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Zephrosyne

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Everything posted by Zephrosyne

  1. C&S? Do you mean Chivalry & Sorcery? If so, nice game.
  2. Well, I don't really believe in "hard caps" per say but I do have very hard "soft caps." The base CV cap is 13 and up to 8 Combat Skill Levels are possible in my campaigns. So I guess the total would be 21. Note this is the absolute highest that any being would possess in any campaign that I would ever run. I would not let a character start with numbers near this high.
  3. I think what you are looking for is in Hero System Martial Arts. Page 247 explains the different NNDs in detail. The numerical designations indicate what defense stops the NND. Using the examples you sited: NND1 is stopped by Rigid Resistant PD on vital areas, NND2 is stopped by Rigid Resistant PD on the neck or not having to breather, NND3 is stopped by Rigid Resistant PD on a specific Hit Location. That is the simplified version; that page has a lot more details.
  4. Gnome Body, I have to admit that while I definitely prefer 6th Edition to any other Edition by far, the pricing change to Armor Piercing as well as Hardened no longer applying to Penetrating are questionable. Scottish Fox, that's an interesting spreadsheet. Thank you for sharing.
  5. Actually, Piercing is in the Advanced Player's Guide (pg. 113) except that it is a Power not an Advantage. Although, by the description, it seems like more of an Adder than a Power. Although, I do think it is a bit overpriced when compared to Armor Piercing, at least as a +1/4 Advantage.
  6. I was wondering about the Armor Piercing optional rule in the Advanced Player's Guide 1 (pgs. 136-137). Specifically, the option that alters the Advantage to where instead of reducing a target's defenses by half, each application of the Armor Piercing Advantage would reduce the target's defenses by a set amount of points (e.g. 5 or 8 or 10 or whatever). If you were using the optional rule, how many points of defense would you allow to be negated by a single application of the Armor Piercing Advantage? If your answer varies based on the power level or genre of the campaign, please feel free to elaborate. Thank you.
  7. I don't want to deviate too much from the original poster's question but i am really curious. If you don't use Class of Minds, do you let Telepaths use their powers on anything that would normally require a specific class of minds--robots for example?
  8. The OMCV at 3 is neither an advantage nor is it a limitation if you don't have any mental powers because I don't envision any scenario where it would come into play. Sure I could let a person buy it down to 0 then create a scenario (a handy/needed/convenient Focus of opportunity?) where it would be limiting but frankly, I don't see any reason or have any inclination to bother. Even if I did, it certainly wouldn't come up more than once in a campaign and I honestly don't see that happening. I have often heard/seen/read the reasoning that a complication/disadvantage/limitation/etc. is the player's way of telling the gm that they want to see something in play and that is all well and good, but as gm, I get to decide whether that is something that I want to put into play. If I don't see it coming in to play, I would veto said complication/disadvantage/limitation just as I would tell a player not to select/pay for a benefit/advantage that would not come into play. That position is consistent. As for the player being able to "set" OMCV to what they would like if they have no mental powers, that is your opinion and I do not share it. If they see the "3" next to the Characteristic as "completely irrelevant window dressing" then so be it. They can stand and gawk at it or ignore and walk by it like any other window dressing. If the "3" is that painful to look at then I envy the player because life has been far too easy for him/her in general. Lastly, since I don't allow it to be "set" at whatever the player wants, my position is in no way inconsistent. For me it is simple, if something is not limiting in the campaign, you get no points for it...period and consistent.
  9. I guess I can be lumped in with the other "lazy, shortsighted, and biased" gms because I wouldn't allow OMCV to be sold back either.
  10. Yeah, I agree that thickness should have an effect on DEF as well as BODY. I just kinda adjust it as needed. One thing that could help is The Ultimate Brick, which has an Expanded Object Table on pages 107-112. For example it doesn't just have a DEF/BODY for a brick wall like the main rule book. It breaks it down to Thin/Small Brick Wall, Average Brick Wall, and Large Thick Brick Wall and they have different DEF as well as different BODY. It may not be as comprehensive as you would like but it does have a good number examples of various walls with DEF based on thickness in addition to BODY. I think it is a good guideline. Just note that if you use 6th Edition, The Ultimate Brick is a 5th Edition supplement but It is still quite serviceable for this matter.
  11. Zephrosyne

    Legion of Doom

    I can't see Menton joining up. He seems to be insufferably arrogant to a degree that none those "egos" would put up with him. I have a hard time seeing Menton being convinced that he would need to be among "equals." He would insist on treating them more like the "help"; kinda like he was when he was dealing with PSI before his incarceration. Dude is a control freak! Ah, isn't Baron Nihil a Nazi and Joseph Otanga an African. Unless I have seriously misunderstood what it means to be a Nazi, there might be issues. Doctor Yin Wu is a luddite in the extreme. Dude has a Psychological Complication (Common, Strong) for his hatred of technology. He would probably have a hard time working with Warlord and Interface. There's also that despising Westerner's thing. It would be fun to watch the fireworks in that group. I think instead of fighting them, the good guys should grab some popcorn and coke and watch the show.
  12. The Tiger Hook Swords may be awkward but Baron Juliet Chau was rockin em big time a couple of episodes ago on Into The Badlands. Then again, the Widow did cut off her head in that fight. Never mind...moving on.
  13. I think the cutoff point may vary from campaign to campaign, more specifically, probably especially, from gm to gm. Speaking for myself, I don't have a long list of equipment that you can and can't have any more than I have a list of powers/power builds that you can and can't have. Once you know yourself as a gm and the campaign that you have built, you just know. For myself: yes, Tom, you can have that flashlight, cell phone, and Ferrari as equipment because you can afford it (can steal it or whatever); however, if you think you are going to have Iron Man's armor (or a facsimile of) without spending character points, you're out of your damn mind. The cutoff point is kinda like the definition of obscenity: you may not be able to exactly define it, but you'll know it when you see it. The important thing is being consistent with your judgement and making sure your players understand it. If you know yourself as a gm and your campaign, it isn't that difficult.
  14. I really don't remember the most amount of points I have ever spent on a character but I seriously doubt that I have ever spent more than around 2000 points on any character even when just making characters for fun. I can't even imagine making a character with numbers high enough to need 5000 points let alone 20,000.
  15. Yeah, I'm in the camp of allowing characters to have normal crap as long as they can justify it (buy it, steal it, whatever) be it a flash light, a cell phone, a blender, or a gun. However, it is treated as real world stuff and subject to real world rules. You didn't play for it with points so I am free to do with it as I see fit. Since you didn't buy it with points, it doesn't really belong to you, it belongs to the campaign world.
  16. I haven't really had to opportunity to play as much Hero System as I would have liked over the years (played way too many other games) but I have played it a decent bit. The Multipower Framework in itself isn't really that much of a problem but I do think that it requires gm oversight. Yes, I know everything does but I have seen some people really stretch a "concept" to justify putting something into a Multipower because adding slots is pretty cheap. I have had wanna be munchkins over the years but no really competent ones. I am actually pretty good at picking up things that will be a problem and I have absolutely no problem with saying "no." I don't really find the Multipower Framework to be too cost effective but then again I can be a rather strict gm. If you can't explain your concept in detail well enough to justify something, you don't get it. As I said, I have no problem saying "no" and my gaming group knows it. Variable Power Pools are a different animal and I do find those too cheap and I have addressed that in my games but I will not really go into that: I don't want to deviate too much from the original poster's intent. That is my answer as far as the second question. As for the first question, regarding what game effect the Multipower is supposed to provide, I don't have any answer for that beyond what is in the rulebook and the various examples in the various supplements.
  17. Unless I am misunderstanding what you want, you could use Area Of Effect (1m Radius Accurate; +½), MegaArea (1m area covers the entire world; +2) to affect a single target anywhere in the the world. This is used to create a spell called Curse (Hero System Grimoire pg. 51). As a gm, I would also require Indirect +1/2 as well to be able to affect a target that might be inside or outside.
  18. For me it isn't even a contest: 6th Edition hands down! Lots of changes I liked and very little that I didn't like.
  19. Cool, thank you very much. I've been gaming for 30 years and I can honestly say that I have never been wanting a product so badly.
  20. Hey Steve, there is one thing I'm really curious about. How many character points do your gods have? Yes, I know it varies. I'm sure Zeus has a good bit more than say Hermes. Just give me a little teaser. I don't need a character sheet. I'm just curious about the point range of gods (not heroes and demigods, the big boys). Please...a little somethin, somethin
  21. First of all, Steve, you're a tease . I want this book NOW!!! Second, how big is this book gonna be (as in pages)?
  22. I have been roleplaying for nearly 30 years. I can honestly say without any doubt that this is the book that I am looking the most forward to seeing in all of those years. With all of this teasing, which I--perhaps foolishly--masochistically read, I truly hope that it sees the light of day.
  23. Re: MYTHIC HERO: What Do *You* Want To See? Is it possible to just make it a pdf only thing if you aren't able to get enough to cover printing? I really want this book to see the light of day. It was the first thing that I have ever backed on Kickstarter when you tried the first time. In fact, I have only backed one thing since.
  24. Hi, I have a question about Constant Powers that have an Area or Range that is Mega Scaled. Under the rules for Mega Scale, it states that when you use a Power that has the Mega Scale Advantage (Area or Range), the Power requires a Full Phase Action and the character is at 1/2 DCV. Does this apply every phase the Power is active? For example, if I have a character with Clairsentience and the Range is Mega Scaled, do I need to use a Full Phase Action to maintain it every phase the Power is active and am I at 1/2 DCV every phase until I turn the power off? Or, do I just use a Full Phase the phase I turn it on and then maintain it like any other Constant power (just pay Endurance but no further Actions) and only suffer the 1/2 DCV until my next phase? Thank you.
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