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ghost-angel

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Everything posted by ghost-angel

  1. Kinetic's defense total also isn't wrong. The "Only While Moving" defense isn't added into his total because it's situational, while it's generally assumed he's going to be in his protective suit for most encounters. It's like ticking the "do not add to totals" box in Hero Designer. Plus his DCV is higher than anyone else's. The rest of it, eh. His NND and KA are much more likely to do damage to a target than any other "I just hit them with my fist" basic attacks of the rest of the champions. Speedster types often hit a little less hard, but definitely more often.
  2. I think that's a mistake. They never learn or get truly involved. It's like D&D players who just announce what the D20 roll is, and then look at the GM to add in their Attack Bonus - why? If you have a static Attack Roll and then add modifiers after you get the roll result you minimize the math. Honestly - I think all experience hero players are stuck because of how Attack Rolls were originally presented and discussed. A -2 OCV should never change your Attack Roll, it should change the Result. If I have an OCV of 5, and I make an attack that has a -2 OCV to it, I should not change my OCV to 3. I should change my result. I'm ALWAYS rolling a 16- on my Attack Roll. I don't redo the math every roll, that just slows things down. If I roll a 10 with my 5OCV I make the roll by 6, but I have a -2, so I really make the roll by 4. Bake the math into the Roll side of things, not the pre-roll side.
  3. Have you had them try just using the modifiers to adjust the Result of the roll instead of trying to recalculate their Attack Rolls? Might work better.
  4. Image source https://www.artstation.com/artwork/ky44n have fun.
  5. Probably. Or "Base Attack Roll is 11, you get 3 free bonus points, and buy more at 5pts per +1" One of the reasons I like the 11+OCV-Roll presentation is it requires no information that isn't on your character sheet, and you do the math once, not every attack.
  6. The thing about the 11+OCV-DCV is it requires information on your character sheet. Writing down (11+OCV)- Roll means you only need information on your character sheet; And you don't have to do math every attack, it just becomes a singe roll which creates a target number. Also - not a 6th Edition thing, been around since 5th and taught to (many) Hero Gamers since 4th.
  7. This is horrible advice. Also, both formulas have explicitly existed since 5th (5E p244, 5RT p371), and even when I learned under 4th Edition 25 years ago it was taught to me as 11+OCV-Die Roll because that's all on Your Sheet. It's not some magical "new fangled 6th edition" thing. I recommend doing it this way: Attack Skill, this is calculated by adding your OCV to 11. Write it down. Do not do the math Every. Single. Attack. (whch, BTW, the old standard has you doing, it slows down play considerably. it's just bad.) Just, have an Attack Roll. How much they make the roll by is the Target Number, which is the DCV. Know the target number, don't know it, doesn't matter. Add your modifiers to the result. Simple. This makes Attack Rolls just another type of Skill Roll. So you've taught them how to do two things at the same time. Present Skill Rolls not as "succeed or fail" but as Target Numbers: to do an Acrobatic Check to use the flag pole to spin off of you just need to success by 1 or more, it's an easy task for you. But to slide between the bank robbers legs and come up standing behind him, you need to succeed by 3 or more... (because you, as the GM, gave them a -2 penalty for the task, meaning Rolling a 10 on an 11- means they actually failed by 2, so if they roll an 8 on a 11- Acrobatics Roll they actually succeed.) As noted by others, come with some prebuilt characters, get them into how things fit together before you get into character creation. Even if they're very simple characters for a first session. If each character has a little bit of each primary aspect; Movement, Attack, Defense, Non-Combat; they see the pieces working together. This will help them understand what elements to use when building a character on their own. Another little bit you can do is change how Movement is presented. I would split Movement into 3 representations instead of just Combat/Non-Combat. 1. Half Phase Movement (half the Combat Movement Speed) 2. Full Phase Movement (Combat Speed) 3. Non-Combat Movement (Non-Combat Speed) It might help quicken up what you can do with a Phase that's split into Half and Full Phase actions; reduces Math At The Time, which helps with the learning process. When you present pre-gens, simplify the builds, instead of presenting it as 8D6 Blast, AoE (12m), Focus (OAF), 6 Charges do it was "Flame Pistol: 8D6 in a 12m Radius, 6 shots, can be taken away."
  8. In my experience, the only people I've seen have actual trouble with the Hero To Hit Mechanic are 1) old Hero gamers complaining about it and 2) old gamers in general who are still thinking in terms of their favorite RPG instead of the new one they're learning. Now, one thing I do run into a lot is gamers who announce what they Rolled instead of doing the math (for any roll, Attack, Skill or Characteristic Roll); and almost every time they were in a group where the GM or someone else at the table always just "Did the math for them immediately" and they simply got complacent, rather than unable to do the equations. My personal experience is rolling larger numbers of dice for damage (in any system) is the more daunting task, I will show players how to group things in 5s, 10s, and 15s and then adding those piles up - after that it's not an issue.
  9. It was complete enough for each game book that was using the Fuzion Rules (and Champions was not the only one). Bubble Gum Crisis 2033 was the first Fuzion game, and it had enough rules to run that genre. If you had a bunch of different Fuzion games, supplements, and splay books you could get more options for rules into play, for sure. It was definitely of the "every splat book gives you something new to add to the game" model.
  10. Thats one paragraph I would absolutely change if given the chance. Roll High or Low, Success Rolls should describe "trying to reach a target success level" - All actions should have a difficulty level, which is a much more common mechanic in games than "just rolling under this number is a success". That way you don't have to describe attack rolls as "a special kind of success" - DCV just becomes a target number. Hero confuses itself by trying to be special. Just about everyone can grok "I need X Number of Successes to accomplish the task" regardless of which direction you're counting.
  11. Thanks for that rundown of how things went, always interested in alternate ways of getting a game running.
  12. Does the math... yeah, this checks out.
  13. He's the most dangerous villain in Champions.. he looks harmless, but then he tries something like filling Grand Central Park with tortilla chips and opening a gate to the "queso dimension" (which doesn't exist!). On top of all that once things are in motion the remote control to his (Working?!!?) dimensional door device has dead batteries in it... DEMON, Dr. Destroyer, and invading aliens didn't get this close to end the world - and they were trying! The guy is Dangerous.
  14. I didn't ask a question. I made a statement. I made a correct statement. Morality is not involved in the statement. It's a subjective statement on the concept of "good" art.
  15. Nobody has good taste in movies. or books. or music. or anything subjective. Just like what you like and move on.
  16. Redstone; once an ordinary space pirate, moderately successful, but that Big Score eluded him. His policy was to leave everyone alive, a tactic that kept him low on the list of pirates to capture, but also meant he only went after low risk jobs... Until he found one of the legendary Stones Of AvarenShen, said to grant immeasurable power to those who find and unlock their secrets. The stone slowly corrupted him even further, no longer content capture & release, small time smuggling, and just staying one step ahead. Redstone began a ruthless campaign of terror in the galaxy, amassing a fleet of dozens of ships now...
  17. I choose skills based on background, powers, and what will be interesting to play.
  18. Unless he saw the "original star wars" as reissued by Lucas a half dozen different times, then it does have CGI galore, for added effect (something something original vision); in which case it was also pretty cutting edge for the last iteration (late 90s IIRC?), but it does fall flat in the mixing of the original model based SFX and later CGI based SFX sort of... ruining it completely. I mean, none of the original Kaiju movies are that good, beyond the pure jot of them being what they are within the medium. I suppose the real disappointment here is it's about as good as any other of the godzilla movies, but when you pour the GDP of a moderately sized country into it you're not supposed to come out with something that's "about as good as a movie made fifty years ago starring a rubber suit..."
  19. That's also making the assumption all "speedsters" work the same. It could just as easily be assumed that they live in a different time frame and have trouble keeping track of "how much time has passed" as well.
  20. The problem with this topic is that it's trying to pin internal consistency across a genre that is inherently inconsistent; no two writers are going to keep the character 100% consistent unless forced to, and over time dozens and dozens of writers have had their hand at stories with comic characters. Any given story is probably going to be consistent, but once another writer takes over, it's not the same characters in anything but name and costume.
  21. A lot of systems use Opposed Rolls to attack/defend. It's not an entirely bad idea, honestly. Of all the systems I've played in recent memory far more systems use opposed Attack/Defend Rolls versus Static Attack Vs Target Number Rolls. It would certainly make things like Mental Combat work a little smoother in my experience; since it seems unless you're playing a game of Mentalists buying a little bit of DMCV never really helps since the dedicated Mentalist always seems to buy enough OMCV to guarantee hitting most targets. You wouldn't even need to change how Hero Works, just make DCV/DMCV an active stat instead of a passive one.
  22. This only applies to 5E and earlier when OCV/DCV was tied to DEX. This discussion involves 6E Pricing, which does not include CVs or SPD.
  23. Wrath & Glory has a really cool system of Bennies for players to use; first you have a Player Bennie, and then there's a group Bennie that anyone can use with group permission, and of course there's a GM Pool. The group pool is added to when awesome things happen, players can earn personal bennies through story actions, and the GM pool is based on the number of players, and if really bad things happen (IIRC) they can add back to their own pool.
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