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Hyper-Man

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Posts posted by Hyper-Man

  1. Good idea. GURPS has "How to be a GURPS GM," so why not a How to GM volume for HERO?

     

    I'm not familiar with that book so I don't know if it deals with the areas I am referring to. I am thinking more in terms of how to predict the results of particular groups of choices on the old 'campaign ground rules' worksheets that used to be included with previous HERO editions.  More specifically, how to determine the maximum allowable levels of certain powers and advantages.  One example would be no more than 1 level of Penetrating for non-special things - exceptions being things like adamantium.  Get enough example of variations of limits like that defined for all powers and advantages and a HeroDesigner-like application would be useful.

     

    HM

  2. What HERO needs is a detailed set of rules for GM's on how to 'dial in' the campaign rules so they can achieve the type of game they want to run.  In other words, give GM's the same type of structure that Player's have always had.  Presenting a particular campaign setting like Champions with specific campaign rules spelled would be a good thing as a baseline that could then be referred to when GM's want to 'change the dials'.  However, Champions is not the only genre or setting used by HERO.  The GM rules I am talking about need to be truly generic to really be useful.

     

    HM

  3. There are some 'hidden' sweet spots of simplicity no matter what version of HERO being used.  Besides the obvious 3, 5 and 8 characteristic breakpoints there are also good spots for active/real points when using frameworks, advantages and limitations (50, 60 and 75 as well as 1/4 1/2)  The math is not hard but it can be frustrating for folks who do not like math.  I treat HERO math as a puzzle because I like puzzles.  HeroDesigner can make creating 5e and 6e characters easier but there still needs to be a desire to solve the puzzle.

     

    HM

  4. It sounds like you are still looking for a unifying special effect to explain permanent invisibility and controllable desolidification. Why can he control one and not the other? The only one I know of that fits that bill off the top of my head would be supernatural based.

     

    HM

  5. Does it still exist in 6e?

     

     

    Yes, page 411 very last sentence.

     

    VARIABLE POWER POOL ADVANTAGES

     

    Value Advantage

     

    +½ Powers Can Be Changed As A Half-Phase Action: Changing powers with a Skill Roll only takes a Half Phase, instead of the usual Full Phase.

     

    +1 Powers Can Be Changed As A Zero-Phase Action: Changing powers with a Skill Roll takes no appreciable time; the character can change them whenever he can perform a Zero Phase Action. However, unless the GM permits otherwise, the character may not distribute or allocate Pool points more than once in a Phase.

     

    +1 No Skill Roll Required: A VPP with this Advantage requires no Skill Roll to change; the character can change it automatically.

     

    The latter two Advantages, combined, are often referred to as Cosmic (+2).

     

     

    HM

  6. To illustrate what I'm thinking, Questionite Shield has Reflection with no special effect limitations. So I'm assuming that I would not need to buy Deflection because the character can just just the shield as special effect of block at range.

     

    Still wrong.

     

    The Questionite Shield can be used to Block Ranged attacks targeted at the user of the shield.  Deflection would absolutely be necessary to block an attack targeting someone else more than 1m away (the definition of Deflection). 

     

    from 6e1 page 187

     

    Deflection allows a character to use the rules for Blocking a Ranged attack (6E2 59) at Range. In other words, he could Block a Ranged attack made against a target who is, say, 15m away from him, rather than just Ranged attacks made against himself or someone adjacent to him. All standard rules for Block, including the rules for Blocking multiple attacks, apply unless noted otherwise here. (However, a character using Deflection isn’t required to use a shield or object to use the Power, whereas GMs often require characters Blocking Ranged attacks made against themselves to have one.)

     

     

    HM

  7. from APG1 page 83:

    CHANGE ENVIRONMENT: STUNNING

    At the GM’s option, characters can also use Change Environment against a single target to create an attack that Stuns the target without reducing his STUN. This combat effect costs 30 Character Points.

    When used, this form of Change Environment Stuns the target, subjecting him to all the effects described on 6E2 104 (except for the loss of STUN; his STUN total isn’t reduced). The Stunned effect lasts as long as the Change Environment is maintained. However, when affected the victim gets to make a CON Roll immediately, and if the roll succeeds the attack has no effect on him. If the roll fails, he gets to make an additional CON Roll every Phase he’s affected at a cumulative +1 (so +1 on his second roll, +2 on his third, and so on). As soon as any roll succeeds, the power immediately stops affecting him and he has his full Phase in which to act. To affect him further, the character using the Change Environment has to use an Attack Action and successfully attack him again.

    To counteract the CON Roll, a character buying Change Environment (Stun) can include penalties to CON Rolls as an additional combat modifier.

     

    HM

  8. The problem I had with the stunning rule wasn't the build per se but having it at -6. I would set it at -4.

     

    I think you are confusing my particular example of the power build in action with the actual base Power.  Stunning has no default "minus" to the CON roll built in.

     

    HM

  9. The Differing Modifier rules are great and well defined for creating 'spell' effects where the limitations on the 'caster' are different than those of 'target' of the beneficial effect.  There is is just not a great way to list the total construction within Hero Designer as currently built.  Do a search for my name and Differing Modifiers for more details.

     

    :)

    HM

  10. This was kicking around the back of my mind too, although I think I'd push what you're saying a little more: DEX penalties would be based on how much STR one has over the minimum required, so again, the penalty is not the weapon itself but the person using it. So an ogre with a two-handed sword is strong enough to actually use it like a short sword, etc. Maybe this is what you already had in mind, but I thought I'd clarify. I like the idea of PLSs and quick draw and other things people have brought up as skills rather than weapon penalties. 

     

    I was also thinking of the sword duel from Rob Roy where even Blocking was essentially costing Rob additional END to keep pace with Archibald's pace of attack. 

     

    HM

  11. I would recommend a custom system of DEX Penalties based on the STR minimum to use the weapons (no more than a -3 at worst).  I would never give a weapon a 'bonus' per se.  Just allow characters to either purchase Limited PSL's to offset the DEX penalty or purchase an 'Advanced' Weapon Familiarity to eliminate the penalties.  Still use the weapon length rules of course.

     

    :)

    HM

  12. The main disadvantage with multipowers is that the attacks can not be used in a multiple attack scenario.  Either using the maneuver or by by use of constant powers.

     

    For example, a mentalist powering a mind control in a multipower can not continue to power that mind control and fire a telepathy at the same time.

     

    A person with a armament multipower like many writeups of Iron man, can not fire all his attacks against a target at one time (repulsors, unibeam, antitank missile, etc.).

     

    That is only true IF the Multipower has only enough Reserve to only use 1 Slot at at time.  It is possible to create a Multipower (as well as a VPP) with Fixed Slots where 2 can be used simultaneously and in that case 2 different 'Attack Powers' could possibly be used in a Multiple Attack Sequence.  See my rookie Superman and Flash builds (6e VPP versions on this site. 5e Multipower versions on Killershrike.com) for examples.

     

    :)

    HM

  13. You may find this old post useful as well:

     

    Multipower vs VPP

     

     

    Multipowers, VPP's and the Variable Advantage are 3 similar tools that can be used to describe one Meta-Power of Special Effect X.

    Example:

    • 87 Special Effect X Attack: Energy Blast 10d6, Variable Advantage (+1/2 Advantages; Limited Group of Advantages: +3/4)
      • [87 Total Points]
      • This is the simplest to judge the effectiveness of and functions like a 3-4 ultra slot multipower with the limitation that it can't be used without SOME type of advantage.
      • Optionally, you can remove the "Limited" verbage and increase the cost to 100 Total Points
    • 75 Special Effect X: Multipower, 75-point reserve
      • 7u Energy Blast 10d6, Random Advantage #1 (+1/2)
      • 7u Energy Blast 10d6, Random Advantage #2 (+1/2)
      • 7u Energy Blast 15d6
      • [96+ Total Points, or more depending on the number of different slots purchased]
      • Better than Variable Advantage option since it allows for non-advantaged attack.
    • 130 Special Effect X: Variable Power Pool, 75 base + 74 control cost, Cosmic(+2) (186 Active Points); all slots Limited Class Of Powers Available Very Limited (Special Effect X: -1)
      • [130 Total Points]
      • This functions as an Unlimited # of slots Multipower.
      • It is more powerfull And Cost Effective than option 2 as soon as you have more than 7 slots.

    • Special Effect X can be replaced with anything (fire, cold, electricity, etc..).
    • Random Advantage can be replaced with any (+1/2) Advantage or combination of two different (+1/4) Advantages.

    All 3 methods are perfectly valid ways to construct an attack that has an effective 75 active point cost and has several different ways it can be used. Each version is a balance of Cost Effectiveness VS. Usefullness.

    HM

     

     

    :)

    HM

  14. I like the a Drain vs. PRE with specific Limitations included.  It's basically how I constructed my rookie version of Wonder Woman's Lasso of Truth's ability get "honest" answers out of anyone. I'm sure a similarly specific special effect could be constructed with the same tools here as well. 

     

    :)

    HM

  15. I probably sound like a broken record but I think this a perfect fit for the "Stunning" option for Change Environment introduced in one of the Advanced Players Guides.  If you do a search with my name you should be able to find a post with all the details of mechanics and cost.

     

    :)

    HM

  16. Which complication best describes you?

     

    I prefer the HERO System [Psychological Complication]: Situation Is (Common Intensity Is Moderate) 10

    If it ain't HERO System, it's crap! [Psychological Complication]: Situation Is (Common Intensity Is Strong) 15

    I am one with the HERO System, the HERO System is with me... [Psychological Complication]: Situation Is (Common Intensity Is Total) 20

     

    I only have a 10-point complication myself but that might be because of skills:

     

    11- KS: D&D Editions 2

    11- KS: GURPS editions 2

    11- KS: HERO System 6th ed 2

    8-   KS: HERO System editions 1

    8-   KS: ICONS 1

    11- Conversation 3

    11- Deduction 3

    11- Persuasion 3

    I definitely have the 20 point complication.

     

     

     

    HM

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