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Hyper-Man

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Everything posted by Hyper-Man

  1. As I already pointed out up thread, the Characteristic Maximum rule was first used all the way back in the days of Espionage! which was a non-supers game. The rules also clearly stated how this could be bypassed by paying more points. There is nothing ever mentioned about those characters that go above 20 in a Characteristic in such a way now being considered super or anything other than humans, exceptional humans who are paying the premium to be that exceptional, but in no way beyond what a "stock human" could be capable of achieving with training, practice, etc. There are no "superhumans" in Espionage!, Danger International, etc. Ninja-Bear's 4e 33 DEX example is still possible and cannot be explained away with a 'super' label as it does not exist in the campaign setting. HM
  2. Like bigdamnhero said, it really depends on what the player wants. Based on the 6e Limitation descriptions below, Wolverine-like retractable claws seem like a better fit for Restrainable. I don't know enough about Psylocke's energy blades to say one way or the other. From 6e1 page 387: From 6e1 page 393: HM
  3. Because this is a Champions forum thread I wanted to make it clear that the rule for Heroic Maximum Characteristics (that is not really a maximum) was originally a non-Champions rule that did not even originate in 4e. I did not originally bring it up. HM
  4. In Espionage!, Danger International and the original Fantasy Hero it was possible to play a normal human with a STR higher than 20 by spending the extra points. It makes no sense whatsoever to then argue that Bruce Wayne in a 4e Champions game is not allowed to have over a 20 STR because he is a normal human. I point this out because I have seen too many 4e Champions GM's argue that 20 was the hard limit. I believe this was a major reason that the more detailed table was included in the 5e Champions book. HM
  5. Before 5e Champions every HERO book that had a Characteristic Maxima rule had an exception to it defining how to go past it. Prior to Champions 4e it was only mentioned in the non-Champions books. A "Maximum" that can be bypassed is not really a maximum. HM
  6. The use of the word "Maximum" was unfortunate because it has always only been the point at which increasing beyond costed double and nothing more. This goes back all the way to Espionage!, Danger International and the original Fantasy Hero. There was no mention of it in Champions 3e, 2e or 1e. Champions 4e and the identical core rules in Hero System 4e used almost exactly the same wording as those previous books. From Hero System 4e page 15: The first mention of an actual hard-limit/dividing-line was in the Champions 5e source book and was described as Standards of the Champions Universe. The same table finally appeared in the core rules for the first time in Hero System 6e1. From Champions 5e page 58: From 6e1 page 48: HM
  7. re: Cops, Crews & Cabals It exists according to this: https://rpggeek.com/rpgitem/56679/cops-crews-and-cabals-hd-character-pack And is available here: https://www.rpgnow.com/product/61346/Cops-Crews-and-Cabals-Character-Pack-for-Hero-Designer HM
  8. Well, the published Champions Universe characters still have the same range of DEX and SPD as earlier editions but the costs have increased due to the removal of 'figured' characteristics and the introduction of new skills and other abilities to the system. There are several characters that span the editions from 4e to 6e where this can be seen. Durak from Eurostar is a great example. The 4e version would likely stomp his 5e and 6e 'updates'. There are no 'official' HERO/Champions versions of famous comic book characters like Batman or Iron Man but there are several fan made interpretations. I've posted several 'rookie' versions of members of the Justice League. Rookies can certainly spend future XP to increase characteristics and other abilities with time and training. My original design goal was to build them within the recommended starting points for whichever edition of Champions and HERO System they were built for (350 for 5e and 400 for 6e). This was to counter a common complaint that recognizable versions of those characters could not be built on starting points. One of the compromises I made was to lower the DEX and SPD values below the standard Champions Universe benchmarks so that enough points would be available to express each characters core abilities within budget. My interpretations are not official by any stretch of the imagination. The SPD change does make using the builds 'as is' within the Champions Universe a little problematic but there are many threads on SPD itself arguing for its removal. Lowering the campaign averages or just setting a campaign standard of 4 for everyone but speedsters goes a long way towards solving the perceived problems. HM
  9. See the following old post for some 5e an examples of Cap's shield and Wolverine's claws: http://www.herogames.com/forums/topic/68154-captain-america-build-350-pts/?p=1743039 HM
  10. The Focus Limitation would not apply. They can't be removed in a Turn. They typically can be restrained though so some form of Restrainable is usually appropriate. HM
  11. I'd value only to keep full DCV while prone at (-1 1/2) to keep it in line with the published PSL cost. From 6e1 page 85: HM
  12. Here's a simplification of the earlier examples provided by Lucius. Technically, the Position Shift Adder is only an option for Flight and Teleportation but I'm wondering why a minimum 1m of either form of movement is actually required to purchase the Adder. I couldn't think of a really good reason besides Drains so here it is: 5 I Get Knocked Down But I get up again You're never going to keep me down: Custom Power - Naked Position Shift Adder (5 Active Points) [Notes: Characters with unusual Movement Powers (such as Flight or Teleportation) can use those powers to get to their feet as a Zero Phase Action after being knocked down, and without moving any distance, if they buy this +5 Character Point Adder. See also 6E1 302 regarding Teleportation.] - END=1 This only affects the character when they take their Phase actions. The reduction to their DCV still occurs. A number of PSL's vs being Prone = to half their normal DCV would also be needed. HM
  13. Well, my rookie Batman can do anywhere from 6d6 to 12d6 damage using carried 'weapons' hidden in his Utility Belt combined with Martial Arts. 13d6 if counting the 2 Overall Skill Levels used towards damage. His best general tactic vs. someone like The Thing would be to delay (Block, Dodge, Dive For Cover, Martial Throw or Trip) until one of 'big guns' shows up (ex: Clark, Diana). If he had to engage a true brick, his most effective attack would be be his Taser Knuckles but they have limited charges and only a low to average chance of Stunning vs decent defenses. It would likely only take one average hit from a brick like Ben to Stun Bruce. As long as he had some cover to begin with, Batman could deal with Cyclops by using his Batarangs to get close. The big issue with including a Batman-type in a team game is that a choice has to be made between having the useful non-combat skills and such vs. having a decent combat effectiveness vs. true supers. My version is modeled on a combination of Batman:TAS and the Batman:Year One comic book. The version that joins the Justice League would need 50-100 additional XP to really be viable in that setting (better Martial Arts including a couple of Martial DC's and better Utility Belt gadgets by upping the slot active points to 60). I think it's a worthwhile experiment in balancing to figure out but I sometimes think 'schtick' enforcement is more important than 'starting points' or active points of various attacks. In other words, if Batman has to actually fight in a team game it usually means he's on a solo mission or the rest of his teammates are already engaged in fights of their own. He's far less likely to engage in the direct team on team skirmishes like Captain America does with the Avengers because he hasn't figured out how to add a shield like Cap's to his Utility Belt. HM
  14. http://www.herogames.com/forums/topic/93412-unremarkable-pseudo-invisibility/?hl=%2Bunremarkable+%2Bpseudo-invisibility HM
  15. I haven't actively played in a game in quite some time but that range attacks seems perfect for the two most recent street-level supers I've built. My rookie version of Spider-Man for 6e has a base 11PD/9ED and 3 Levels of Combat Luck. My rookie version of Batman for 6e has a base 8PD/8ED, 5PD/5ED Armor (OIF RAR 14-) and 1 Level of Combat Luck. 8-10DC attacks from groups of thugs could potentially be handled solo by either. Higher level attacks in a 'team' environment could be handled occasionally but would demand respect and the occasional Dodge. HM
  16. Here is a less well known animated example. The way Graviton lost is kind of cheesy actually. It all boils down to overconfidence. He easily had the power to beat the entire team. HM
  17. You mean like the Stunning Effect option for Change Environment that everyone hates? HM
  18. Your first statement would be correct if the Costs END Limitation were taken in addition to Charges (which make an ability 0 END by default). However, the END cost being incurred here is a direct result of the STR Minimum Limitation and therefore is based on the specific STR value of that Limitation chosen. I agree with everything else you said. HM
  19. Well, I didn't say it was fully formed and well thought out idea. HM
  20. Tangent Topic - The whole idea of 'half damage' made me think about the rules for lifting and how every 5 points of STR represents x2 lifting cap[ability. In the case of of the spreading rules it seems like a more consistent method would be to double the number of hexes that could be targeted for every 5 points/dice/DC dedicated. Along the same line of thought, 'half damage' for a Normal Damage attack could be considered -1d6/DC instead of the literal halving (which was likely originally designed for the NND-like Killing Attack). HM
  21. So what determines if something is a Target? What if a UAV was flying through the affected area, would it be one? If so, what about another inactive UAV sitting on the ground? Or the bicycle sitting next to it? See the slippery slope now? HM
  22. So now that we appear to have a consensus on STR Minimums and guns what about another type of common weapon with a similar setup in RAW.... Bows are considered muscle powered weapons unlike guns, but they still do not allow strong characters to do extra damage when their STR is far above the STR Minimum needed to use the Bow. Should they get additional value to the Limitation for this or does this balance out with the near silence of firing an arrow from a bow vs. the noise of firing a bullet from a gun? HM
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