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ghost-angel

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Everything posted by ghost-angel

  1. it IS a +2 to the Attackers OCV in 6E. What you could do is use the Difference between two Targets Sizes on the Attack Modifiers Table, though that gets weird when Shrinker attacks Giant Man and gets an enormous bonus to hit, but then Shrinker it literally trying to hit a building so...
  2. The thing about mechanical rules is they're often put in place for various reasons, game balance being the primary one. Now, let's say a group does decide to use Transform - if you have to be at the Major or Severe level to do what is being asked; and I'm not sure that's cheaper than Shape Shift, and mechanically it's much more clunky as it involves Dice, or at least an average, and quite possibly utilize more phases/time than the imagined ability would need. So while Transform looks enticing (and it's right there in the Power name to change things); it's mechanically an unwieldy fit to begin with.
  3. This looks like a great example for a VPP, as noted by others. Each card is basically a Special Effect for a different Power/Mechanic.
  4. Transform is one of the few Powers that explicitly says you can't use it on yourself; for a number of reasons, but mostly the one's outlined by Christopher: it's just far too abusive given it can replace the mechanics of any other Power by actually allowing you add a Power to yourself...
  5. This is one of those parts of the system that is in a bad spot, mechanically. Honestly, I would just say Sight has Discriminatory by default, and not deal with this vague half-step of what "mostly discriminatory" means. It's an unnecessary system complication.
  6. Aside from the opening line regarding the game being the province of boys in basements - which discounts the fact that women have been in the hobby since the beginning - it's a pretty interesting article on the topic.
  7. Undo Condition: no one believes you're God. Transform ends. Back to the beginning...
  8. You ask to change on the Genetic Scale - Cosmetic Transform won't do that, as it's designed for Cosmetic Changes only. Basic things like your skin color, the clothes you're wearing, the upholstery on all your furniture... So yeah, it looks very pricey to use Shape Shift in comparison. If you want to actually change an object into something new that's a Major Transform (which falls in with the Cellular Adder on Shapeshift), and is 3x the cost per D6. You'll need enough Dice to double your body as well (and there's nothing in the rules about not being able to use Transform on yourself, it's an Attack, needs a Target, and just like other Adjust Powers of this nature you can certainly use it on yourself). Transform also needs an Undo condition, which Shapreshift does not. So a Cosmetic Transform for a minor disguise (that could probably be removed, depending on SFX, more easily that a Disguise Shapeshift) is doable; but for a major cellular change the Shapeshift will be the better option. There's no reason you can't use two different Powers for the same SFX, depending on which Mechanical Effect works better for the specific desired outcome. Also as a note, Multiform also works well for cellular changes on a major level as it literally changes you from one character to another, but gets clunky and forces you to recreate character sheets for each form.
  9. The problem with all these threads is people focus on the word "Killing" in KAs, like so many used to focus on the word "Energy" in EB. You have to look at the Mechanical Effect and how it interacts with the system. Will it be more lethal? Absolutely, it does more body on average per DC than Normal Attacks do. But that doesn't mean using it will make the game more lethal For PCs. Which is the key idea.
  10. Those systems aren't built with two types of attacks in mind: one doing more STUN on average and one doing more BODY on average. Hence their lack of presence. Killing Attacks do not, in any way, have to be lethal to Superhero level Characters.
  11. So... pretty much this is just a Special Effect... but, the last bit of making the character harder to gag or suffocate; I'd actually buy "Extra Limb: Mouth" as a reason why you can't easily restrain or prevent them from talking/breathing.
  12. Given it's a trope of the genre... I'd actually set it where it's a moderately accomplishable goal within the campaign ... how much damage does a typical person do with a weapon. If you can normally get 2-3 Body past defenses, which doubles to 4-6 Body... then unless you've got a particularly tough monster; maybe call it 5 Body will decapitate most monsters.
  13. So yeah, since each Multiform is a Character, they get Complications like the main Character, just add that to the build like you would any other build.
  14. If you mean, that form has no control over its actions, or has a set of basic actions it performs - like Attack Everything; that sounds like the Form has Berserk at a high level. If you mean, has no control over when the Form can be changed into, that's either Accidental Change or No Conscious Control.
  15. The fact is if you removed the Endurance part from Charges it would require less words to explain, it would also remove words from Autofire. It would create less side explanations as everything would be normalized: Charges limit how often a power can be used. Reduced END removes Endurance cost. The only reason you see an interaction between the two is because the system put one in at the very beginning. Once you remove all Endurance considerations from Charges every argument about pushing, reducing effect, altering costs, math on where it switches from Limitation to Advantage, go away completely. That's a fact.
  16. There's nothing about 'using as few game elements as possible' in the game philosophy. The system has been moving ever closer towards breaking components down to increase granularity of concept (removing figured characteristics and making them secondary characteristics, for example). Making Charges do only one thing (limit uses per time period) is much more in line with the overall system philosophy than the current setup of having one modifier do two things - thus causing further complication elsewhere; especially since it has a flip point where it goes from Limitation to Advantage, and affects the cost of another modifier (autofire) as well. That is, IMO, much more of a book keeping problem than simply tracking multiple resources during play. And I'll note your exception of Heroic campaigns tracking ammo is... well, Charges, so you've already stated that the reason not to do a thing is a thing that is already being done anyway... making that point moot.
  17. D'oh... edited, sorry - do not think Charges should default to 0END.
  18. Compound Powers are hardly a 6E thing, it was codified as a term during 5E, and has certainly been an idea since Partially Limited Powers were a thing. Some alternate ideas to the aforementioned Compound Power; I'm sure we could figure out how to use Damage Over Time, but I didn't sit down and do any math on it.... But, Cumulative with a series of Naked Advantages is an alternative. The build isn't any less messy that additional dice with their own Modifiers, but it's an alternative. Each Cumulative NA has it's own Limitations: must follow previous increment, increases time step by one.... Also, I'm in the camp that Charges shouldn't really cost 0END by default, folding an Advantage into a Limitation is 1) weird, 2) locks out or makes some ideas more complex than needed.
  19. It's not "pulling a race card" to point out that reducing an entire cultures animated industry into a single 'genre' is off point. As someone pointed out, American Animation Hero would have the same problems; Gummi-Bears. GI-Joe, and My Little Pony hardly operate under the same genre conventions beyond some generalized cultural similarities. The Toon RPG is great for simulating Hanna-Barara cartoons, but terrible for Transformers... but, hey, those are both cartoons so one Cartoon Genre Book will do just fine? No, no it won't. The same with Japanese Animation.
  20. Condolences, his contributions to the boards will be missed.
  21. Superhero, as a genre, does have it's own rules. Anime is does not have a universal set of themes/rules it plays with. The genre conventions of Mecha Anime are not the same as Cyberpunk Anime, Fighting Anime, Slice-Of-Life Anime, Haram Anime, Magical-Girl Anime, Historical Anime; And some Anime is essentially Superhero Anime (Dragonball, One Punch Man, any magical-girl could fit this); What works in Dragonball Hero will absolutely not work in Kazei 5. Every generic anime gaming source book I've seen (a good half dozen) have been, to be blunt, utter trash. Which is what made things like Kazei 5, the old BGC RPG, and yeah, even the old Robottech RPG, work much better: they focused their rules within the genre they were. And frankly, to call "Anime" a genre is just culturally insensitive, bordering on racist generalizations. It's a whole medium where a lot of genres have their stories told.
  22. I agree - I see no compelling reason for Resistant Flash Defense either, for any game I've ever been in. But a universal system can't rule out that concept outright - somewhere, some game, has a use for Resistant Flash Defenses, and they should be allowed in the RAW for that reason. Building a campaign isn't just what you use from the book, it's what you don't use too.
  23. The rules say nothing about a Normal Attack becoming Stun Only. Penetrating only applies to the Stun Damage of a Normal Attack, just not the Body. A Penetrating Hand Attack will still do Body Damage. This is for both 5E and 6E. You cannot apply Penetrating to the Body Damage of a Normal Attack as Penetrating works on the Total Die Roll Effect.
  24. Does Body can only be applied to Attacks that do Stun Only damage. There would be no point in adding it to an Attack that already does Body damage.
  25. Screw the source material, I'm trying to create something interactive, interesting, and with longevity.
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