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Chris Goodwin

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Posts posted by Chris Goodwin

  1. The answers to all of your questions are yes.  :) 

     

    How dimensions, and Extradimensional Movement, work are up to the GM.  I haven't played in a game since the 80's that made use of characters being able to travel extradimensionally, at all; it's definitely not common generally, though I can't speak for all tables.  

     

    The 5th edition supplements The Ultimate Mystic and The Mystic World go into more detail about how dimensions can work, and one particular setup for dimensions.  I recommend those for ideas.  

  2. For the character acting as the power source, the 0 END Cost Naked Advantage should work.  If you want the END to come from the character, give it Costs END in the amount of 1 END per END the device costs.  

     

    If you want the character to be the conduit, then the 0 END Cost Naked Advantage, with a Limitation that the character has to be connected to a power source to act as the conduit.  

  3. Autoduel Champions uses the vehicle rules from Champions II.  It provides maneuvers and difficulty values, but doesn't really give you a whole lot more to work with.  

     

    In 5e/6e, any kind of stunt would require a Combat Driving roll.  And all vehicles have a Turn Mode, which basically means they can make five equally spaced turns throughout the move, and have to move forward 1/5 of their velocity before turning (this is after the "free" turn everyone gets to make).  A driver can make a Combat Driving roll to turn before they are supposed to, to accelerate or decelerate faster, or anything else that is considered something other than ordinary movement.  

     

    Also, Movement Skill Levels are a thing, though they're not described in 6e other than on 6e2 p. 32.  The Ultimate Vehicle also mentions them, and further mentions that the driver can do anything with them that a character can do except increase acceleration or deceleration (which as I said can be done with a Combat Driving roll).  TUV also suggests other vehicle maneuvers, including the barrel roll (for aircraft) or bootlegger reverse (for cars) which are both essentially "make your Combat Driving/Piloting roll at -X to perform".  

     

    The Ultimate Speedster has an idea that I like, which is a Control Roll for any movement that's considered faster than a normal person or on bad footing (or both).  The runner would make a DEX Roll with penalties for the footing if applicable.  This could be translated to a Combat Driving/Piloting roll, but my idea would be to have the vehicle make a DEX Roll, with the operator's Skill Roll as a complementary Skill.  

     

    I've been looking at vehicular combat a lot for my Star Wars Hero game.  :) 

  4. I'm working up a Star Wars Hero game with my regular group.  I'm going to charge 1/5 the normal point cost for Vehicles (including ships), Followers (including droids) and special gear (including lightsabers for Jedi, other special gear like Mando's beskar armor and jet pack).  Normal weapons, armor, medical equipment, tools, etc., are at no point cost. 

  5. Mundane equipment:  Characters can start with gear reasonable and appropriate based on their concept and skills for no cost in points or money. 

     

    Special, specialized, extra powerful stuff: By which I mean magic items.  I've always been on the side of characters paying points, but I'm not sure how tenable that is.  If they pay points to start with them, but characters who find them in play can't afford the point cost hit but get to keep them anyway, it's unfair to the former.  I'm still working on that one.  Maybe one-fifth point cost for both?  That sounds more fair and more doable. 

  6. My 4e PDF says 5 points to change identities and one set of clothes.  Changing identities for purposes of OIHID is (in 5e and 6e at least) done by activating a power that has the OIHID Limitation on it.  Unless whatever condition you've defined as preventing you from switching is in effect, that is.

     

    Edit: In 4e, OIHID explicitly assumes there's some difficulty in switching identities, unless you've got Instant Change.  Just saw that.

  7. 3rd and 4th editions both had 5 points for to and from one set of clothes, or 10 points for any set.  Is it worth that much?  I'd make it 3 and 5 points, at most.  7 and 8 points as Transform in 5er, or 3 and 4 points in 6th. 

     

    Mutants and Masterminds has a power called Feature; a few points for a minor special ability with at most a minor game effect.  Their version has an instant change ability in fact.  I would consider importing Feature into Hero in the way many GMs have imported Quirks from GURPS.  I'd make it 1-10 points, and I'd make Instant Change part of it. 

     

    I don't think we need to "build the spoon" for simple things. 

  8. On 11/11/2022 at 5:37 PM, steriaca said:

    Technically "Instant Change" Transformation is NOT on yourself. It's on your clothing. You have to be wearing SOMETHING to activate it (even if that something is just a ribbon around your neck or a nipple piercing, or...I'll stop right here thank you).

     

    Transform targets can include "thin air". 

  9. I've converted the profession package deals (warrior, rogue, priest, wizard) from Fantasy Hero 1e to 6th edition, in Hero Designer.  The templates themselves can be found here.  Any non Hero Designer related discussion of them can happen here; if there are issues with them, you can probably bring them up here as well, though it might be better to post on the Hero Designer board and "at" me in the thread.  

     

    The package deals include prefabs for the "choose one from group A" types of abilities.  The ability groups were pretty easygoing; most of them included examples that modified the ability groups for characters outside of the basic package's purview.  

     

    I intend to do at least a few more; the race packages maybe.  I'd had the thought to convert the spells and magic items included in the corebook, but that will take a while.  The monsters maybe, eventually, but we've got tons of those that would work already in the 6th edition bestiary.  

  10. On 10/31/2022 at 9:14 PM, Duke Bushido said:

    Bushido fits that mould.  It was a _great_ game, and I think Scott Rugles on this boaed isbthe first person I have encountered outside of my old group who has also played it.

     

    8 hours ago, Scott Ruggels said:

    Bushido is what we played, and played concurrently with “In The Labyrinth”, before Champions came out. Bushido needs an interest in feudal Japan to work, and some knowledge.
     

    In the San Francisco Bay Area, in the 70s and 80s we had a few repertory movie theaters, and our local one was The New Varsity, and it showed a lot of Art films, Animation Festivals, and Samurai films from various famous directors (as well as Rocky Horror Picture Show, and The Song Remains The Same, at midnight every weekend). The Samurai films, and TV26, which would flip over to Japanese programming, and show Samurai dramas (Edo period cops), and Anime (Ikyu-Chan), had the area steeped in Japanese culture if you knew where to look. The Samurai films were probably where the “popcorn nooks” came from that we all used in our campaigns. 
     

    We played a lot of Bushido, with each person taking a turn as GM every few months, just so we all could get a chance to play. Each GM would set up an arc, and would hand the reins over to the next guy. Made for wildly different styles. Was fun though. I would still recommend it. 

     

    I never played Bushido proper, but I did play a Hero-ization of it Back In The Day.  One of the longer running campaigns during my time at the Game Alliance of Salem.  I played a "budoka" (wink, wink), a ronin, and a shugenja at different times.  The GM was pretty well versed in feudal Japan, and tried to discourage me from playing a ninja.  (It was the 80's, what can I say?)  So my cover story was that I was a budoka assigned as bodyguard to a shugenja (one of the other PCs).  

     

    The GM ported over a number of rules (including rolling starting social class on a d100 table), and a number of skills and spells were remarkably easy to port over to Fantasy Hero just from description.  

     

    I did later buy a copy, though I can't remember if it was while I was still with that group or after I'd joined the military.  Still haven't ever played a proper game of it.  

  11. It looks like the only place the BBB mentions skill levels with movement is p. 143 under Flight.  1e p. 38 and 2e p. 61 have the same verbiage but also don't say anything else about them!

     

    3e p. 17, 5er p. 369, 6e2 p. 32 say what all you can do with Movement Skill Levels.  I'd use the 3rd edition costs for 4th edition myself. 

  12. I'm starting to come around to an idea that things that can be done as... I don't want to say builds of another Power or game element, but... equivalent functionality, maybe?  Don't necessarily have to be forced into builds based on the other thing, but should definitely have similar costs, maybe costs derived from the other thing. 

     

    I'll use an example that I know Hugh is familiar with.  In SETAC, the Weapon Master talent was taken apart, broken down to "pieces parts", and recosted.  What was settled on was a cost based on using two Combat Skill Levels to add one DC to an attack. 

     

    That could and should be applied in other areas of the system.  I've been thinking about Regeneration and Healing; in 5th edition, Regeneration was specifically a build of Healing that relied on handwavium.  5th edition, revised, added a game element that would have eliminated the need for handwavium, to wit the "reset time" reduction, but that was never reimplemented into Regeneration. 

     

    My thinking in terms of both is that if someone can recover 1 BODY per time period on the Time Chart, that ability ought to cost pretty close to the same amount whether it's arrived at via Healing or Regeneration.  That's not to say that Regeneration should be a Healing build, but I am saying that Regenerating 1 BODY per Hour ought to have a similar cost to Healing 1 BODY per Hour.  If normal sight has an effective cost of 30 points, because the lack of it is worth 30 points (as good a rationale as any, for me), and we have multiple levels of an Indirect Advantage, then Clairsentience with normal sight ought to cost close to the same amount as it would cost to add Indirect functionality, and whatever other functionality Clairvoyance has that normal sight doesn't.  

     

    In first-gen Champions, if you took 10 STR, and applied Ranged (+1/2) and No Figured Characteristics (-1/2), you got a net 10 points for 10 STR.  Probably not coincidentally, Telekinesis had a cost of 1 point per point of telekinetic STR.  The functionality wasn't the same, because Telekinesis wasn't a STR build, but the cost was deemed to be close enough.  As of 6th edition, because of various changes, the cost of 10 STR Telekinesis is 15 points, which is close to what you would spend on 10 STR, Ranged. 

     

    I hope this makes sense.

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