unit = yd6)

     

    so, if 1 unit does 2d6

     

    2 units=Log(2) 2 units + 2= 1+2=3d6

    4 units=Log(2) 4 units + 2= 2+2=4d6

    8 units=Log(2) 8 units + 2= 3+2=5d6

     

    Calc Hero, anybody? :ugly:

  8. Re: The Genesis of +5 = 2x power?

     

    Interesting . . . so' date=' if the first d6 is 1 unit (of whatever), the second d6 is [b']2[/b] units, and the third is 4 . . . do you see where I'm going with this? :D

     

    The final measure of power is equal to the number of dice you are using, doubled, minus 1.

     

    No, the final power = 2 to the power of (number of dice rolled-1)

     

    Thus

     

    1d6 = 2^(1-1)=1

    2d6 = 2^(2-1)=2

    3d6 = 2^(3-1)=4

    4d6 = 2^(4-1)=8

    ...

     

    Thus in theory, you'd have to strap (8) 1d6 explosives together to get the same effect as (1) 4d6 explosive.

     

    ...not that hero 5th has been using that system anymore (look at their explosives chart)

     

    :hush:

  9. Re: A variant of standard effect damage

     

    Absolutely right, but you have to stop thinking of rolling a '3' as the best you can get - it always hits - but not necessarily hard.

     

    The point is that only someone who is very skillful, compared to their opponent, COULD hit on a roll of 15, and it seems logical to me that the more skillful opponent should be the one to do more damage - at least potentially. Almost anyone can hit if they roll a 5, and the fact that you landed a blow is probably reward enough, if you NEEDED a 5 to hit.

     

     

    How about using margin of success?

     

    Add one or two points of damage per point you made your to hit by...thus that 15- who rolled a 5 does 10 or 20 extra damage, where if he rolled 15 exactly, he just barely hit, thus no bonus damage...:P

  10. Re: A variant of standard effect damage

     

    Use standard damage for N-3 of your damage dice, for an Nd6 attack, then add the roll you made to hit.

     

    So, for a 10d6 attack (30 stun, 10 body standard effect normally), you do (10-3)x3=21 stun and 7 body as BASE DAMAGE, and, say you roll and hit with 3,3,6, you do an additional 12 stun and 4 body damage, for a total of 33 stun and 11 body. Still not worth it unless everyone is doing it though and characters are designed appropriately - i.e. with slightly lower defences.

     

    So, the better your roll to hit, the less damage you do?

     

    If I read this right, if you can hit on a 15- and you roll 15, you do 10 pts *more* damage than if you roll a 5....:confused:

  11. Re: Multipower and No Concious Controll

     

    If I can get away with "all slots take 1 turn to activate, but the pool defaults to Slot 1", why buy a 12d6 Energy Blast? buy a 60 point MP, take a 12d6 EB as the default and a 1d6 Dispel Life support as a second slot, and limit both with Requires 1 century to activate.

     

    "The EB's already active, and can be used as normal, so I'll never switch slots. But if I did it would take 100 years, so I get a limitation." NO buy the EB normally, or buy the MP and pay 2 extra points, one for each slot. No limitation on the reserve.

     

    Dispel Energy Blast...see you next Century!:D

     

    Alternatively,

     

    OK, so your character is...28? 72 more years to go before activating...

     

    Of course, I'd always talk with the player before slamming him like this, and try to talk him out of the build, but if he stayed munchkiny, I'll have the whole group captured at some point, put in power neutralizing collars, and when they get loose, he's minus one MP...

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