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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. 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
  2. From the first post in my thread John Wick for 6e: HM
  3. 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
  4. Not a legal combination per RAW. HM
  5. Here is how I did Hawkgirl's Mace for 5e: I did something similar for Thor's Hammer built for 5e here: Blast is the 6e Power to use for 'throwing' a weapon. Limitations determine whether it automatically returns or not. HM
  6. 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
  7. I believe that one of the levels of Defense Maneuver already provides a defense vs. coordinated attacks. HM
  8. 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. I think the Limitation value should be gauged against the cost of No Hit Locations. From 6e1 page 272 HM
  10. I have the Pulp Hero softcover and regret not getting the HC when it was available. I just didn't have the funds at the time. I do have the other 2 pictured. HM
  11. Deadpool is an unholy combination of Wolverine, Deathstroke and Ambush Bug (or Foxbat). HM
  12. I found a file that's 10 years old. No idea who created it or how good it is. Master List of Limitations.hdp HM
  13. They would be in direct competition with Champions Complete which they likely have a better profit margin on. HM
  14. 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? HM
  15. 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
  16. [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! 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
  17. [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! 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
  18. 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
  19. There was a recent thread about trying to re-build Martial Art Maneuvers as Powers and I believe that one question provided an 'aha moment' to the original poster. The question was, "how would they re-build the Basic Combat Maneuvers like Block?" There really isn't a way to do that. It's a core assumption of the system. Another recent conversation on the Facebook Hero Fan Page confirmed that many GM's encounter the following situation. After a new player sees the 'toolkit' blurb on the back of the rulebook they react with "Challenge Accepted!" and attempt to build some of the most hideously complex characters (like Rogue from the X-Men). I am pretty sure I am not alone in thinking that STUN is one of those mechanics like the Basic Combat Maneuvers in HERO that can't really be changed without the result no longer being HERO. It's not using the Toolkit, rather, it's like trying to make a better wrench. HM
  20. I keep re-reading all the posts and I can't help but think that removing/combining STUN with BODY to determine the effect of 'wounds' is removing a key feature of HERO (the ability to bring down an opponent via non-permanent damage). That just seems like creating Hit Points by another name (and even systems with Hit Points usually have some type of non-lethal 'stunning' rule bolted on to them). HERO is a game with a foundation of mechanics that get overlaid with special effect descriptions. It sounds like you are attempting to combine the two with no real purpose. I also have yet to see an answer to a question that has been asked multiple times so far.... Have you looked at the Automaton Rules (Specifically, Takes No Stun)? Your efforts seem to be trying to recreate its effects. Also, have you given any thought as to how characters would increase their resistance to taking damage (via spending XP) in your thought experiment? HM
  21. I think we are getting off topic a little bit. The original request was for help balancing rookie 350/5e 400/6e characters modeled on famous characters. Not actually creating experienced current versions of those same characters. Those are 2 completely different exercises. HM
  22. The STUN mechanic is fairly baked into HERO. This goes back to its Champions/supers roots but it serves other genres as well. I can't think of a better way to handle the fight between Bond and Drax the Destroyer from the recent film Spectre: Bond does not appear to take much if any lasting (BODY) from the otherwise brutal fight. The latter part of the fight gives a good example of Bond getting Stunned momentarily. I'll echo Tasha and ask what 'problem' are you trying to solve that the current setup can't handle? Also, have you looked at the Automaton rules? HM
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