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Tywyll

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About Tywyll

  • Birthday 07/19/1974

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  1. Yeah, that's pretty much my understanding and way of thinking. HD implies that real cost of pool plus control is "active points" and therefore should fall under any AP cap, which to me at least is clearly wrong (it's real cost vs active points).
  2. I mean, I never do in real life...but this is a game, so... Why wouldn't you? Sleeping is different from getting knocked unconscious. At least I would consider it different. As such you would be getting your recoveries all night and not spending END. I can't see any reason to think you wouldn't be at full.
  3. If you establish a Campaign AP Limit, how do you apply that to a VPP? My understanding is that is should only usually apply to the slots and the Reserve of your AP. But HD calls the real cost of the Pool + Control Cost as the 'Active Points'. So does that mean that the Pool + Control if they were above the AP limit of a campaign would be forbidden? Or should you only look at the Pool? Certainly the examples in Champions 6e seem to indicate that the Pool is the element that must abide by the campaign's AP limit, not the total.
  4. I did read that article a long time ago, it was what got the idea stuck in my head. I will have to dig up that issue to read the other articles! Thank you for pointing me at them! I'm reading your stuff now! Thanks for sharing. I would love to see some of the PCs! It's funny, I was thinking of using The Empress as one of the big bads as well!
  5. This is definitely something I am hoping to do, with some issues like saving a town from a Tornado or massive flood/tsunami. Though, of course, that means I need rules for those things...
  6. Sure, sure, but 'dodge tanks' aren't super viable in rpgs since a single good roll can take them out, especially if the campaigne average for attacks is 16-20d6. He has a power that is +4d6 HA, only with Haymaker, hence the 28d6. And all you have to do is pay attention to the spd chart...once your opponent has gone you are fairly safe to throw one unless they have a super high spd. IF... I didn't include the forcewall because that prohibits his attacks.
  7. They do, but honestly they never talk hard numbers really. And while the character attack values are typically super high, their defenses don't seem to match. Like Defender 3K can shoot 20d6 eb but only has 30rdef/36ndef. Thalya can fire off a 12d6 ap EB but only has 32rdef/44ndef Rampart's main attack seems to be a Haymaker, which will do 28d6 vs his 50 def, meaning 48 on average gets through. Basically most people are stunned by their own attacks. ;( Maybe I am missing something though?
  8. No arguement here! That's my concern, especially at high AP attacks. It is one of my concerns and mitigating it is definitely something I want to do. Damage Reduction is one options. Opal's idea of stun only pinging on the Body that gets through defenses is another idea. I had noticed Champions Now's solution and I was wondering how well that works. It does seem like the stun values would be super high. Like even 10d6 attack vs your typical rDef (say 12-15) would end up with 20 stun. And it would just get worse the higher you go, wouldn't it? I'll admit I haven't played Champions Now so I don't know how well that variant works.
  9. Ah, got it! That makes sense. I will admit, I do like the possibility of being dying while still conscious. Though in all fairness, I can't remember when it happened last. I like the way you think!
  10. No, I get that. I just think after 5 editions with it working the one way, it feels super weird to suddenly work so differently I guess. Like, ka lotto has always been problematic but when you limit stun to x3 it just feels like there is almost no way for Stun to get through most defenses. I think d3+1 will be reasonable without the danger of the x5 spike.
  11. But that would still get stopped by most normal defense right? I mean, if you changed it to 10 r def and 20 n def, that 20 still blocks the 10 stun. Even if you only had 10ndef/10rdef (like making 10 rd resistant) that still stops all that stn. Is that the goal? That's a good point. I guess I just don't like the high spike of x5 honestly, that's the problem.
  12. That's what Session 0's are for, to discuss what sort of characters would figure into such a campaign, whether pvp will be allowed, etc. I'm happy for players to create anti-involvement characters, but I would want them to have some level of wiggle-room, rather than absolutely no under any circumstances. And not every player has to play in every game, and that's okay.
  13. So if you had 10rdef and an extra 20 n def, and were shot for 12body and 36 stun by a killing attack, you would take 2 Body (as normal) and then..6 Stun? That would be ignored because of the 20 n def, right? I mean, I know that normal defenses don't stop a ka but if you have resistant def, you add it to your normal def for stun damage. Thank you! I was thinking of using a slightly reduced lotto, 1d3: 1=x2, 2=x3, 3=x4. I did use that in a 6e game, but I felt like it made stun almost negligible. It worked all right for FH, but I don't know I would want to use it in Champions. I'm not using Reduced Pen, as that still leaves the Thing 'stunnable' by a handgun. I'm just reducing the high end of the stun lotto and the base damage dice of weapons. It does mean that some stun could get through, though I am considering looking at the absolute defense rule that exists in...some book? I don't remember which one.
  14. So this is like 12 perfect dodges? Is that what the NCC represents (it requires someone to attack them)?
  15. It does, but it takes a level of xml knowledge which I lack. I mean, I love the program, but I have to rely on things other people build. I could probably figure it out given enough study, but with job, wife, kid and a group that doesn't play HERO...it's not at the top of my to do list.
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