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Hyper-Man

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Posts posted by Hyper-Man

  1. First, welcome to the HERO forums Davies!

     

    How would this method differ from a VPP or the default 1 for 5 Resource Pool rules?  What defines the maximum Active Points? Does the Real Points define how many 'spell's can be memorized?  I've never built a complex Fantasy Hero spellcaster with any of these methods. I've only used the default 'divide by 3' rule for buying spells individually.  The devil is in the details here.  I've seen several good systems.  If you haven't already, you might want to check out http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx for some ideas as well.

     

    :)

    HM

  2. The biggest difference between HERO and D&D is the damage/defense system and XP advancement without leveling.

     

    Most Hit Point systems were originally designed to model fights to the death.  Stun, Body and defenses in HERO are designed to model fights to the stunned/knocked-out.  Death is still possible but it's actually possible to inflict a lethal blow that doesn't stun or knock out a target (ex: allowing them to continue fighting until they bleed out).  From a practical standpoint there are few reasons for characters to increase Body and Stun with XP with the same frequency that occurs with HP with Leveling in D&D.  The XP is typically spent in many other areas.  In the case of a traditional fantasy 'fighter' those might include some increases to defenses via characteristics, talents, combat skill levels and even martial arts. What this means is that the equivalent to a 10th level fighter in HERO terms may not have characteristics that look that much better than the equivalent to a 1st level fighter.  However, the high-end fighter will have much more points invested in other abilities and skills.  The benefit to this approach is the elimination for the need for ever-increasing damage.  Being able to hit or not be hit is more important.  This is not to say that characters can't get physically tougher, they can. But it's not at the same steep curve that occurs in level based games.

     

    Hope that helps some.  There are plenty of HERO fans around here who have never used the system for supers, instead they've always used it for fantasy or other 'heroic' level games.  Hopefully some of them will chime in soon.

     

    :)

    HM

  3. I am pretty sure that the basic rules for Entangle already handle this.  Examples like handcuffs have limitations that remove this feature.  I just re-read the basic description of the power in 6e1 and it at best infers this conclusion.  I also considered suggesting the Sticky Advantage but it primarily deals with other characters touching the primary target.  You could build a custom Limited form of that Advantage but I don't think its needed.  Derek's Webshooter build in Champions Complete page 212 did not use any form of the Sticky Advantage and it's pretty clear that his build is modeling everyone's favorite wall crawler.

     

    For a definitive answer I recommend asking Mr. Long in the Rules Forum.

     

    :)
    HM

  4. From the first post in my thread John Wick for 6e:

    0 3) Multiple Attack (Free Maneuver) (Custom Adder)
    [Notes: Multiple Attack requires a Full Phase to use (the Rapid Attack Skill, 6E1 87, reduces this to a Half Phase). Using it reduces the character to ½ DCV. The character’s OCV is affected by the number of targets, the types of attacks used, and other factors (see below). A character using Multiple Attack has to make a separate Attack Roll for each attack in the sequence. If he misses any of his Attack Rolls, all remaining attacks in that Multiple Attack sequence automatically miss also. A character making a Multiple Attack must expend END or Charges for each attack made (this includes any that automatically miss because he missed one in the sequence). He may elect to stop the Multiple Attack after any successful attack. This does not retroactively diminish the OCV and DCV penalties for using the Maneuver, but it saves END or Charges. A character making a Multiple Attack against multiple targets can choose to attack some or all of them more than once, but this of course increases the number of attacks (and thus the OCV penalty suffered; see below). For example, Thunderbird could make a Multiple Attack with his pistol by shooting Lazer once, Mechassassin twice, and Steel Commando once. That’s a total of four attacks, so he suffers a -6 OCV penalty on all the Attack Rolls.]
    10 4) Rapid Attack
    [Notes: A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack (6E2 73) as a Half Phase Action, instead of a Full Phase Action. (This includes Multiple Attacks made with the Two-Weapon Fighting Skill.) No roll is required, and all other Multiple Attack penalties and rules apply.]

     

    5 2) Rapid Autofire
    [Notes: A character with this Skill may use Autofire attacks with the Combat Maneuver Multiple Attack (see 6E2 73). He must fire the same number of shots in each burst of Multiple Attack Autofire (i.e., if he fires 3 shots at his first target, he must fire 3 shots at all targets, even if his Autofire could fire up to 5 shots). He suffers Multiple Attack’s cumulative -2 OCV penalty for each burst of Autofire fired after the first, in addition to any standard Autofire penalties.]

     

    :)

    HM

  5. Sh Boom! what is the rationale for   Indirect (Same origin, always fired away from attacker; Can't Be Blocked; +1/4) on Hawkgirl's Smash Power:

     

    Is that something you'd apply to any hammer weapon, or is that specific to HawkGirl's concept?

     

    Standard Superhero/Rebar, It was specific to Hawkgirl's Mace based on how hard she could hit with it. However, that was a very old build that was uploaded to Killershrike.com.  I probably wouldn't use Indirect to model it now. Especially since Wonder Woman was able to block the Mace with her Bracelets in Justice League Unlimited.

     

    Another alternative method to model a 'thrown hammer' that returns would be to build a modest HA that adds to the Character's STR and combine it with Stretching with Does Not Cross Intervening Space.  That way the hammer does the same damage whether the target is adjacent or at the maximum range of the Stretching. It also gets a de facto No Range Modifier if the Stretching has a range that normally would incur a penalty for other ranged attacks.

     

    :)

    HM

  6. Here is how I did Hawkgirl's Mace for 5e:

    Nth Metal Mighty Mace of Power Multipower

    38 Multipower, 76-point reserve, (76 Active Points); all slots OAF (-1)  

    3u 1) Smash:  Hand-To-Hand Attack +5d6, Indirect (Same origin, always fired away from attacker; Can't Be Blocked; +1/4), Armor Piercing (+1/2), Penetrating (+1/2), Double Knockback (+3/4) (75 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

    Notes: 10d6 w/STR. 12d6 w/Martial Strike. Passing Strike adds +1 DC/15" movement. 7 END

    2u 2) Throw:  Energy Blast 10d6 (vs. ED), Penetrating (+1/2) (75 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (-1/2), Range Based On Strength (-1/4)

     

    I did something similar for Thor's Hammer built for 5e here:

    51 The Hammer: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)
    4u 1) Swing!: Hand-To-Hand Attack +6d6, Variable Advantage (+1 Advantages; Examples: x2 KB, AP, Penetrating, AOE 1 Hex Accurate, Affects Desolidified, Reduced END, etc...; +2) (90 Active Points); Hand-To-Hand Attack (-1/2) 9
    Notes: Can be combined with up to 30 STR.
    5u 2) Throw!: Energy Blast 12d6, No Range Modifier (+1/2) (90 Active Points) 9

     

    Blast is the 6e Power to use for 'throwing' a weapon.  Limitations determine whether it automatically returns or not.

     

    :)

    HM

  7. Yeah, if you can slap "Only covers Hit Locations 3-5" on a helm, why not do it on Combat Luck?

    I know I am in the minority opinion on this but I would be wary of adding such a Limitation (directly) to Combat Luck. I would recommend referring to the core build of the Combat Luck Talent and add the Limitation there to get the costing correct.

     

    HM

  8. Perhaps. I say 'perhaps because 1) the GM might not use automaton powers and 2) there absolutely -is- a (huge and obvious) difference between having no hit locations (i.e. it not mattering if you sink 10 rounds into the 'head' or the 'heart') ... and hit locations being tough to hit (where it does matter ... and there is an effect ... it's simply tough to achieve).

     

     

    Heh, this made me think of spaghetti westerns ... specifically scenes where the good guy has the sun at his back and never gets touched in gunfights ... but gets punched.

     

    Even if the Automaton rules are not in effect I would be hesitant about charging more than 10 points for any other similar effect, especially one that is not absolute like the Automaton version.

     

    HM

  9. Bump!

     

    from:  Updating Those Left Behind

     

     

    Davies - Today, 02:09 PM

    While a lot of the NPCs from the Champions 5e line were updated for 6th edition in the Champions Villains books, many others -- especially NPC heroes -- were not. Also, there are pages upon pages of Heroic level NPCs that were never updated either. Would anybody be interested in working with me to convert these characters?

     

    :D

    HM

  10. The 'silent count' used in American football when the visiting team can't hear their quarterback due to crowd noise is essentially a form of the Teamwork being discussed. It's also worth noting that the school for the deaf fields a high school football team that plays vs hearing teams. So yes, there is some form of thinking and perception going on but DEX is still the dominant contribution. Take another group activity like band or orchestra. Having perfect pitch alone is not enough to participate. Members must also have the physical skill to create the sounds. Marching band is an internal counting (like bump of direction) much more than just watching other band members.

     

    HM

  11. [Cross-posting in the Champions and HERO System Discussion Forums]

     

    From: https://forum.rpg.net/showthread.php?792868-Welcome-to-the-Character-Build-Optimization-Critique-Forum!

     

    This is a forum designed to allow you to show off, optimize and critique character builds for any game you care to name!

    We're going to run this for a month under RPG.net's existing rules; if we see problems crop up, we may add additional rules as necessary. Please remember to be considerate in your comments and avoid threadcrapping.

     

    For those of you who like to build characters and already have an RPGnet account check it out and maybe even post some of your favorite HERO builds. There are already a some great HERO/Champions threads but there can always be more.

     

    The main forum = https://forum.rpg.net/forumdisplay.php?171-Let-me-tell-you-about-my-character

     

    :)

    HM

  12. [Cross-posting in the Champions and HERO System Discussion Forums]

     

    From: https://forum.rpg.net/showthread.php?792868-Welcome-to-the-Character-Build-Optimization-Critique-Forum!

     

    This is a forum designed to allow you to show off, optimize and critique character builds for any game you care to name!

    We're going to run this for a month under RPG.net's existing rules; if we see problems crop up, we may add additional rules as necessary. Please remember to be considerate in your comments and avoid threadcrapping.

     

    For those of you who like to build characters and already have an RPGnet account check it out and maybe even post some of your favorite HERO builds. There are already a some great HERO/Champions threads but there can always be more.

     

    The main forum = https://forum.rpg.net/forumdisplay.php?171-Let-me-tell-you-about-my-character

     

    :)

    HM

  13. I agree with Tasha.  However, I think the real issue is not one of mechanics but instead one of poor naming.  There absolutely needs to be a DEX based Skill to coordinate attacks with the goal of combining damage past defenses for the purpose of Stunning a target.  Teamwork just may not be the best name for that Skill.  I have no idea what a better name might be (Combat Coordination?) but once that is figured out then a INT based Skill with other effects like Tasha's suggestion for Surprise could be assigned to the now available 'Teamwork' name.

     

    :)

    HM

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