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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. Re: the original question of whether the Naked Autofire build could be applied to both Ranged & HTH attacks. I don't know of a specific rule that says no but I believe most GM's would say 2 separate builds would be necessary just based on the sfx. Throwing daggers means the character needs to actually have that many daggers on their person. An Autofire HTH attack would typically be made with a single dagger. That difference alone seems enough to require a separate build to me. HM
  2. Images is NOT a Sensory Power. It is a Sense Affecting Power. Adding Trigger to it does not provide any Sense the character doesn't already have. HM
  3. You are correct. This is why I pre-figure stuff on the character sheets when possible. HM
  4. If I recall correctly, bonus DC's from Manuevers or CSL's add normally regardless of Advantages. The exception is Manuevers based on Velocity and extra STR. HM
  5. The END cost of the Naked Advantage is figured separately from the base ability that it applies to. To see a similar example for a gun user see the John Wick link in my signature below. HM
  6. The list of different genres supported by HERO 4e did not include Star Hero. The 1st edition of Star Hero was an all in one stand alone product released during the same era as Champions 1e-3e, Fantasy Hero 1e, Justice, Inc., Espionage! and Danger International. Star Hero for 5e and 6e are similar to the Champions source books for those editions of HERO in that they did not include the core rules. *The link in my sig below My gaming collection listed on RPGGeek.com contains every HERO product (including 3rd party) that I am currently aware of. There is a small smattering of non-HERO stuff listed as well. This post contains a pic of my current physical collection. HM
  7. I think CSL's also add Damage Class directly so they don't get prorated (as velocity and STR bonuses would) if the base HA or KA has Advantages.that affects damage. And don't underestimate the value of them being 0 END. HM
  8. But the "this or that" stuff is fun! HM
  9. re: Invisibility vs. Hearing I recently read somewhere that Black Panther has Vibranium soles on the shoes of his uniform which allow him to walk silently on any surface (Invisibility vs. Hearing plus IPE on Running). I am pretty sure that he could run right over a 'crystalized floor' an still not make a sound. This is why I was very careful in my suggestion about Change Environment since it would only impose a penalty to a Stealth roll but would have zero effect on Invisiblity vs. Hearing. HM
  10. Assuming the Invisibility in question is vs. sight I would recommend using Change Environment to impose a penalty to stealth ground movement. *It can be used this way in 5e and 6e. HM
  11. re: Regeneration from an old 5er post I made in 2009: The argument for just using a certain amount of Resistant defenses instead is really no different than the one for a speedster's rapid flurry of punches to be built with a single HA without the use of the Autofire Advantage (and all the added gametime calculations that it would require). HM
  12. http://www.killershrike.com/MillennialMen/CharacterFiles/MillMenHiPower/Blackjack.HTML http://www.killershrike.com/MillennialMen/CharacterFiles/MillMenHiPower/Blackjack%20Luck%20Form.HTML HM
  13. It's still the same cost, it just doesn't look like it. In 5e 1" of KB Resistance costs 2 points. However 1" was defined as 2 meters. In 6e 1m of KB Resistance costs 1 point. HM
  14. It's unique to Damage Negation. from 6e1 page 183: HM
  15. It's worth noting that Damage Negation is different from all other personal defenses in that it also effectively provides Knockback Resistance because its effect happens before Knockback is determined. HM
  16. Are these intended to be printed out for the game table?
  17. DN is really the new power on the block. Combined with the all time low popularity of HERO/Champions it just hasn't had the game play testing that other constructs have. The pricing is spot on - it's a mirror of Damage Class in STR/HA, Blast or KA. GM's who use Active Point Caps of some kind usually count points spent on DN against Caps on Defenses. It's a good thing to include in a combination of different defenses but it's not so good by itself since if it's the only significant or resistant defense a character has then any attack that exceeds the DN by way of raw dice or has the counter (the 2 point Reduced Negation option on Blast, HA and KA) will do BODY damage. Here's a cost comparison that might illustrate better: 60 Standard Brick Defenses: Resistant Protection (20 PD/20 ED) - END=0 60 New Brick Defenses: Damage Negation (-6 DCs Physical, -6 DCs Energy) - END=0 60 Attack Powers: Multipower, 60-point reserve 6f 1) Standard Blast: Blast 12d6 (60 Active Points) - END=6 6f 2) DN Busting Blast: Blast 10d6, Reduced Negation (5) (60 Active Points) - END=6 Say you have a character with 10 normal PD & ED with either the Standard or New defenses listed above. The Standard Blast will do an average of ~12 Stun vs Standard and ~11 Stun vs. the New. The DN Busting Blast will only do 5 Stun vs the Standard but will do ~20 Stun vs. the New (with even a slightly above average roll doing BODY). re: Speed of use The fastest way to handle DN is to just just cross off that many dice from an attack (with a STR/HA or Blast at least). If a GM want to keep it hidden just have the player(s) roll their full attack and secretly remove that # of dice from the roll by alternating between high and low dice up the total. HM
  18. I agree with Nolgroth and Christopher. The MiB not having a reliable way to reverse the effects supports the Mental Power vs. Transform argument. Absolute Effect seems appropriate until they show us a movie where someone is immune and say why. Until then it just a guessing game to decide the best 'mechanic'. Did they ever use them on aliens or was it always vs. human targets? HM
  19. Of those 3 options I prefer #3 but I still like this one better. HM
  20. I understood that he was using 4e from the original post. The Advantage in question was only mentioned under the Desolidification Power description in 2 places. from 4e page 63: 4e is silent on the subject of adding damage to Advantaged STR or HAs. Therefore the only option is to quote rules from more recent editions of the game. I'm not trying make a value statement here. It's worth noting that the 5e rules were originally written to address the omissions of 4e. Then the 5e FAQ was created to address the follow up questions about those new changes. Then 5er was created by essentially folding all the FAQ answers into a new book. 6e is just a further progression of this same process. So using a newer edition of the rules as a reference point on a question not addressed at all by 4e seems like the only logical option that I can see. HM
  21. Enforcing the END rules and any Active Point caps can go a long way towards limiting the potential game breaking qualities of such a combo. The VPP I created for my rookie version of The Flash has a couple of slots that can be used in combination for this effect: As built, he can only use 30m of Running when using the combo above. This would make his maximum Move By damage = 7d6, not very game breaking considering everything else he can normally do. HM
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