Jump to content

eepjr24

HERO Member
  • Posts

    1,507
  • Joined

  • Last visited

Posts posted by eepjr24

  1. 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:

     

    Cone Calculator

     

    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

  2. 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

  3. 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

  4. 9 hours ago, Panpiper said:

    50 AP - An average total of 50 divided between PD & ED

    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.

     

    9 hours ago, Panpiper said:

    5 AP each - A total of 20 between adding OCV, DCV 'and' skill levels. Negative penalty skill levels do not count against this, within reason.

    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?

     

    9 hours ago, Panpiper said:

    My basic balance guidelines for supers.  The idea is to keep characters roughly in league with published examples of supers at this point range. These are not rigid rules as exceptions might be made in exceptional circumstances, but they should give an idea as to what to shoot for.

    What point range are you using? 

     

    - E

  5. I have this power:

     

    Quote

    Cricket Spirit:  (Total: 19 Active Cost, 5 Real Cost) Leaping +14m (18m forward, 9m upward) (7 Active Points); OAF Expendable (cricket leg; Easy to obtain new Focus; -1), Spell Power loses about a third of its effectiveness (-1/2), Requires A Roll (Skill roll; -1/2), New skill roll and END expenditure required every hour Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 2) <b>plus</b> Clinging (16 STR) (12 Active Points); OAF Expendable (cricket leg; Easy to obtain new Focus; -1), Increased Endurance Cost (x3 END; -1), Spell Power loses about a third of its effectiveness (-1/2), Requires A Roll (Skill roll; -1/2), New skill roll and END expenditure required every hour Power loses about a fourth of its effectiveness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3)

     

    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

  6. 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.

     

    Quote

    Summon Twig Blight:  Twig Blight 2 10-point Snake, Friendly (+1/4) (9 Active Points); OAF (Staff; -1), Gestures (Requires both hands; -1/2), Lockout: Only one Plant summon spell active at a time (-1/2), Increased Endurance Cost (x2 END; -1/2), Summoned Being Must Inhabit Locale (-1/2), Summoned Being Must Inhabit Locale (-1/2), Variable Limitations: Default Full Phase (requires -1/2 worth of Limitations; -1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)

     

    - E

  7. 4 minutes ago, IndianaJoe3 said:

     

    The special effect of any powers from the pool would be, "magic." This might not seem like much of a restriction, but, "Dispel Magic" would work against any of them.

    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

  8. 2 hours ago, Beast said:

    spending 40pts would give a 50 spells/powers limit
    which would be more than the limitation is worth
    and if rolling for changing the VPP say 50 pts is almost automatic(14- = 93%)

     

    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

  9. 9 minutes ago, Panpiper said:

    I think maybe this needs to be rephrased. Cannot create spells/powers on the fly. New spells/powers may only be created between scenarios. Any way I look at it, that IS a restriction, and not an insignificant one.

    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

  10. 22 minutes ago, Simon said:

    Are you referring to Penalty Skill Levels?

    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.

    Quote

    Skill Levels with one mode of movement cost 2 Character Points per Level. Skill Levels that apply to any of a character’s modes of movement cost 3 Character Points per Level.

     

    - E

  11. 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

  12. 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

  13. Maybe this will help? 6e1, 199

    Quote

    Typically when a character adds damage to a weapon with the STR Minimum rules, he can no more than double the base Damage Classes of the weapon used. However, at the GM’s option he can do more damage than that, but the weapon also takes the full amount of damage it does to the target (and thus probably breaks).

    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. 

×
×
  • Create New...