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ghost-angel

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Everything posted by ghost-angel

  1. I agree to an extent; I think 5E went a little further than it needed to with filling in some of the holes; but I also felt 4E was too vaguely worded, I've had the pleasure to play with a number of different groups and there was always some guesswork as to how each one interpreted one rule or another, especially the muddy mess of adjustment powers. Then there was the mess of "I use both guns at once" attack with two powers that was always a point of out right fights amongst fans (I always thought it made sense to do so, others did not - violently felt that way even); which led to what I feel is a massively overly complex explanation that is now Multiple Attack.
  2. I remembered a bit more, not sure if this will help; but some of the builds that led to DOT were Continuous, Uncontrolled powers with Gradual Effect applied to them; and a little bit of handwavium to get the combination to work as desired.
  3. Damage Over Time, if I recall, evolved out of a series of convoluted builds involved Continuous, Gradual Effect, and occasionally Extra Time (Delayed Onset), I can't remember if there were any custom advantages or limitations involved, if there are you can easily create them. As Vondy said; there's a long tradition of creating Advantages & Limitations to suit your campaigns needs; 5ER has a chapter on this in the back on altering the system. If you can't get satisfaction with hobbling together a series of other Power Modifiers.
  4. When you couple the information that PC sales are down (so far down that Intel will be downsizing by 12,000), tablet sales are up, and wireless homes are also up; the wireless dream most certainly isn't dead.
  5. By the book, Amicability is required at the +1 level for inanimate objects, and will stay around for as long as it needs to be used for.
  6. The other option is that the 'crew' are part of the Special Effect of the ghost shipping operating. You can simulate them defending the ship with Attack Powers that are limited only to within the ship itself.
  7. Taking into consideration Volume/Time... why not keep the drain moderately low for most effects, but move the recovery rate out. A glass of water: 1D6 Drain: Recovers After 1 Turn A light downpour: 1D6 Drain: Recovers After 1 Hour A garden hose after 1 Phase: 1D6 Drain: Recovers After 1 Minute, and 1D6 / Phase their hit with the garden hose. Or something like that. Forced drying off, can naturally, mitigate the Complication, but without that, it's a matter of air drying and powers recovering. There's also the saturation point; once the character is good and soaked, is that the nadir of the power loss? Total, or Most of their Powers reduced and more water can't reduce it further...
  8. An interesting look into Personal Internet (versus Businesses internet connections, which have more infrastructure in them); http://www.theregister.co.uk/2016/04/19/one_in_five_us_homes_now_mobileonly/ Homes relying solely on wireless networks are on the rise, proving that for the end user, mobility is still the key aspect driving their choices.
  9. Normally, I'd definitely say she's the quick burn type... but this time... perhaps they've pushed just a little too far (I mean, really, that's not very hero-like to embarrass your opponent like that, it's actually seriously petty); Perhaps this time she's going to go for the long game, build to something truly vicious, life threatening even. There's no reason to stick to the same old story...
  10. She might snap and go fully homicidal... if that's the tone of your game. Otherwise, given such similar powersets, she may attempt to frame the hero for some serious crimes.
  11. By that logic DEX would provided and not "DEX Based Skills". I don't see how the book defining specific uses for as aspect of something is separate from that aspect. "EGO provides Ego Rolls; Ego Rolls can be used for not "EGO provides ". It's not just short hand, it may certainly be hard coding and outlining why a mechanic exists, but it's not actually a separate thing from Ego Rolls when it specifically uses Ego Rolls...
  12. Howler & Photon are loony bins... with big "Warning: Bat Sh-- Crazy" labels... I'd avoid at all costs. I always thought we never see enough of Signal Ghost & Vixen and they'd make a great team.
  13. 6E Solo Villains Book: Alchemica - p6 Arachne - p15 Howler - p160 Photon - p226 Riptide - p239 Signal Ghost - p255 Vixen - p317 Zephyr - p327 6E Team Villains: Black Diamond - p124 (Grab) Smoke & Mirrors - p173 (their own team) Technocrat - p199 (The Tiger Squad) I can find 5E page references if you'd prefer.
  14. Unless you're creating a House Rule, the Stun portion of Damage is not Penetrating, only Body Damage.
  15. Most of the time I agree with this. But sometimes you're looking to combine certain aspects of each game; the D&D AC/HP system is incredibly simplistic: I roll, if I hit I do damage, that is directly subtracted from the targets hit points. Compared to Hero, this is incredibly simple at the table; Hero's fantastic system of tracking not only how how it is to defend, but how much any given defense helps if you do get hit, then how conscious and alive you are... it's a bit more complex. On the other hand, Character's in D&D are a straight jacket with one loose strap, there's some wiggle room but you're pretty stuck into whatever path you've chosen. Hero: not so much. Armor Clad War Mages are totally a possible thing in Hero. Harder (or nearly impossible, depending on version) in D&D. So I can see a group wanting to grab both elements and see if they can make it work. It's not easy, and will probably end in tears, but better to try and see if you can get exactly what you want than to walk away. This is the Ultimate Toolkit after all.
  16. AC & Hit Points are a little more abstract that Hero goes; I'd actually recommend ditching the Body Characteristic, removing Resistant Defenses, converting everything to Normal Damage and using DCV = AC and STUN = HP straight. You'll probably save yourself a lot of headache and mechanically it workings are fairly similarly. If you really want to get a two step process: Hit then Damage without worrying about subtracting Defenses; Rebuild all Armor to add DCV, remove PD/ED completely, and adjust damage of spells and weapons (again, no Body, Just total on the dice = Damage, applied against STUN, rename STUN to HP) to better model how fast you want things 'killed'. This does create a series of cascading problems across Hero that aren't too hard to overcome for enterprising groups... But it's closer to the AC/HP Model of D&D that Hero isn't very equipped to deal with.
  17. Personally, I think making that choice as he did forced what the average game looks like. Or what people think it looks like. It's a completely unverifiable data point. Total guess work. The game starts with a premise, and starts to move out from there. When the System places emphasis, it forces Games to follow suit. That's not a toolkit. That's creating an experience. I'm all for game systems creating experiences - some nail the look and feel they're going after with total accuracy. Some don't. Hero isn't creating a single Game Experience, it's a toolkit to make an experience; it's a heavily front loaded system with a rather elegant and easy to use at-table interface that practically lets the rules get out of the way. But some decisions weighted things in certain directions, from the start, because it started out as one of those games delivering an experience (comic books); it evolved beyond that and yet, and while some things are definitely hard coded into its DNA, emphasis of going first (as is the case with DEX) did not need be one of them. Were it so intent on being a war-gaming combat simulator where initiative order is so supreme, it would have weighted other combat-oriented aspects accordingly. It did not. As Mister E pointed out: it's a simple fix. A fix that should have been made with the new edition. A fix that was deliberately disregarded at RAW. As Hugh has so elegantly pointed out: it doesn't even bear out in the math. And continuously pointing out aspects of what EGO Rolls do isn't as useful an argument as some seem to think. We could make endless lists of what each Characteristic Roll can be used for, and attempt to weight each one to come with an overall weight to the Roll; but in the end, they're still just a Characteristic Roll and part of what ever Characteristic provides, and that makes them weight pretty much equally. It doesn't matter if you use one more than another, or one has more uses written down in the rules over another (STR Roll has practically no uses in RAW); And all this talk about how much an EGO Roll does is just further proves have over valued DEX was made compared to the other Characteristics - it just makes it more glaringly obvious that DEX costs too much in comparison.
  18. I like the idea, but I'm not sure breaking down the already long list of Characteristics is a viable solution. But it does solve the problem...
  19. Aside from Metnal Initiative - these are all functions of the Characteristic Roll. And no, they really don't get to be listed separately. While the EGO Roll may have more uses listed in the book (and that I'm not even sure of to be honest), you can come up with literally dozens of uses for every Characteristic Roll. Again; all Characteristics provide a Roll, and all of them have a myriad of uses possible. Listing every single use of a Characteristic Roll is not listing a whole bunch of separate uses of the Characteristic... And Pushing is an Optional Rule, you can't really cost things based on a series of Optional Rules, you'd go nuts when balancing a series of mutually exclusive optional rules; Breakout Roles only occur in games with Mental Powers, commonality varies by group, and is just a way to make a Characteristic Roll useful.
  20. If they're putting the CSLs on a significant number of Powers inside the framework, then what they really have are CSLs that work with that Framework as a whole, and whose SFX are 'Powers Granted From the Loa' and should buy them outside the Framework entirely. It will end up being more cost effective anyway.
  21. none of the same reasons - which is pathetic at best. Even the game designer himself said PRE was more powerful than DEX; and also said DEX is 2 points specifically because of Initiative, not anything else mentioned. Which tells me it's just a bunch of back peddling retro-active reasoning. Hugh is the only one I've seen provide an actual discussion point on it, and his conclusion was that INT was underpriced, since it did as much as DEX and was equally important. So, once again I regret taking your posts out of my block list. I really really need to remember never to do that again.
  22. And this is the point upon which I disagree, and never has anyone ever provided an argument that has caused me to think differently. If it does more in your game that's specifically because you let it do more in your game style. There is no Generic, Out Of Game Context Reason it should cost more. There is no system level reason for that increase, there is simply no written down 'it does more' things in the book than several other Characteristics. It doesn't "Do more" than INT, STR, PRE, or even possibly EGO. You just use it more in your game play. And that means nothing to someone who uses it less. You can play entire campaigns where DEX is meaningless if you wanted. And that's the crux of the problem: Meaning in a generic system is campaign dependent which leaves costing down to not "how game-sginificant is it" but "what base elements does it provide compared to other things?" ; and DEX provides no more things than INT does.
  23. 2 Points for DEX to me only makes sense if all the Characteristics cost 2 Points. STR really should also cost 2 per +1; 5 Points per Damage Class + Lift Capacity (effectively free in this model); and only doesn't so Bricks can fold STR + Damage into one Power to 'compete' with Blasters who get Range + Damage (nevermind that HtH get 10AP of that for free and Ranged don't...) There's a whole host of issues brought up from the history of how the system evolved you can only go so far to fix without a scorched earth policy. I don't think it matters if the Characteristics are priced at 2 Points or 1 Point per +1; but I really think they all need to be the same across the board. You can make arguments for either direction, but each Characteristic is, or should be, weighted the same by the system.
  24. And every one of them I can think of quickly are all part of a CON Roll, again, all characteristics provide that, a wash. You can find a myriad of uses for every Characteristic Roll. Optional Rules, House Rules, and Creative Use Of The System, the lot of them. The list I provided is RAW only. And all that does is reinforce adding the function of Presence Attack Defense to EGO helps even the playing field, and DEX still isn't worth 2 for 1 over the rest.
  25. Pushing is an Optional Rule and a factor of the EGO Roll; Over Coming Psychological Complications is also a use of the EGO Roll, and since all Characteristics produce a Characteristic Roll I ignore that aspect of what they provided; or another way: Everything provides 3 things, except EGO and CON which provide only 2.
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