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eepjr24

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Everything posted by eepjr24

  1. I am largely with Jhamin on this subject. I also feel that 6e is the current release, the only one that will have new products and the one that will be best supported on virtual table tops. So those are other reasons in the +6e column for me. For instance, I am working on a character importer for Roll20, and I am doing it for 6e because that is the latest release. - E
  2. Hopefully a simple question that I think I know the answer to but want to confirm. Does the Area of Effect: Cone advantage extend the power into a 3 dimensional or 2 dimensional cone. IE: Does the above image accurately depict an AoE: Cone (at the end of the effect, would the cone extend R hexes upward and downward from the axis plane of the original target hex)? - E
  3. Simplest way is with GM approval. Area of Effect Radius: X meters, no range, does not affect targets behind character. Easiest without GM approval is probably Area of Effect: Any area (Fixed shape: Half sphere), no range Other options might be area of effect selective, area effect cone with autofire, etc. - E
  4. I would not pick the specific nits that Hugh has here, but... his general points are valid. I would probably go highly versatile and do something with a mentalist / blaster / martial artist. Multipower of mental and blast powers which I would combine with ranged martial arts. Buy some damage negation based on being able to see me ("Don't hit the mentalist hard"). All of that assumes the person knows the rules and wants to try to push the limits. Honestly, I seldom find myself trying to push the limits on the combat side, I prefer having skills available for my back story. 😃 But it really depends on the focus of the game as well. If combat is expected every session I am not really interested in letting my team down by being not combat capable. - E
  5. Up to you. None of the generators met your need? This one is a download and a decade old, but it can get you something to play with. https://roleplaying-city-map-generator.software.informer.com/5.4/
  6. So you have 60 AP attacks and 25 PD / 25 ED? Probably half that in resistant, minimum. So roughly 37 PD, 37 ED. Average non-killing attack that hits does 0 Body, 0 Stun. Perfect non-killing attack does 0 Body, 23 Stun. Average killing attack that hits does 2 Body, 0 Stun. Perfect killing attack does 12 Body, 0 Stun. Those are going to be some long drawn out fights if the players just stick to the basics. How do you work Martial Bricks? Can they have a 50 STR plus martial arts and added damage classes? When you say 12 DC max, does that mean that CSL's can't be used to raise beyond 12 DC? Haymakers? Teamwork Skill? Multiple Attackers bonus? Etc. What does that mean? I get that it is something with OCV / DCV, but does it mean you could have a 5 OCV, 5 DCV and no skill levels outside that? What point range are you using? - E
  7. Find anything useful? If not, you can also check out DM's Guild and DriveThruRPG, they both have lots of products at low prices to peruse. - E
  8. Okay, here's a few places to look: https://www.cartographersguild.com/forum.php https://www.deviantart.com/search?q=maps https://2minutetabletop.com/gallery/ Generators: https://www.masterthedungeon.com/dd-town-generator/ https://watabou.itch.io/medieval-fantasy-city-generator - E
  9. Perfect, that update appears to have fixed all the issues I have seen thus far. Thank you! - E
  10. I have this power: Not sure if it is because it is a compound power, but the also not sure how to work around the Increased Endurance Cost being full value. Referring to 6e1, 374: "A character may apply the Increased Endurance Cost Limitation to a power that Costs Endurance Only To Activate (whether due to an Advantage or a Limitation), but he only receives half value for the Limitation." - E
  11. Not high priority, just noticed that you can add "Summoned Being Must Inhabit Locale (-1/2)" multiple times to the summon power. Might be fixed in a later version, not sure. - E
  12. What IJ said. In many campaigns (especially FH and Urban Magic), that adds a set of limitations to the powers such as what can and cannot be done with magic, that all spells must cost endurance, that additional skills may be required by magic school, etc. It's easier to think of for me as being like "Only Gadgets". In that case it means they will all have a similar set of limitations (focus or physical manifestation), that they operate within a technology structure that can be researched for ways to counter it, etc. - E
  13. We'll use your example. 50 point pool (25 AP Control, 50 AP Pool): 75 points base cost. Powers change as Full phase action, INT Roll required. 1/4 Limitation on control. Real Cost: 70 AP (5 point savings) Spends 30 points on INT (40 INT total), 3 point power skill roll, gets a 19- INT roll. Changing powers is a 14- (90.74% success). Total spent: 103 Real Points Other player decides he doesn't like the limitation. 50 point pool (25 AP Control, 50 AP Pool): 75 points base cost. Powers change as Full phase action, INT Roll required. Real Cost: 75 AP Spends 8 points on INT (18 INT total), 11 point power skill roll, gets a 19- INT roll. Changing powers is a 14- (90.74% success). Total spent: 94 Real Points After doing the math, I'd probably actually give him -1/2 on the limitation value. I would make him have cards of all the powers written up or a list in HeroDesigner that just had the ones for the session, so I could keep track, but it seems like a reasonable amount given that he is encouraged to buy up INT (not a typically highly bought characteristic) and has a decent concept. - E
  14. I don't think I would care except as it applied to campaign limits. You want to spend 40 points on INT to have 30 powers available in a 100 point VPP that you are saving less than that on in limitations? Ok. - E
  15. If I understand you correctly, that would already qualify. I would say having a predefined pool of powers (up to your INT score) would qualify as a Slightly Limited Class of powers. - E
  16. It is a restriction. It's one that I apply for free and in the best interest of the flow of the game and fun of everyone involved. I have had exactly 1 exception to this rule with VPP's, a gadgeteer in a teen champions game. The player had a 20 or 22 point VPP that he flipped through various small gadgets. But the person running it could stat out a new power (and have it be correct math wise) in about a minute and always made sure to not interrupt play. If he was still working on something, he character was generally hiding behind something tinkering and "building" whatever gadget he needed. If someone else showed themselves capable of that kind of role playing and design skills, I'd make the exception again. - E
  17. Oy. I think I need to quit for the day. I was looking for Movement Skill. - E
  18. Ahhhh, there's my math error. I kept thinking swimming was 1 per meter like running. Okay, so that bit makes sense now. Persistent was the first thing I applied, if that matters at all. - E
  19. Maybe I am missing something obvious? Attached is what I see under skills. Do I need to upgrade or get a patch?
  20. No... On 6e2 page 32 there are values listed for movement skill levels. They can be used for turn modes, acceleration, etc. with a particular movement type. - E
  21. I am not 100% the above is the only combination that does this, but here is what I am getting: Following Seas: Swimming +4m (4m total), Persistent (+1/4), Costs Endurance Only To Activate (+1/4), Usable As Attack (x16 maximum weight per inanimate target; +1 1/4), Grantor can only grant the power to others, Grantor pays the END whenever the power is used, Recipient must remain close to Grantor, Time Limit (1 Hour; +1 1/4) (8 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), Spell Power loses about a third of its effectiveness (-1/2), IIF (Sliver of vehicle being controlled; -1/4), Gestures (-1/4), Incantations (-1/4) I am thinking this either 1) Should not be allowed or 2) Time Limit should be a limitation? Either way, the math is.... wonky. If I do the calculation manually it would come out to 12 active points (power says eight) and either 4 Real (based on 12 AP) or 3 Real (based on 8 AP), HD says it is 2 Real. Let me know if I can export it or something like that to help. - Ernie
  22. How do I buy movement skill levels? 6e2, Page 32. Looking for a compound swimming power, will post the stats in another thread have a separate problem with it. - E
  23. On 6e1, 380 it talks about taking an addition -1/4 when "the character definitely suffers some extra restriction or drawback beyond the standard restriction of having an Accessible Focus.". There does not appear to be an option for that in the foci dialog, is that correct? I am running HERO Designer 6 Build 20160704. If it's not supposed to be there, all is good, I'll just add a custom limitation or limited power, just want to make sure I am not missing something. - E
  24. Maybe this will help? 6e1, 199 Using those rules, the Trolls strength (after reducing to 64 for Strength Minimum) would double the damage to 4 1/2 d6, leaving 25 remaining strength beyond the maximum. If the GM allows, the Troll could decide he cares not for the weapon and go ahead and do 6d6+1 killing damage to the poor Saxon (creating a red Saxon shaped splotch on the ground). The weapon at that point would take up to 20 body (assuming the Saxon has 10 body), exceeding it's 8 Body and 4 Def, likely breaking it to multiple pieces.
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