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eepjr24

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  1. Like
    eepjr24 got a reaction from Christopher R Taylor in Making Machines Go Haywire   
    I would exclude any item that points was paid for, personally. I mean, smart gadgeteers have other defenses for their gadgets, but it seems overly powerful to me as well.
     
  2. Like
    eepjr24 got a reaction from BoloOfEarth in Making Machines Go Haywire   
    I think 3 STR is fine and enough to cause significant issues. I would definitely use Excel and create an effects chart. And I would add Long Lasting at the 1 or 5 minute level. 
     
    For more niftyness I would buy the No Conscious Control at the -1 level. And buy him Accidental Change when under stress or attacked (common) at the 8- or 11- level to lose the ability to turn it off until he recovers. So he can turn it on at will, but has trouble turning it off when stressed or attacked (maybe ego roll at -2 or similar).
     
    - E
  3. Like
    eepjr24 got a reaction from BoloOfEarth in Making Machines Go Haywire   
    Is this a 5e or 6e build?
     
    If 6e, that is a very powerful effect you just bought. -6 to all INT and INT based rolls affecting machinery or things with electrical wiring. -25" of running, flight, swimming, etc that are machine based. I'd allow you to increase temperature by a level or two if there was significant machinery around that you could cause to rev up or cause to overheat. A few points of damage from electrical shorts or machinery grabbing people, etc. Conditionally on machines that could produce smoke or steam and noise, -4 to all Sight and hearing Perception rolls. Obviously not all at once and completely random? I would build a chart for it and roll every few phases.
     
    - E 
  4. Like
    eepjr24 got a reaction from dialNforNinja in Help Building STR-based Power Pool   
    Are you married to the VPP concept? Because I find it generally much easier and cheaper to talk to your GM and let him know you'd like to go that route eventually but start it with a MP instead to get everyone used to the swapping, etc. VPP are a lot of book keeping during the game and doing it with an MP will get you into the groove and ease the transition for later. 
     
    I'd probably put -1/4 on the whole MP as "No ranged attacks except RBS on STR". Mostly because I tend to find bricks looking to throw things and not being able to do their signature stuff when they throw things is an "Awwww" moment.
     
    If you start out assuming something like 50 STR and you want to be able to apply +1/2 in advantages. Simplest way is Variable Advantages, which would cost 50 points but not give you the versatility of being able to use drains, etc. So if we go with:
     
    Brick Tricks, 37 Point Pool,  No ranged attacks except RBS on STR (-1/4), 30 RP
    2 (f) "Triple Threat" Autofire [3 shots] on 50 STR at 0 End, 18 AP
    4 (v) "Rattle 'Em" 3d6 CON Drain, 1/2 End, 37 AP, No range (-1/2) Linked to STR (-1/2) 18 RP [12 pool points per die]
    2 (f) "Armor? What Armor?" Armor Piercing on 50 STR at 0 END, 18 AP
    2 (v) "Negate This!" 6 levels of Reduced Physical Damage Negation on STR, 12 AP [2 pool points per die]
     
    This is just a small set for a starting character. You could combine the negation with any of the other three or you could add a die of "Rattle 'Em"  and 3 dice of reduced negation to either of the other two slots. Adding another slot or two is trivial and can cost as little as 1 XP to do, giving you more options each time (AoE: Radius, AoE: Line, Penetrating, Affects Desolid, etc).
     
    A similar VPP would cost twice as much, but allow you to stack a number of these together more easily.
     
    38 Control (Change Between Scenes, Slightly limited power set, -1/2) 13 RP, 66 Pool Total: 79 RP
     
    Now, there are ways to reduce the VPP real points needed with limitations, etc. But it makes the power creation much more complex at the start and until you are very familiar with how Naked Power Advantages and pools work, it's better to start simple, IMO.
     
    - E
  5. Like
    eepjr24 got a reaction from Trencher in What is this weapon called?   
    Looks like a stylized Shuang Yue or Ba Gua knife.
     
    - E
  6. Like
    eepjr24 got a reaction from GM_Champion in Hex map on the cheap   
    Not exactly the cheapest in raw dollars, but when you consider it is permanent, takes dry erase markers, etc.
     
    https://www.ikea.com/us/en/catalog/products/30353745/
     
     

  7. Like
    eepjr24 got a reaction from Duke Bushido in Zero Cost Martial Arts   
    In 4e, HtH Attack cost 3 points with a minimum of 2d6. 4e, 73.
     
    Okay, I am not understanding something you are saying here.
     
    +1 DC for martial arts = 4 points
    1d6 HtH Attack = 5 AP plus -1/4 limitation 4 RP
     
    Differences:
    DC is for martial maneuvers only, which must be purchased individually. HtH attack can be used with or without regular combat maneuvers, must use 1/2 d6 of STR.
    DC does not cost END. HtH attack costs END.
    DC cannot be limited without GM permission. HtH attack is a power and can be limited normally.
    DC cannot be in a power framework without GM permission. HtH attack can be placed in frameworks normally.
     
    So out of the gate, I first have to spend 10 points on martial arts to even buy DC. So 14 points for the first DC usable with 3 maneuvers. For 12 points I get +3d6 HtH Attack. Costs endurance, but I can put it in a framework, make it conditional, etc. About even to me, but reasonable people can disagree and players have the choice to pick whichever they like.
     
    As to your point on CSL's, they would require GM permission to limit. But lets say the GM let you. And let's further postulate that the 3 pieces of the CSL (OCV, DCV and adding damage) are all equal in value. Limited Power suggests (6e1, 382) that -1 1/2 would be about right for a limitation that removes 2/3rds of the function, so for 2x 5 point levels that would be 4 points, whether they were martial or non-martial, somthing more than 3 maneuvers but less than All HTH (which are 8 point levels). However, as you note below, "Only to increase damage" for skill levels is actually rated at -1/2 in 6e1, 447.
     
    Yes, they work out slightly different from a math perspective and again have slightly different effects regarding additional limitations, power frameworks, etc.
     
    Yes. As noted in the description, Weaponmaster is intended primarily for Heroic campaigns where HKA's cost zero character points generally. So I think it is fair that adding damage to those should be more costly than than to something the player paid points for. Again, I can see where others might not agree with the costing, but for their games they can change it as always.
     
    After they paid for the martial maneuvers, yes. Note that they are getting the weapon damage for free, just like everyone else in a Heroic game. 
     
    We can agree to disagree here, it seems. They are not priced mathematically evenly and try to take into account a variety of genre, situational and game mechanics. But I think short of splitting the genres it's a pretty good balance (which I am not in favor of generally, but would be fine with optional rules that represent them). And as always, we are welcome to tweak the things we don't like.
     
    - E
  8. Like
    eepjr24 got a reaction from BoloOfEarth in What Can I Do With Chainsaw?   
    I don't know how nasty you want to make him, but here are a few ideas.
     
    Make the chainsaw drones a Constant penetrating HKA (they latch on and just keep cutting).
    Give him a damage shield with the chainsaw that requires a to hit roll (as you hit him he hits you back).
    Add variable advantage to the chainsaw or a multipower to switch out from penetrating x2, AP, Extra HKA, Reduced Negation, RKA with indirect (he releases it and it flies out to attack and then returns to his hand), etc.
     
    Edit: To me, the electrical stuff is getting into Live Wire territory.
     
    - E
  9. Like
    eepjr24 got a reaction from Khas in Zero Cost Martial Arts   
    6e Martial Arts, pg 92
     
    The bold and size there are not my interpretation or emphasis, they appear that way in the book.
     
    So while each of us can do whatever we want in our own campaigns, the official rules do not allow it. Also, as far as I know there is no martial equivalent of the Flail element. While Bind is introduced as a zero point optional maneuver in FH 6e it does not add STR. Flail is not zero points in 6e FH, it is bought as a naked Indirect advantage with limitations for the weapon (6e FH, 193).
     
    - E
  10. Like
    eepjr24 got a reaction from drunkonduty in Dare I ask . . . how much HERO do we need?   
    I finally got through all the posts in the thread. I will say that for people coming from roll 20 I flip the attack rolls as well as skill rolls. To them, OCV is just another number they add to their roll to see if they hit. The target number is 10+ DCV-OCV. In the roll under method we have two people with 4 OCV / 4 DVC. The roll target is 11-, with offensive skill levels increasing the number you need to roll under. In roll over it is 10+, with any skill levels just adding directly to your roll, like most players are used to.
     
    I know there are people that are out there saying "How hard is this??? Roll low for hits, high for damage!", but why? If it is easier for players, it can work either way. And I find that my players prefer to have higher rolls be good no matter what they are doing. It just intrinsically makes more sense to most people, more money = better, higher rolls = better, etc. Any system that flips that model tends to confuse people (Hero is definitely not the only example here, take a look at AWG for another big one). 
  11. Like
    eepjr24 reacted to Steve Long in Image movement   
    An Image is able to move within the Area bought for it (if the Image doesn’t have the Area Of Effect Advantage, then it can only move within the 1m radius Area where the character created it). If the Image is bought with the Mobile (+½) modifier to Area Of Effect, then the whole Image can move according to the rules for that Advantage, which could make the characters or objects within it potentially seem to move long distances. (If the Image only affects a 1m Area, then a character can buy Mobile for it without buying the base Area Of Effect, as noted on 6E1 324.)
  12. Like
    eepjr24 got a reaction from Christopher R Taylor in Non-Experience Rewards   
    Hero points or luck points are popular. Leads are also fun (a buried treasure map, a clue to a piece of the characters background, one time hints dropped by an NPC, etc). An honorable enemy might be lenient on a hero who has been good to her word. A key to the city could be one for a large arc. A local guild / township / ruler might award titles that are locally useful ("Orc Slayer", "Holder of the Torch", "Ord's Herald", etc.). Perks are fun, perhaps earning a knighthood or the right to marry or the right to carry weapons in the city limits.
     
    You could create custom powers or talents that are available through award ONLY. Something like the Miraculous Survival from Killer Shrikes HtbM game. Or things like a free action card "One use only, take a free half phase action during a segment when you do not have a phase". You don't have to write the powers up. If you want real surprises, create a small deck of them and let the player choose at random.
     
    EDIT: Sorry, I just realized you posted this in the Champions thread, most of the ideas above were more fantasy oriented, but the last paragraph is universal and many of the other ideas are easily adapted.
     
    - E
  13. Thanks
    eepjr24 got a reaction from greysword in Dare I ask . . . how much HERO do we need?   
    I finally got through all the posts in the thread. I will say that for people coming from roll 20 I flip the attack rolls as well as skill rolls. To them, OCV is just another number they add to their roll to see if they hit. The target number is 10+ DCV-OCV. In the roll under method we have two people with 4 OCV / 4 DVC. The roll target is 11-, with offensive skill levels increasing the number you need to roll under. In roll over it is 10+, with any skill levels just adding directly to your roll, like most players are used to.
     
    I know there are people that are out there saying "How hard is this??? Roll low for hits, high for damage!", but why? If it is easier for players, it can work either way. And I find that my players prefer to have higher rolls be good no matter what they are doing. It just intrinsically makes more sense to most people, more money = better, higher rolls = better, etc. Any system that flips that model tends to confuse people (Hero is definitely not the only example here, take a look at AWG for another big one). 
  14. Like
    eepjr24 got a reaction from Christopher R Taylor in Dare I ask . . . how much HERO do we need?   
    I know I am not far into the thread, but wanted to comment here that we match on 2 and disagree on 1 and partly disagree on 1. It does not feel like Hero at all to me if you get rid of the Speed Chart, especially in higher end FH or over 250 pt Champions. And while I agree that the 3d6 bell curve is the bomb, I don't find "rolling under" to necessary for the system. I use roll over for folks with a background in d20 systems since it is more familiar. The results are the same, you just subtract from 21 and roll over that instead.
     
     
  15. Like
    eepjr24 reacted to Killer Shrike in Dare I ask . . . how much HERO do we need?   
    Ya. I've been doing narrative and rules lite games for the last six to seven years (Fate Accelerated is a favorite; if you haven't checked out my Pathfinder Fate Accelerated stuff you might find it interesting), and only just came back to the Hero System by request of @WilyQuixote (who is a Hero System diehard player) and @Scything who became Hero System curious after years of hearing about past Hero System campaigns and from looking at stuff on my website. 
     
    I think the essence of the HS is the SPD chart, the 3d6 bell curve for resolution, a pool of D6 for effect, separate STUN and BODY stats, maneuvers have CV modifiers built into them,  sandboxy point buy vs class / level / tree. More limited things cost less than less limited things. Mechanically similar things use the same rules vs being arbitrarily redefined. 
     
    The rest of it is largely embellishment, for me.
     
  16. Like
    eepjr24 got a reaction from Killer Shrike in How valuable is Dexterity?   
    In FH I find it matters more, especially for more ranged types who don't want to get into HTH range. I have players that don't buy up Dex, but do buy up lightning reflexes with their primary attack. I also have players who have a character concept that has them as faster than most and prefer Dex and some LR. I don't find Dex overpriced, but I can see how some people might. I think if I was to implement initiative as a characteristic I would start it at zero and just use LR to buy it up, disconnecting from Dex completely. And since I have a lot of ex-DnD players, I'd probably make it added to a d6 roll, with ties broken by LR level and then GM decision.
     
    - E
  17. Like
    eepjr24 got a reaction from Christopher R Taylor in Zero Cost Martial Arts   
    I might use some of these that were common in a particular genre or time period. Outside of a Marital Arts campaign they seem to be a bit overpowered for default maneuvers that you can add DC's and grouped CSL's to via martial arts (for which they have paid nothing?).
     
    Just to compare a few:
    Free Legsweep versus Trip standard maneuver: Trip is -1/-2. Legsweep is -0/-1. Both cause target to fall, Legsweep does strike damage as well. 
    Free Shove versus Shove standard maneuver: Same except martial gains 10 STR for shove.
    Free Grappling Throw versus Throw standard maneuver: Same except martial gains +1d6 to damage.
     
    Also, Killing Strike versus Killing Throw: Why are these the same penalties with different effects?
    Another one that seems too easy is Weapon Bind, I have friends who do various types of martial combat tell me this is a pretty difficult maneuver to pull off against an opponent of similar experience. -2 DCV does not make it seem difficult at all.
     
    In any case, these seem to be generally better than the standard combat maneuvers which are the default, it's good to see the variety but I would not make them defaults. I realize these are completely optional in any case since they violate the standard rules for creating martial maneuvers (minimum 3 point cost), just wanted to caution others who might not have the Martial Arts source books.
     
    - E
  18. Thanks
    eepjr24 got a reaction from Killer Shrike in How to make new characteristics.   
    I think you are going to want to create a new character template? I would read Character Templates chapter and then come back if that does not make sense.
     
    - E
  19. Like
    eepjr24 got a reaction from Simon in How to make new characteristics.   
    I think you are going to want to create a new character template? I would read Character Templates chapter and then come back if that does not make sense.
     
    - E
  20. Thanks
    eepjr24 got a reaction from dsatow in Extra Time   
    I believe what dsatow was indicating that if you took the additional +1/4 limitation, your activation ends your action. Otherwise, you are free to use your action.
     
    - E
  21. Like
    eepjr24 got a reaction from BoloOfEarth in Extra-Dimensional Physics   
    1. Vacuum tubes are less susceptible for a variety of reasons. Voltage tolerance, larger surface area to disperse across, less complex nature means less to go wrong, etc.
     
    https://electronics.stackexchange.com/questions/264738/why-are-vacuum-tubes-more-resistant-to-electromagnetic-pulses-than-solid-state-d
     
    2. Long term ELF exposure can lead to a susceptibility to cancer and other abnormalities in humans.
     
    https://www.sciencedaily.com/releases/2000/10/001016073704.htm
     
    3. EM has not been shown conclusively to cause cell mutation, but the physics on that world really are up to you. I would find it more likely that the denizens of this Earth would be more resistant to EM.
     
    4. On the Empress, you need to decide how you want it to play out and then put the appropriate steps into place. Is she nearly prescient? Then position troops. Is she thorough but not prescient? Perhaps monitor XDM everywhere that she knows about, but light exploratory missions might not set off alarms. Uber-narcissistic? Ignored it, since nothing can harm her in the long run. Etc.
     
    - E
  22. Like
    eepjr24 reacted to JCR in LF more Players/Gm's Orlando FL   
    Greetings! We are a 3 member group looking for 1-2 more members for our weekly game. The group usually meets in the Orlando (FL) Winter Garden area (the middle point between all the current members). We have been playing consistently now for over 4 months once per week w/o any sign of stopping any time soon, which is great if you are looking for a steady group.

    We play champions w/ a twist and a bit more gritty and deadly than average (vigilantes welcome). Currently we meet every Thursday between 7pm and 12ish (we will also be trying to get a Palladium Fantasy or Rifts game same day 2pm to 6:30pm or Fridays or Saturday after 3pm). Also, the adventure is built in such a way that all members can take turns running the game w/o having to change setting or characters; though we do get to visit other dimensions from time to time and these places range anywhere from magic and fantasy to space age. This also allows you the opportunity to 'switch alts' between adventures if you so wish.

    Your character can be as immature or insane as you wish, but the group prefers mature players (no this doesn't mean old, lol).
  23. Sad
    eepjr24 reacted to Greywind in RIP: Chewbacca   
    The family of Peter Mayhew, with deep love and sadness, regrets to share the news that Peter has passed away. He left us the evening of April 30, 2019, with his family by his side in his North Texas home. 
     
    http://www.yodasnews.com/rest-in-peace-peter-mayhew-1944-2019/
  24. Like
    eepjr24 reacted to RDU Neil in Avengers Endgame with spoilers   
    Exactly. Did anyone have a problem with all three of the big guns (Cap, IM and Thor) easily finding each other and getting their "Big Three" posing moment?  Same thing. It is a standard beat in these kind of comic homage splashes. 
  25. Like
    eepjr24 reacted to Dr. MID-Nite in Avengers Endgame with spoilers   
    The all women shot was clearly a homage to comics....which have full page shots like this all the time. I had zero problems with it.
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