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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. And here I thought we were going to critique blazing Saddles ?.
  2. FWIW, Steve's new Gun Fu PDF has a great example of Dispel being used as the mechanism to take a semiautomatic pistol apart while still in an opponent's hand.
  3. If you want some examples of self-only buffs using a variety of mechanics take a close look at these 2 character's VPPs. https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20707008#post20707008
  4. Since the question was for superhero play the real limiters are what the GM is comfortable with especially if they have Caps, whether hard or soft on active points and combat values. Buffing characters are for the most part an artifact of MMORPG'S and not really represented in the core source material - comics. Blue Lanterns are the exceptions not the rule. Remember that the job of a GM in creating npcs and deciding power levels for encounters is already a balancing act without buffer PCs. Some GMs want to focus more on good story than variable combat algebra.
  5. If the intent is to make relative low active point 'buffs' CSLs w/UOO and a Continuing Charge should work. Differing Modifiers are another tool you should take a look at.
  6. It's SuperG or Strange Visitor. I can never remember who is who.
  7. Thanks for the catch. I was confusing Leg Sweep which is a martial maneuver with Trip which is a standard one. Legsweep 1/2 +2 -1 STR +1d6 Strike; Target Falls They are both still based on the STR min of a Throw.
  8. There is a frequent visitor to HERO threads over on RPGnet that states his house rules for Superhero: 2044 were one of the big influences on the 1st edition of Champions. I can't remember his profile name right now.
  9. Trip like a Martial Throw requires the user to have enough STR including a normal Push to lift the target to succeed.
  10. Trip is a Martial Arts Maneuver. It is not listed under the default combat maneuvers however there is an optional 'normal' non-martial version published somewhere similar to the relationship between a Grab and Martial Grab.
  11. I am debating whether I will delete my last post. Thinking about it some more I think the bigger issue is allowing PSLs to apply modifiers from maneuvers vs conditions.
  12. Ok. Mull this one over. If PSL's can be used to counter 1/2 or 0 CV just HOW would it be done? How many OPSL's does it take to offset some or all of the imposed 0 OCV from using a movement ability at noncombat velocity? The penalty isn't a number, it's a calculation.
  13. My guess is that it provides for a rather simple subtraction system that still allows for making a roll by 'half'. I don't know how that could work in roll over.
  14. I don't know all the history but hasn't AC and To Hit rolls in D&D fluctuated over the years?
  15. So the argument now is that the AUTHOR of the rules doesn't understand how he intended for them to work?! He also has a LAW degree and still takes the tme to answer rules questions but that isn't enough evidently. I'll admit that I don't always agree with his rulings but I would always treat my changes to be House Rules for my games. Wow.
  16. Hi Steve. #1 are PSL's directly part of the OCV /DCV checklist? (As in being affected by any last step halving or reduction to 0) #2 if not, does that mean that for example OPSL's could be used to counter the 0 OCV imposed by using a movement power at noncombat velocity? Thanks!
  17. I would get all you can as insurance to wear and tear and to see the minor differences.
  18. Yes. There are actually 3 versions in total. The 3rd is a softcover version of the original with erata updates. The deluxe version is a revision with different layouts.
  19. Unless the framework had the unified limitation.the
  20. I saw JL this afternoon and really liked it. But i am biased since I read my first Flash comic 45 years ago.
  21. So when should we expect to see the 'Unofficial Cantriped's Champions Complete Rules Forum'?
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