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Rebar

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Everything posted by Rebar

  1. He will definitely allow that. The AP cap is simply to discourage one-trick ponies / walking Howitzers.
  2. Right. But the claim was 3 in a row. I know what you're saying. Once an 18 is rolled, the chance of rolling two more is 46,656. I agree. But that first 18 will only come up once in 216 rolls.
  3. No. remember, I can run all over the battlefield - so a line wouldn't be sufficient. I'd have to buy the AF as "any shape," then limit it as "only hexes he passes through". Yep. Got those. I will process that, thanks.
  4. Really?? ? I would not have thought that to be the way most GMs would see it. Regardless, I doubt my GM will see it that way. He's got an AP cap simply to discourage single-attack "Walking Howitzer" type concepts.
  5. Right, which, given a 40AP cap, is pretty hard to do. But there's another probem with HTH. It's essentially adding directly to my STR (it'll certainly be more than 8D6 HTH damage). And that should surely be considered a violation of the AP cap. I don't need to do more damage than allowed, I just want to do more knockback. I guess I could add a 'only for the 'purpose of knockback' limitation, and see what the GM thinks.
  6. 3 18s should just be 1 in 216 cubed, by my reckoning. That's a hair over 10 million.
  7. HGv5. In another thread, I was building a tornado-like character that would whirl across the battlefield, knocking several foes flying with his spinning fists of doom. It was a dead-end. Turns out, I had completely forgotten that there is no such thing as a "Multiple Move Through"; there is only a Multiple Move By. (Thanks, I guess, to Simon, who incited me to refresh my memory of the rules after a long absence). A Multiple Move By does STR/2 + velocity/5. In a max 40AP game, the very best I can do is 4D6 from STR + 4D6 from 20" running. That's an average 8 BODY for knockback. Minus 2D6, and I get an average 1" knockback. Not what I was hoping for. Applying increased knockback - in any form - does not actually help at all. (Try it. Stay within the AP cap.) So: Since my concept is that of knocking multiple baddies flying, I am trying a different construct to get the effect. I'm looking at applying TK - linked to the Move By maneuver - or some such set of limitations - and 'No range' because he'd have to successfully hit the baddie. I don't intend to overpower it. I'm just looking for a few inches of simulated Knockback. I guess I'm essentially trying to create a "Multiple Move Through". I'm less interested in damage than I am in sending them flying. 1a] Is there any reason why this would not be a valid combination to get the effect? TK is a Constant power, so I don't think its a problem having it last the whole action. 1b] Would I have to buy it as Area Effect, (to cover every hex I pass through), or would you as a GM allow it to apply as I made a successful attack against each baddie? 2] If it were allowed, how do you suppose the actual knockback and the extra knockback would apply? Would you count TK push as in addition to the STR+Velocity knockback? Or would you disqualify the normal Move By knockback and only apply the TK? If no to both, do you have any suggestions about how this concept could be realized?
  8. Wow. Those are both 10 million-to-one odds.
  9. Huh. I thought it would be several charges, each in its own clip. So, you can pop a new one on, but it takes a phase or so.
  10. Yes. I checked on that. It existed, but, as I said, it would not have been standard issue for Police for a decade or more. Hardly right to include it as "standard equipment" in a package deal.
  11. It's still just software, It can't account for every construct. I am quite familiar with the rules. When last I checked (though granted, it's been a while), Instant change was a 5/10 point power. I know there was a construct using Shapeshift somewhere. Maybe it was in the rulebook where I saw it.
  12. To this example: STR doesn't do damage all the time either. It does damage when you apply it as an attack. Not that I'm still defending the construct, just pointing out that a Tasmanian Devil-like character can conceivably be considered doing extra knockback from velocity alone. It's not an outrageous construct. Simply applying "does knockback" would mean that, when damage is applied through velocity from running, the advantage on running can conceivably apply.
  13. I would. The problem is the AP cap. If it is related to STR, then - no matter how I try to construct it, the total of the STR damage cannot be more than 40AP. That's why I thought of applying it to the other side of the damage - from velocity. With as much as 20" of running in a move-through, that's an additional 6 1/2 dice I could be leveraging.
  14. Sorry, I seem to be making the wrong impression. ? I'm not new. I've been into Hero Games since 1985 - when it was merely Champions! The SUPER Role-playing Game! (I may still have my v1 rulebook in and old box). I've built several hundred characters, including those of my teammates. They come up with the ideas - I'm the guy that writes up the character sheets and crunches the numbers. I'm not pushing the margins of the creation mechanics because I don't understand them, I'm pushing the margins because I'm Looking for new, interesting character ideas. If I'm not exploring odd power combinations and new SFX then I'm yawning. Now, granted, it has been about 5-10 years since I could cobble together my team for a game, so I'm a little rusty. And some of the trouble I'm encountering here is crossover with trying to convince Hero Designer to build things the way I want. When I'm creating characters on paper, the paper never tells me I'm not allowed to do something that I know I can do. So, I end up trying to build them in ways that HD will allow.
  15. OK, I guess I see your point. Running does not, in-and-of-itself, do damage, therefore - even if I applied 2x Knockback to it, it would do 2x0 Knockback. So is there no way of applying a knockback modifier to the velocity damage? I have to buy a power to simulate extra damage from velocity?
  16. Yeah, I think I figured it out. I was using the Add Modifier button. I need to use the Add Naked Modifier button.
  17. Right, but with an AP cap, I can't have the actual power exceed the cap. So, the attack itself can't exceed 40AP. How would I buy the extra damage? HA? EB? I doubt the GM would allow me to apply my STR, - and on top of that - apply extra damage to the same attack. But running is a separate power that I can use simultaneously, and I can put 'does knockback' on it. Using a combat maneuver allows me to apply two completely separate forms of damage: an attack, plus velocity damage.
  18. It does if you buy it with the 'does knockback' advantage.
  19. Actually, I just realized it's moot. Tasers would be a huge anachronism in a campaign set in the 80s. I intended as standard issue for Port Authority Police. Not. I'm not even sure they'd have mace. Not standard issue, anyway. Sorry.
  20. Rebar

    Brick tricks

    Are you saying you would allow them to buy naked ads on their STR, just not in a MP?
  21. Rebar

    Brick tricks

    It's a pity Increased knockback is so expensive. For a given max AP, you get no benefit. For a given 40AP: 40 STR gives you average 8 BOD for KnB. 26 STR w/ 1.5x KnB (+1/2 = 39AP) gives you average 5D6 x1.5 = 7.5 BOD for KnB. 22 STR w/ 2x KnB (+3/4 = 40AP) gives you average 4D6+1 x2 = 8.5 BOD for KnB. Thus the entire net effect is that ... you have a significantly reduced STR - and that's all. Looking at it without an AP max doesn't help. You've got a 40STR, which averages 8 BOD for KnB. If you buy 2x KnB on that, it will cost you 30 points, and give you 16 BOD KnB. Or, you could just buy +30 STR for and get 14 BOD KnB. So, you're getting a whopping 2 BOD for KnB - at the price of 30STR (and all that you could do with that).
  22. This power is not in HD5. I saw a build for it using ShapeShift, I think, that came out to the same number of points. (Looking for 'change into costume only' option.)
  23. I'm obviously doing this wrong. I'm trying to buy a Naked modifier on my STR: 2x knockback +3/4 I buy the Naked Advantage power. I set its Max Base Cost to 25 (the amount of STR I want to have the addie). I add the 2xKnB modifier. And set 'Applies to' to STR. But it tells me the AP is zero and the Real Cost is zero.
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