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BNakagawa

HERO Member
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Posts posted by BNakagawa

  1. I've often found it irritating when a PC collects a gaggle of NPCs that start to infringe on the spotlight, especially when they start crowding out PCs when it comes to specialist knowledge or capabilities.

     

    If the stock answer to an esoteric question is: Let me consult with my staff, then you know that you and the other players are guest stars in a solo campaign.

  2. It takes, what 6 points to have enough of a barrier to completely enclose a hex. Another 4 points increases the depth to the point where you would need to double the body to break through it.

     

    So a 60 active point barrier can double bag a human sized opponent with 100 body worth of barrier.

     

    Sounds balanced, right?

  3. 4 hours ago, Christopher R Taylor said:

     

    It costs 5 points to get 1 body, 1 PD and 1 ED of barrier over a 2m area.  That's the cost point you're looking for, the 5 points per DC

     

    I'm not convinced Barrier is well designed, but that isn't a valid complaint.

    It isn't a valid comparison because buying defenses for barrier is OPTIONAL. For 60AP you could just as soon buy a barrier with 60 body, which will take a bog standard 60 AP attack power several phases of work to blow through, which is fundamentally unbalanced.

     

    (then add the kicker, which is: for a fixed amount of points, a barrier can double in depth, so you need to punch through it multiple times to penetrate it.)

     

    I swear, it's like they didn't playtest barrier AT ALL.

  4. 10- is %50. 11- is 62.5%

     

    I imagine the default being 11- is so that success is that much more common than failure. Misses slow down the game.

     

    As for rolling more dice, it would be a nice feature if you wanted to give high skill low damage combatants a means to combat opponents with unbreachable defenses without obliging them to build their characters with NNDs all the time.

  5. 5 hours ago, Old Man said:

     

    I've always wondered why Hero used 3d6 for skill checks instead of the 5/1d6 STUN/BODY model.  The latter would enable finer granularity, and counting 'stun' vs. 'body' on the dice would let you simulate degrees of success, like how long it takes to pick the lock or how big of a discount you get from the merchant.  More importantly, it gives another reason to throw fistfuls of d6es.  But I confess I haven't really thought this through.

    Melee/Wizard used the 3d6 mechanic before Champions. In addition TFT, the broader RPG based off of Melee Wizard introduced an escalating die mechanic where really difficult tasks were rolling 4 or even 5d6 vs your stat. (low rolls being better)

     

    I often wondered why it wasn't an option in HERO to roll more dice in order to achieve greater results in skill rolls.

  6. 6 hours ago, unclevlad said:

    Classic Cowboy clock management strikes again.  They take WAY!!! too long to get the punt off;  Niners take over with 2:05.  

     

    To make it worse, that lets Shanahan make a great play call...quick slant to Kittle off a play fake.  First down, and there goes the 2 minute warning.  

    Elijah Mitchell tried to return the favor by running for a 1st down and going out of bounds instead of just dropping to the ground in bounds. It ended up not mattering, but still, that's the kind of mental error that won't play well against tougher opponents.

  7. Well, sure. Just create a halfling that is a spellcaster with healing and/or good buff/debuff spells and team it up with a beefy well armored martial character and go all Master/Blaster on people.

     

    I am currently playing a halfling Summoner in Pathfinder(1) who has taken feats that enable her to pass for a human child when she dresses and acts appropriately. She also has a stupidly strong humanoid outsider that she summons that has the appearance of a heavily armored man. They are doing the Little Sister/ Big Daddy schtick from Bioshock.

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