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Tywyll

HERO Member
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About Tywyll

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    Low-Powered Superhero
  • Birthday 07/19/1974

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  1. Holy crap, here it is from Fred "Hand-To-Hand Combat (HTH): Combat between characters who are standing in the same or adjacent hexes. Usually HTH Combat involves punching or melee weapons such as swords, not attacks which work at range (such as guns or energy blasts)."
  2. But is the default assumption that 'HTH range' (like when you buy a power with no range) would be in the same hex?
  3. You shouldn't need point spending to stop behaviour that literally CANNOT work in most situations in real life or cinematic life.
  4. I think I just figured out why I get confused with facing and stuff in HERO. Are two characters engaged in Hth combat actually in the same hex? I always assumed you attacked an adjacent hex...but I have seen a lot of builds where it only makes since if melee combat takes place in the same hex. It also explains why Spears with stretching 1" work...all melee would have 1" range if attacking adjacent targets. Am I right?
  5. Yeah, I'm glad I'm not alone! The problem for us is that we transferred characters over from TFT where position and placement are extremely important and it led to the PCs fighting in certain ways. I prefer, if I have to use a map, that the game system include some sort of 'lock down' mechanic (like threatened hexes) to prevent running past a target unless you use a Move by or Move Thru. So the fact that you can literally run around Dr. Destroyer/Evil Lich every phase and punch him in the back of the head really bothers me.
  6. Superheroic speedsters is one thing. Heroic Knife fighters circling each other isn't at all what happens. At no point, unless something distracts or prevents one of the fighters from responding, do either of the two knife fighters get to stab the other guy in the back. Movement in the real world isn't static like it is in a game, they literally circle each other, moving simultaneously. If there are no rules to prevent unrealistic movement then you get people only every attacking someone's rear because that has the best mechanical advantage. Even if that were so, it would look stupid. Captain America and a Hydra Thug in armor face off. Cap runs behind the thug and punches him in the back. Thug miraculously doesn't go down, turns around, runs behind Captain America and punches HIM in the back... That would be the dumbest comic ever. The mechanical problem is that when you reduce a target's DCV by half, it frees up your combat levels to go into things other than accuracy, so you damage increases. Aimed shots become more viable as well, which could further up damage. Attacking vs half DCV is a huge advantage and isn't meant to be something you can trigger easily (it usually requires at least an attack).
  7. No, those prevent the repercussions of back attacks...what I'm asking is how do you stop the clearly unrealistic spinning fight effect that seems to result if just played straight. I attack you from behind, okay now I swing around behind you and attack you from behind, etc, etc. That's not how fights happen in the real world because trying to pull that off would get you killed.
  8. Yeah, that's my problem. It's a cool ability, if it gets used enough to warrent it. I'm thinking you would need coordination to work without a skill roll AND rear attackers get auto 1/2 DCV. However, this also leads to needing some sort of 'threatened hex' rule, or else there is no reason not to run behind someone every time your turn comes up, which is clearly stupid. I'm allowing characters to abort to an attack (illegal, I know) against a target that moves through their surrounding hexes and the target suffers 1/2 DCV. If they move more than 1 hex. This is someone else's rule, but I like it.
  9. Ah, thanks for that! Next question, in a hex map, what constitutes 'behind'? Only the rear hex? The 180' arc? In TFT for example, your front three hexes are considered 'front', the right and left one behind you count as your 'side' and only the single hex counts as 'rear'. Also, since Hero doesn't have any rules governing a figure being locked into place or being penalised for moving around someone in combat, what prevents other characters from circling each other every action to get that sweet 1/2 DCV?
  10. This looks amazing! Can it be used for other settings, like Heroic or Fantasy Hero?
  11. Yeah, in general I'd probably list Only vs X as a -2. Though Fire might be -1 1/2 since its the most common environmental danager.
  12. Am I the only one who finds the various elemental resistances powers, like ED, only vs fire -1/2 to be ridiculously small disadvantage? Taking ED which can apply to heat, cold, acid, energy, radiation, et al and limiting it to a single aspect, even a common one, more than 'reduces the power by 2/3rds effectiveness' which would be a -1 1/2. Am I crazy?
  13. So, in 5th Edition, Defensive Maneuver makes a big deal about attacks 'from behind'. However, other than 'surprise attacks' (which I find vague and unclear other than when the target is completely surprised) I can't find a reference to the benefit of attack from behind or to the side, basically I can't find any facing benefits or penalties. Can someone point me to them please?
  14. As a swimmer myself, I can't stay underwater for anywhere near that length of time. Albeit, I'm not a particularly good swimmer nor someone who's had lots of underwater experience. Otherwise I am fit for my age (gym 3 times a week, etc). I couldn't make 2 minutes if my life literally depended on it. And again, all these anecdotes to me don't sound like people who are 'normal'. They all reference people who spend time in and around water, so I would argue on a character sheet they'd have points in swimming/END for swimming only. To me a 'normal' would be someone who doesn't have any particular great experience with or in water. Maybe go to the pool in the summer or whatever. Though I suppose that's a regional thing, isn't it? Also I wouldn't think that 'normal' would be where we would look for the cinematic logic? I mean, most HERO games aren't set playing pure normals, are they? Okay, that aside...now how does carrying things underwater work? My players have killed a dragon and are trying to get its treasure. The treasure is down a watery shaft about 31 hexes long. They will need to make several trips to carry the goods out. The question is, can they make the swim carrying the weight? So its 1 END just to move at all. Fair enough. But how do I figure out the encumbrance? Should I use 1 END per 5 STR they exert carrying/wearing their gear, or use the Encumbrance table, or use the Encumbrance Table but base the percentages on the amount of STR they are using to carry the weight? In other words should they spend 1 END per 5 STR they want to use, and also add the Encumbrance penalties? That seems to match the idea of the difficulty swimming while laden down. I'm playing Heroic, 5th Edition, but using the Heroic Campaign Str tables from the APG.
  15. That's clearly someone who spent points on END! "Most untrained people can comfortably hold their breath for 30 seconds before gasping. That threshold has little to do with oxygen—your body has plenty of that in reserve. The more dangerous problem is the buildup of carbon dioxide, which acidifies the blood."
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