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Tasha

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Everything posted by Tasha

  1. Sure they turn to the page of the right power and spend 20pts for Deflection. bought as a "super skill" damn isn't it wonderful that we have such a complete game that things of nearly everything?
  2. Sure they can. It's much easier to deflect something thrown at you than to hit it with a 3' long piece of wood less than 5" wide. People do it all of the time. It's called Catching. Now something going faster than a throw becomes harder, but as a gm you can adjust the difficulty if you are running a realistic game, for someone to deflect arrows and such.
  3. Found the rule, couldn't delete the post.
  4. Blocking ranged attacks. That's something that should be discussed with the GM during Session Zero. Find out what they think about the whole thing. I think that the reason there are so many caveats is that Hero is also played at the non-superheroic level. So the rules always have to keep that in mind. For me if I were running Champions I wouldn't worry about it much. I would just flat allow any PC that wants to deflect a ranged attack to do it. For a Heroic level game, I would be less likely to allow it at all. It depends on the genre. For fantasy I might allow wizards to deflect spells if they had a spell with a similar effect (ie damage vs damage). For a Military Game, I probably wouldn't allow it at all, unless it really made sense or the character/campaign was built for it (ie an insane GunKata game I would allow it). IMHO it makes sense to allow PCs to deflect without a special power. It's something that you see in a ton of different genres. I like that PC's don't have to spend points for it. I guess you COULD make a heroic character buy WF Deflection and For Martial arts. Weapon Element (ranged block). YMMV
  5. Dex is costed out at 2pts because the Majority of Skills use Dex as their controlling stat. This makes Dex a very important stat. As does more than one combat maneuver (ie Dive For Cover), Also dex rolls are made for many many situations that aren't covered by skills. That alone probably makes Dex worth 2pts a pip. The other thing that dex does is initiative and that on top of all of the many other things that Dex does makes it worth the 2pts per pip. So yeah you can buy a ton of skill levels that you have to apply to each circumstance you use that skill. You hope that you don't need to use dex for another reason in the same phase. Which is something that can and will happen.
  6. I don't do fumbles at all or auto fails. I hate them I in Combat a 3 or rolling less than half you needed to hit. I give +4 DCs on your attack. Max Damage was WAY too powerful. Also there's not supposed to be absolutes in the system OOC I just give them the next best thing that a good roll would give them. IT's a bit more up in the air and open to my interpretation and ideas.
  7. People always talk about the "page count difference between 5e and 6e" Most of that page count is in larger font, more artwork in the book, A change to the layout, Sample characters, and Genre essays.. Also the heavier paper in 6e1 and 6e2 contributed to it being in 2 volumes. Pretty much the only things that changed between the editions were some powers. When you really look at the page count difference between 6e's books and 5er you find that they really AREN'T that different. So the peeps that complained about the size and cost of the hardcover 6e books now have Champions Complete and Fantasy Hero Complete.
  8. you missed an edition 5er: Still organized great and has the fixes of 5th but gives exhaustive rules and examples for every situation. Has great Hero Games support with a ton of supplements and Genre books. Champions Complete. Has the Character design Options of 6e, but has a more simple layout and organization. Fewer Edge Case rulings and examples. Simplifies some powers. Is 6e just edited down into something easier to digest.
  9. Technically their phase is whatever segment they take it in. That phase could be on Seg3,4,5 and yes they could move up to their max on Seg 5 and then move the same on seg 6. That movement isn't fluid is kind of weird when looked at from a metagame perspective, but it's supposed to look more fluid than it plays. BTW I have played in a game where taking a combat action didn't end a PC's phase. It wasn't game breaking. Players had to rethink their tactics a bit. It became more like 3.x D&D which wasn't good or bad. It may be time to let that sacred cow go. Acceleration in Hero only really matters in closed spaces or when making move by and move through maneuvers.
  10. To navigate 6e1 and 6e2 you either use the index (which includes page numbers for both books in both books) or you use the Table of Contents. On the PDF it's generally easier to use the PDF's Table of Contents. Even without that Once you understand how the books are organized it's not very hard to find stuff. They are organized exactly like 5e and 5er.
  11. Most of those write ups create full characters instead of a simple power writeup. It makes the character sheet longer, but it's nice seeing a fully fleshed out character YMMV. Many of us have been building complex characters since 4e.
  12. One thing that 6e gives players is an increased amount of flexability in character generation. If they want a high OCV low DCV character they don't have to do it with Skill levels. Also the Dex/Spd wars end with 6e. PC's don't HAVE to have high strength and high dex to have a decent secondary characteristics. Also no more Elemental controls, No GM's having to say "no that doesn't belong in an EC, or Yeah, you can put that in the EC even though it's illegal", no more split powers where the EC is small and you have part of the power in the EC and the rest without any bonus. It's all been replaced by a handy Limitation "Unified Power" which links all powers of a given special effect together. It means that if one power is drained they are all drained by the same amount. It's much more simple to use and simplifies the math a TON. BTW in 5e EC's assume that all powers inside the EC are drained when any power is drained that is in the EC. Area Effect Advantage is much more flexable with being able to choose the size of the AOE, also Explosion is a part of the AOE advantage and cheapens the advantage like Uncontrolled Selective does in 4e. Growth is expensive in 6e because it includes all of the things it included in 3rd ed (reach, running bonus, KB resistance etc). there are a ton of other changes in Character Gen that are very cool and very worth looking at. Champions Complete is a great way to get 6e. It doesn't have as many examples and nitty gritty edge case rulings, but it has everything you need. IMHO it's the best $40 you can spend on a game.
  13. I like my Ultimate sheet. It's generic flavored, but as long as you have equipment it will include the Hit Location chart on the Combat page. http://www.herogames.com/forums/files/file/192-6e-html-tashas-ultimate-character-sheet/
  14. Also it's clear that the whole "Master and their Apprentice" doesn't mean that they can't train other force sensitives to use the darkside. They just can't make them fully Sith. Which is why Darth Maul could exist along side of Lord Dooku (poopyhead). The first was the "Apprentice" the other just another darkside force user. It's pretty clear that the empire had a ton of force trained operatives all darksiders.
  15. There was no Highlander 2 or Highlander 3, they are a myth. and you can't tell me any different. LALALALALALA, not listening, trying to wash those out of my poor addled brain.... Only Highlander, Highlander the Series, and Highlander the Raven. (yeah I was one of the few that liked the last one) There can be only Three!
  16. The assumption is that CE makes dark places lit enough to kill any penalties. You COULD just limit the power if you want something dimly lit.
  17. I thought you used Change Environment to light up an area. That the images build wasn't the way it's supposed to be built anymore.
  18. I totally didn't understand your writeup at all. It was like you were assuming that I understood things you didn't include in the writeup. Also, a power to make things is still a crafting tax on the crafter PC. You are making them pay for something that only occasionally gets used for IMHO no really good reason.
  19. How do we deal with the Gun Bunny that buys special sights, better ammo and a bajillion other upgrades? It's paid for by Campaign Time, and money. Why does the fact that it's "magic" make it any different. It's understood that equipment will get damaged etc. It's what happens to equipment in Heroic Games. PCs ARE allowed to pay for gear that they don't want to be taken from them.
  20. IMHO creating a power to make items is really overthinking stuff. It also gets back to the mentality of having to write up every little stupid thing. Do you require a Swordsmith to have create to make weapons, do you require Powered Armor Heroine to have this power when she starts to manufacture her police powered armor? This is an XP tax for players who want to craft items. It overcomplicates something that doesn't need the complication IMHO.
  21. Except that i NEVER saw it work that way. Just casters who lagged further and further behind Melee as they supplied the potions and other magic items that kept the party alive.
  22. Don't forget that the people who can catch flies with chopsticks take advantage of Set for a decent amount of time.10mins gets +4 IIRC. Also animals aren't bought with shrinking. They are bought with high DCV. So the fly's DCV isn't going to be 22. I rather doubt that it's got a base CV of 8 either. It's probably a dex 14 or so. Spd 3 so base DCV 5 with +6 dcv for size. so DCV 11 which is something a trained heroic person could hit esp if they catch the fly resting (ie non combat) and/or use the Set Maneuver for a minute or 10.
  23. That's totally confusing. I don't understand how your power works at all. Your example is as clear as black, muddy glass in a pool of hardened lava. I never got WHY a PC would EVER pay for a power that allows you to spend YOUR character points to make a magic item. Basically blowing all of your points permanently. Monte Cook stole this for D&D 3 and spending XP to make magic was bogus. Penalizing casters for creating items, Items that are then used by people who never had to drain their competence for making the item. Which is why Paizo removed this shit in Pathfinder. I think having a create power is really a waste. It was a HUGE misstep by Steve Peterson, I was glad when it disappeared in 4th with Independent following in 6e
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