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Hyper-Man

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Everything posted by Hyper-Man

  1. I still may end up posting a Rules Forum question to Steve Long. The dividing line might be the difference between a STR-Based attack and a non-STR-based attack that happens to have a STR Minimum. HM
  2. Guns aren't typically built with Reduced END. Charges are used instead. The END costs are only derived from the STR Minimums. I was already aware of the affects of the number of hands used. It still doesn't change the ultimate question though. Say a character is using 2 hands to fire a 1 handed pistol with normal STR Minimum of 8. The rules in 6e2 page state that using 2 hands reduces the STR Minimum by 3. The final result is a 5 STR Minimum. Applying Reduced Endurance 1/2 END would not affect the minimum 1 END in a Heroic level game. This still means that IF the END is paid 'per shot fired' when using Multiple Attack, THEN fairly high END costs can accumulate quickly. HM
  3. Sure. Why not? The tricky part is just determining the value which is wholly dependent on how common 'cold iron' is in the campaign world. HM
  4. The recent Champions forum thread HELP! Is this power/maneuver combo OP (over powered) started me thinking about a similar setup I had created for John Wick for 6e. Specifically, I started thinking about the END costs in a Heroic level game where STR costs 1 END per 5 points of STR used. So a weapon that has a STR Minimum of 10 means at least 2 END per attack made with it. Now, if the question was involving swinging an HTH weapon like a sword or a staff that seems to make sense. Add in the rules for Multiple Attack (the 6e version of Sweep) and a character making multiple attacks per Phase can very quickly spend more END than their RECovery in less than a TURN. But what about when using Ranged weapons like guns where the STR Minimum doesn't do anything that actually affects damage but is primarily about 'controlling the weapon when fired'? AFAIK, the use of Multiple Attack with a gun still means paying END for all attack attempts. So given a typical 9mm handgun with a 9-10 STR minimum means 2 END per shot fired. And what about Autofire as a Naked Advantage only with guns? Does that still require the 2 END per shot fired? Anyway, to address those concerns I added the following two upgrades to the John Wick build linked to above: 4 Shooting Stances: Reduced Endurance (0 END; Naked Advantage; +1/2) for up to 17 Active Points of STR (8 Active Points); Limited Power - Only for firearm STR Minimums (-1) [Notes: STR normally costs 1 END per 5 STR used in Heroic games. Examples include: C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.] - END=0 I also upgraded Reduced Endurance to 0 END on the following. 17 Quick Fire: Autofire (3 shots; Naked Advantage; +1/4) for up to 60 Active Points of Any Semi-Automatic Weapon of Opportunity, Reduced Endurance (0 END; +1) (30 Active Points); OIF (Any Semi-Automatic Weapon of Opportunity; -1/2), Concentration (1/2 DCV; -1/4) [Notes: Autofire imposes an additional +5 STR Minimum to any weapon used. This can be offset by using the Brace Maneuver.] - END=0 Do these seem like overkill? Comments welcome. HM
  5. I don't think anyone should ever worry about the HERO Rules Police raiding their game because of reported RAW violations. With that said I used to get into some quite heated discussions with a former regular here (Phil Flieshman. I'm probably spelling his name wrong). He not only advocated a very similar approach to yours (which is fine) but made the argument that his interpretation was RAW (not fine as it potentially confuses new players). I have absolutely no problems with house rules as long as they are acknowledged for what they are. HERO was designed for campaign level house rules. In fact, it actually needs them since each GM has to choose what level of detail he wants to use for his world. My first experience with Champions was in the early 80's with 1e/2e rules and a GM who honestly didn't care that much about the math. He was great storyteller so it made up for it. He created several unintended consequences in his game by making a snap-ruling that characters didn't need to pay slot costs for Multipowers. That skewed the character builds from the other powergamer-minded players to such a degree that RAW builds were just not viable due to the inevitable power creep that occurred. Regardless, I still have fond memories of that 2 years of almost weekly gaming. I'm sure my cdo* rules-obsession stems from that early experience. *cdo is like ocd except that the letters are in the correct order. HM
  6. It had just better not be the Last product ever produced by HERO Games or it would get compared to a certain movie of a similar name. Maybe we should combine them into Modern Action HERO. HM
  7. The following is what I posted as a response on the original rpggeek thread. I decided to not post it here immediately so everyone could focus on the original article. I agree that a Justice, Inc./Espionage!/Danger International follow up NOT named Dark Champions (HERO System 5) Complete is really needed. Modern HERO would be my choice. The Monster Hunter International Roleplaying Game almost fits as a modern version of Justice Inc. except that unlike Champions Complete and Fantasy Hero Complete it only included the HERO System Sixth Edition Basic Rulebook plus a very specific setting with all the good and bad that comes along with that. The upside was a very nice quality hardcover color interior book. The downside was NPC's having abilities on that couldn't be created with just the rules included in the book (the full set of HERO System Sixth Edition, Volume 1: Character Creation and HERO System Sixth Edition, Volume 2: Combat & Adventuring or Champions Complete are needed). HM
  8. Here is a nice article I found at https://rpggeek.com/thread/1651931/hidden-side-hero and https://fezflip.blogspot.com/2016/10/the-myth-of-hero.html HM
  9. Is it based on Goku's Power Pole?
  10. He's a modern frickin' ninja. That's just based on being able to walk out the front door of the Red Circle after exterminating virtually all of the security. Stealth does not mean no open gun play.
  11. I built some extremely silly characters back in the Champions 1/2e 80's. Macho Man - I can't even remember what powers he had other than a 60 PRE. The Flying Scottsman - a Green Arrow-like weapon master who used various Golf Clubs to great effect. Spider-Dude - I actually played this character in a Amalgam Teen Titans campaign. Had the STR, DEX and Danger Sense but no Web Shooters (was banking XP to buy later). HM
  12. You might also want to look at even older HERO books like the 4e line of Dark Champions as well as the 1-3e Espionage! and Danger International stand-alone books. While the latter are clearly outdated they might have more relevant cold war material than the 5e Dark Champions book. HM
  13. I strongly recommend reading this thread: http://www.herogames.com/forums/topic/93440-the-state-of-the-rules/?p=2511170 HM
  14. Made some minor updates to the character. Changes made to 1st post in this thread and Downloads section. Added links to a custom STR lifting chart. Added Reduced END for meeting STR minimums with handguns. Added links to a custom hit location alternative. Added Italian to AK and Languages (speculation based on previews of new movie). HM
  15. Updated! 27 Acme Club v2: Multipower, 60-point reserve, (60 Active Points); Hand-To-Hand Attack (Added as a Pool-Only Private Modifier since HD does not even show it as an Unavailable Limitation that could be overridden.; -1/4); all slots OAF (-1) 3f 1) Smash!: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage normally.] - END=0 3f 2) Poke!: HA +6d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage at 2/3 the normal rate. 15 STR adds +2DC.] - END=0 3f 3) Spin!: HA +4d6+1 (Reduced Negation (1)), Autofire (3 shots; +1/4), Armor Piercing (+1/4), Reduced Endurance (0 END; cost doubled due to Autofire; +1) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage at 2/3 the normal rate. 15 STR adds +2DC. Any STR used Costs END per Autofire 'Shot' used.] - END=0 HM
  16. New Teaser Trailer! https://www.facebook.com/johnwickmovie/videos/689779291186968/ HM
  17. Welcome to the Forum queson! No. See the rules for Adding Damage to Attacks with Advantages on page 100 of 6e2 (they are different from those in 5e/5er). See this old post for a quote of those rules: http://www.herogames.com/forums/topic/94051-question-about-stacking-abilities/?p=2530852 I recommend getting a copy of Hero Designer as it makes creating builds like the example below so much easier than doing it by hand. I made every slot of this OAF HA Multipower 0 END because the character will still be spending END on the STR used to add to this. 30 Acme Club: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 3f 1) Smash!: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage normally.] - END=0 3f 2) Poke!: HA +6d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage at 2/3 the normal rate. 15 STR adds +2DC.] - END=0 3f 3) Spin!: HA +4d6+1 (Reduced Negation (1)), Autofire (3 shots; +1/4), Armor Piercing (+1/4), Reduced Endurance (0 END; cost doubled due to Autofire; +1) (60 Active Points); Hand-To-Hand Attack (-1/4) [Notes: STR and Maneuvers add damage at 2/3 the normal rate. 15 STR adds +2DC. The END cost of STR is counted for each 'shot' in the Autofire sequence.] - END=0 HM
  18. 6e2 page 100 Adding Damage To Attacks With Advantages
  19. Actually,the rules allow for Damage to be added from STR and Manuevers to HA's with Advantages. The final bonus gets prorated by how many Advantages are on the HA. So in the case of +1/4 Autofire the effective rate is 25 STR providing +4DC (it increases at 4/5 the normal rate). The same ratio gets applied to velocity based maneuver damage as well. HM
  20. If I remember correctly, Multiple Attack imposes a -2 OCV Penalty for every target after the first. It also normally takes a full Phase and reduces the Attacker to 1/2 DCV. The OP indicates the character has 2 weapon fighting which deals with some or all of the penalties for using an off-hand for a Multiple Attack. Auto fire doesn't impose OCV Penalties per se - how many times it hits is dependent on how good their To Hit roll is. Combining Autofire attacks with Multiple Attack does require an additional Skill though. I see nothing wrong with the combo as long as the special effects make sense and the character pays for all the requisite skills and maneuvers. For more details on all the possible necessary skills see the first post in this John Wick (Keanu Reeves movie) thread. It includes a character write up with all the relevant skill descriptions for a similar combo on the sheet. Relevant similar abilities: HM
  21. A lot depends on how faithful of a translation you are going for. AOE Any Area plus a minor Limitation defining the 'order of the chain" might be the most simple approach. The Trigger Advantage could also be employed to define the effect with much more accuracy. (ex: AOE Accurate + Trigger to hit 1 target and then auto-target the next closest Target X number of times) HM
  22. Nothing wrong with that at all. I'm guessing that the tone of your game leans a little towards realism so making distinctions between different styles of Martial Arts pays off. My previous answers were intended for players unfamiliar with 6e. Just learning to deal with all the possible interactions of the basic combat maneuvers can be daunting. Learning all the various flavors of Martial maneuvers as well on top of learning the powers might overwhelm some players new to the system. If the players are already familiar with the 4e Ninja Hero and Ultimate Martial Artist books then the 6e Martial Arts book is probably the least beneficial since the degree of change in the martial arts mechanics from 4e through 6e is minor compared to those in the powers system. HM
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