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GaryB

HERO Member
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Everything posted by GaryB

  1. Re: Marvel Universe trivia You could always give him a dose of Wizard's Techno-virus. That would make things interesting.
  2. Re: Always use the biggest gun True enough about the effects. But still, eventually in both cases if the character's big attack Martial Strike or Energy Blast of any SFX is going to be predicted by those they fight and as info is passed along the grapevine. The opponents they face will be able to find a way around that attack that seems to be taking out thier friends left and right. Look at a basketball or football game. Team trainers and coaches go over hours of tape every season to see if they can punch a hole in the opposing teams strategy and develop something new to counter it. The same type of thinking is definately applicable in a Hero campaign. Nothing is going to stop the character from using the attack over and over. But how effective the attack is going to be over the long run may just disappoint the player. "What do you mean they developed a force field...cheaply...that deflects my Uber-Beam?! Why did all these agents have one?!" "Roll up your UNTIL contact" "Made it by 5" "Well, you have killed 254 VIPER Agents with it in the past few months. And rumor has it people have seen and heard about guns that exploit your weakness to Cold. It seems that they are almost ready to mass produce these weapons and defenses to fight you specifically."
  3. Re: Always use the biggest gun Thats hardly a fair way to present an argument. The blaster is CLEARLY using his power in a creative way to generate suprise attacks/effects. The Martial Artist is doing no such thing, instead opting to face an opponent with his old MA bag of tricks. However, even if the blaster was able to shoot ropes and have piano's all the time, the manuever no longer has it's punch and people will eventually catch on...dont stand under the piano's! Eventually, people who fight someone who uses thier big attack...all the time...are going to find people will develop a way to negate or make that attack less effective in future fights. For the Martial Artist, eventually people will learn...hey...lets just stay away from him and shoot him from afar...or if they still have to face him, break or disable his arm early in the fight that he always makes his strong attack with. Predictability can become a character's biggest disadvantage after a while...and they didn't even get points for it (whether by the player or GM as well). In order to fight a powerful enemy or a single type of powerful attack, all that has to happen is people will talk and your advantage becomes that disadvantage.
  4. Re: Shrinking Yes and Yes.
  5. Re: Why can't Teleport do the Move attacks? Too much overthinking on the subject IMO. The best, and least unbalancing way without the need for house rules is to build a high speed character, with martial arts and a few special attacks. No need for made up limitations, high point advantages, or special house rules. If you want autofire attacks you can still do them after a teleport. With Rapid Fire skills, autofire skills, etc its all within reason. The problem is that people seem to always want to teleport AFTER thier attack. To me, that just seems a little overpowered. High speed will take care of most of this. High Speed + Teleport + MA Attacks seems plenty powerful enough to me, and doesn't make an unattackable god. ---- As for no Move Through/Move By attack with Teleport. Well...yeah. You aren't physically traversing those spaces so how could you attack something when you aren't there to do it. I would however count running/flying/falling speed + teleport able to do a move-by or move into (at the end of the teleport)...but thats all you're going to get out of me. No special manuever (save making a martial one for it) after the teleport is done if you do a move-by/move through manuever. Why would I allow you to do an autofire attack with your move-though velocity? Seems rather wonky and can lead to balance problems if overused.
  6. Re: Leaping is persistant? Not that I had a 5ER on hand, but I found the problem. I still had 2.40 which had listed leaping listed as Persistant. Was totally throwing me
  7. Re: I just bought Hero 5th Edition Revised instead of GURPS 4th Edition. Cake or Death! You chose cake of course =)
  8. Re: Leaping is persistant? Actually, not sure on 5ER, was working in Hero Designer...which may more may not be accurate I suppose.
  9. Why is it so? Doesn't one start a leap and end a leap as an action? The leap to me doesn't seem to continue past that point. To me, that says instant. I can understand fly or run being so, since they have accelleration and what not. But also, why would powers that use END be considered Persistant?
  10. Build the Scooby-Doo team "Mystery Inc" with 25/25 points (must use them all) and of course stay within the point limits. Build on!
  11. Re: Alternative Combat Orders for Combat Nah, I wrote Phaser to keep track. Works well =)
  12. Re: Alternative Combat Orders for Combat Well, I have been trying to formulate things. I got together a bunch of scientists, tinkering gnomes, graphs, sacrificial pits, pie charts, beakers, and pencils. After much deliberation we came to the following conclusions: 1) Gnomes like pie charts because they have the word pie in it. 2) Scientists are good sacrificial material since demons hate science. About the speed chart we found: The Good: 1) Keeps things organized. 2) Points spent in the right areas make you more effective. 3) Works out great with speeds in the same ranges. The Bad: 1) Cumbersome to put together for larger fights 2) Doesn't work so well when people have various speeds (ala a superheroic game). 3) Creates metagaming strategies in using the chart's predictability. The Other: 1) Makes HERO stand out from other games. This is niether a good or bad thing. Been a good topic here. Sorry to create so much fuss. Someone mentioned that I have to get used to the Speed Chart. I'm already used to it. Been using it for 15 years. Most of the time it hasn't been a bother, and most of my players have been good HERO vets themselves. So 'getting used to it' is not something I need to do. The main quirk to me, IMO is that if a player spends points to do it, they end up having more impact than someone who didn't. In fact, the Speed character has to spend less points elsewhere to be more effective than the one with less speed and more powers and skills. That always seemed off to me. This is the reason why I have been seeking and thinking of an alternate way to do it. One mechanic should not dictate a character's effectiveness. The problem I see about doing any alternative system outside the speed chart as stated in 5th Edition about 'Changing the Rules' is that if you do change it, you have to change a bunch of other things. Movement, Flash Segments and Fade Rates are the biggest things I can think of, off the top of my head. Dont get me wrong here. I love the HERO system and all of it's wonders...even the speed chart. But sometimes the flexibility and universal rules just seem to kick ya in the rear.
  13. Re: Superhero Images Lets give this a whirl: First is Neo-Saint, one of the villains from my Champions game. Just finished this picture a couple of days ago. Second is Lord Rot, another villain from the same game.
  14. Re: Alternative Combat Orders for Combat I expected such an answer; however they didn't pay to have more fun than the rest of the gang. But the points value is not the point. I'm looking to make SPD and DEX still valuable. I'm just looking to see if anyone has any methods they have tried out.
  15. Does anyone out there use an alternative to the Speed chart for combat? If so, how do you handle it? I feel sometimes in my game that the people who have lower speeds in my game suffer compared to the higher speed folk using the speed chart, almost needlessly. I'm willing to experiment with it and see what happens. I have a rough idea for an initiative system, but I want to see what other people have cooked up as well.
  16. Re: [Newbie] Is desolidification truly unbalancing ? Well, it doesn't take much for a GM to whip up an anti-desolid weapon for henchmen. Once the players figure out which weapons are the anti-desolid weapons, they can start disabling and taking those weapons away. Once this tactic fails, it just takes a little amount of time to counter the desolid another way for something else. It is an endless circle. Sometimes Desolid will be useful, and then sometimes it wont be. You can look at it like armor and find weakness. Sometimes there will be that person with find weakness who negates the brick with high defenses. Yeah, he paid points for the armor but this doesn't mean the points spent on armor were pointless, it just means the situation calls for different tactics to get around the find weakness. Just because some people have either a permanent way or even a temporary way of dealing with desolid does not mean the points spent on desolid were wasted. It requires different measures for the character to deal with the situation. No points spent on powers are ever wasted just because there is a counter it it...that is unless the GM is a real jerk about it.
  17. Re: [Newbie] Is desolidification truly unbalancing ? The great balancing tool for Desolid, for GM's to remember is most attacks need 'Effects Solid', which mainly effects any primary and physically damaging powers. Which saves some headache. However you have to watch out mainly for the Desolid mentalists. Mental effects 'normally' effect a desolid character, but someone who is a mentalist is usually built to withstand mental effects as well as use them. However, what I suggest is that any attack powers from a desolid using character require the +2 advantage to effect the physical world. This still leaves desolid useful as an out of combat tool for whatever, and still useful for a defense. Generally if there are a lot of desolid things in a campaign either by PC powers or NPC builds, I will lessen the advantage cost of Affects Desolid. Desolid is very powerful, but as it is there are plenty of counters to it's uberness. The key is, if the GM plans on using it alot then the PC's should be prepared for it, or later find a way to deal with it (if they live). Or if the PC's plan on using it, the GM should play along for a while as if it is actually useful...and as the NPC baddies fight them, eventually they catch on and find a way to neutralize the desolid...making the PC paranoid about desolid in future encounters.
  18. Re: My Champions page Definately Steven King's Tower series, though Lovecraft is wonderful and S.K. borrows a lot from him (...a lot!). It just seemed an open enough setting to let in supers and oddly powered people, as well as exotic locations. Not sure why I went with blue honestly. Just seemed...a thing.
  19. Re: My Champions page Wow! Thanks folks! As far as the campaign setting. Set in modern day 'Fiction'. However, if any of you are familiar with the Dark Tower universe and all the books that tie into it, there is a lot of time slipping and alternate worlds. So one world can be a different-same than the next. Since I have an actual site (other than the free hosting of Ripway which has gone past it's limits for me), I've been working on it there. Soon I'll show the overall history of the campaign. The basic premise is the characters are drawn from various points and realities to a single reality due to a yet to be disclosed purpose. In essence, I was able to combine the various backgrounds of my player's background write ups and concepts into a strange twist of plots and then add them into a flowing and living world. The results of which should be interesting. I'll keep you updated! =)
  20. Re: Working on a combined DC/Marvel universe Good! Now we can have Superman and the Hulk duke it out ALL THE TIME! On top of that, how would Punisher and Batman get along in the same world? Seems to me, Punisher would kill all of Batman's nemesis' and put him out of a job, or lead Batman to hunting down Punisher to stop his spree of ultra-vigilante justice. How would Green Lantern view Galactus or Thanos? Justice League and the Avengers? So many possibilities. =) And which people in the Marvel universe get to discover Kryptonite first? =)
  21. Re: My Champions page
  22. Re: My Champions page The artwork I do on my own. Never feel right when I borrow from other people or sources, and then you start getting that mixed-style thing. Needed a uniform look, unfortunately this takes more time to do on my own. Thinking about adding in some general HERO/Champions stuff in the mix as well.
  23. http://home.ripway.com/2005-2/265820/ In the process of building, just wanted some opinions on how things are laid out and the content therein. Thanks!
  24. Re: In Real World Terms... Tear Gas, Mustard Gas, Flamethrower, Launching him into a Vacuum.
  25. Re: This week on "Champions"... Genesis 7:00pm - The team gets back home only to deal with the havoc of thier adventures in the past few weeks. Now they must enter hell and free Lazarus' 'Other side'. Article After competing in the first round of the event only known as 'The Game' the heroes returned with thier first of three victories needed to enter one of the inner circles. However, one of the heroes has broken a contract to rig the game and cause the team to fail. This has attracted the malicious attention of the Low Men and the Crimson King who needed the team to fail. The team encounters Mystal upon thier return home from the 'Game' dimension, a mystic member of another Superhuman team in Springfield Mass. He agrees to help Anova Lovecraft adjust her powers and help her along, also getting the team a powerful contact. Mystal also agrees (in return for a favor) to help Lazarus Jones (the team's metamorph) to rescue his demon form which was trapped in hell and bound by powerful holy magics. Justicar Hellios (a space marine of the 40k variety) finds that the chapter of marines who had followed him to this tangent in time are using chaos bolter rounds (after having attacking Anova's Manor). Hellios questions thier motives and purity. The Low Men visit M'okuji at Anova's manor house and warn her not to break thier trust again and honor the contract. M'okuji fails to convince them that she will no longer honor the contract. Mystal brings in a focus that will bring the team to hell and free Lazarus' demon. The team enters the door and are split up on a floating island in hell which is crawling with demons who battle each other for the right to use the portal into the mortal realms. However, now that some mortals have come here, a new sport is quickly assembled...consume, tear and possess the mortals!
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