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BNakagawa

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Everything posted by BNakagawa

  1. Re: Anime Supernatural Entity Taken individually, pretty much anything Guu does is pretty easily built. It's just that the most likely rationale for her being able to do any of these things is pretty much that she can do ANY thing. It's essentially like being asked to write up the impossible man or other beings with unlimited power and throw-your-hands-up-in-the-air level versatility. $0.02
  2. Re: Stats for the original Champions team Beresford is where I hooked up with the original crew, too. I played in a Glen game or two, but most of the time, Tom or Mike (not one of the original crew) was running games. I was in high school. Around this time I got pretty dissatisfied with gaming with my classmates. Fortunately, most of these guys were locals and I could catch rides with some of them to games, as I was carless. One of those guys turned out to be Maelstrom. It's a small world. Now I feel old.
  3. Re: Anime Supernatural Entity I don't think any game system can accurately model all of Guu's abilities. At least not without a large amount of hand waving... $0.02
  4. Re: How Long Does It Take? A lot of it actually depends on SFX. Someone who is only capable of moving himself faster than normal can't do much to speed up the cooking of a three minute egg. Someone who actually manipulates the flow of time in his vicinity can.
  5. Re: Decent Brick Trick?
  6. Re: Decent Brick Trick? Yes, but can you do it all instantaneously? Can you do it twice instantaneously? How about three times? You might be able to catch something. You might be able to throw it back at the thrower or someone else. You probably can't do it all with a half action. I'm almost certain you can't do it twice with a half action. I'd pay money to watch you do it three times with a half action. That's the difference between buying it as a power and just doing it with stats.
  7. Re: Using d20 instead of 3d6 (DON'T KILL ME!) IMO, the bell curve exactly replicates my expectations when it comes to adding modifiers. Consider: You have an average fighter and three possible opponents. One is far below average, one is average and one is far above average. (And by far, I'm talking at least 3 CV points difference) Would it benefit your average fighter to have an advantage, say a +1 magic weapon in his fight against the chump? Not really, he doesn't need it. And the bell curve reflects this. He's already got a very good chance of hitting or blocking and the sword only bumps this chance by a little bit. Would it benefit your average fighter to have the advanatage against an evenly matched opponent? Why, yes it would. Whaddaya know, the bell curve delivers with a large bump to hit, block percentage. Would it benefit your average fighter against the stud? Well, not so much. And the bell curve comes through with a smaller bump. Let's consider skills. You have an expert mechanic, a tinkerer and someone with no training at all. (15-, 11-, no roll, but the GM is being kind and giving him a 5-) They need to perform some sort of repair and the GM rules that having the vehicle's owner's guide is worth a +1. Does the expert really need it? No, a 16- is not that much better than a 15-. Does the tinkerer need it? Well, more than the expert, as a 12- is quite a bit better than an 11-. Will it help the guy with no skill at all? Not really, a 6- is not much more likely than a 5-. All of this maps perfectly to my expectations of what a '+1' ought to be worth in different situations. It should have little to no effect in the extremes and quite a large effect in those iffy 50-50 cases. I don't see a problem with the existing system. $0.02
  8. Re: Redundant Internal Organs You might try to make do with some sort of life support vs effects that cause organ failure for duplicated organs.
  9. Re: OCV bonus or extra roll? Oh. Had a lot of experience firing energy pulse cannons?
  10. Re: OCV bonus or extra roll? You forget that in the old rules, autofire attacks had increased range penalties.
  11. Re: damage conversion That approach doesn't work as well, because if you have one target with an automatic weapon, you'd have to apply the resistant defenses to everyone within the maximum range of the bullets, which could be over a mile, depending on the weapon. Much easier to just apply one transform to one person, don't you think? $0.02
  12. Re: OCV bonus or extra roll? Not really. M-16a1s don't have a fully automatic setting because they were found to be so wildly inaccurate in that mode that all soldiers were doing was wasting ammo. They did have 3 round burst settings, though. Conclusion: Assuming a real hand weapon with muzzle climb, a few more bullets might be a little more accurate, but a lot more bullets is not necessarily a lot more likely to hit a specific target... 2: A lucky shot with a single shot weapon is one hit. A lucky shot with a fully automatic weapon might be several hits. Bullets are cheap, attack actions are not.
  13. Re: Name My Character Just don't name him JadeWing.
  14. Re: OCV bonus or extra roll? Assuming you don't get an OCV bonus for autofire bursts, then his point is valid. You'll never have a higher ocv than with your first shot, whether it's the first of five, the first of ten or the first and last. There's a difference between hitting 'something' and what you're aiming at. On the subject of the thread, there's no telling which is more advantageous unless you know the OCV and DCV in question. A high OCV vs a low DCV is going to benefit from split rolls. A low OCV vs a high DCV is going to benefit from higher bonuses and a single roll.
  15. Re: Super Powers that are really "wanted" ... by everyone Anybody with two directional time travel would be pretty desirable by just about everybody. Something awful just happened? Just hit your speed dialer and get the timetraveller to fix it before it happens. Short of cash? You can pick from lotto numbers, hot stock tips, or sports scores. It's not even illegal. Side effects? We'll worry about those later.
  16. Re: Bringing new players to HERO System. Sounds like you're making great progress! In general, I'd have to say that the easiest way to bring new players to HERO is to wrap it in something familiar and interesting. Waaaay back in the day, they'd set up at the open gaming tables and hand out character sheets for the X-Men, Alpha Flight, etc. and just set them up and have at it. It was a fabulously successful way to introduce people to a brand new game system. These days, I'd have to go with the Teen Titans by way of the animated series, or the JLA or some fighting game or some anime series. The attraction is that people already know who Cyborg is, people already know what he does to kick butt, and here's a chance to match him against Iron Man or Chun Li or Vash the Stampede. Most game systems aren't flexible enough to handle that. This one is. Sell them on the ability to model any character they've ever heard of, ever dreamed of, and they'll be more than happy to learn the mechanics to make them go. selling them on the number crunching to make them in the first place is a little harder. I'd have pre-gens handy if I wanted to sell new players on the system. $0.02
  17. Re: Clerks... Uh... I mean HEROES! I'm dyin', I'm dyin'...
  18. Re: Need some name suggestions please
  19. Re: Should all skills be everyman to some degree? The notion that all skills should be designated as everyman skills is analogous to the notion that given enough time and enough laptops, an infinite number of monkeys could knock out the assembled works of Shakespeare. In the abstract, it's true enough that if you look long enough, you'll find an example that seems to justify somebody somewhere suceeding in a task they have had no training in. It's far easier to look upon these aberrations as the workings of a marshmallow GM who lets his players off the hook easy than to assume that everyone, everywhere has an equal chance of performing a successful brain surgery armed with a 6th grade education and a melon baller. $0.02
  20. Re: Stunning the target without damaging it Just buy a Killing Attack with a buttload of +1 Stun mods and the limitations does no body, does stun only for the purpose of achieving a Con stun result. (and does no kb) Oughtta be pretty effective.
  21. Re: one question... One of the interesting drawbacks to the hero system is that for certain power/point levels, it's not only possible for a character to do everything, it's possible for every character to do everything. In this sort of circumstance, it's probably a good idea for the GM to start taking the lead by writing up adversaries with things like extra defenses only versus a certain SFX or not versus a certain SFX. (something like vulnerabilities, but not quite as drastic) This way, even though all the PCs are throwing nearly the same amounts of damage, some of them will be dramatically more effective against some adversaries, and it's up to them to figure out why/how this works. Sometimes it'll be pretty obvious, sometimes it'll be a little obscure. On the offensive side of things, it's more interesting if you build attacks with a vanilla base of oh, say 8d6 or so, then start adding extra bits with conditions. So you could have a 8d6 EB, that's also AP, but only versus Force Fields. Or you have 8d6, with +4d6 if you're attacking somebody from surprise. Or 8d6 +4d6 that only works if you hit by 4 or more, pro rated so you get 11d6 if you hit by 3 and so on. Try doing the same things with levels. You could buy OCV levels that only work against certain opponents or in certain circumstances. You could buy levels that only serve to offset DCV bonuses from combat maneuvers, you could buy OCV levels that only serve to make the attack more difficult to block/deflect and so on. By combining conditional defenses, offenses and levels, it's a lot easier to make PCs and villains that are dangerous versus some foes, and vulnerable to others, even if they all have exactly the same power levels. Once you have this sort of thing in place, assuming you have recurring villains, then you're bound to find people picking their specific nemesis out of the crowd (and their favorite whipping boys).
  22. Re: West Coast Champions You might want to consider changing Marksman's name to something else. Or at least put a II on the end. $0.02
  23. Re: penalties and bonuses for Seduction skill rolls The environmental penalties for the added 'degrees of difficulty' depend on what genre you're in. If the anime version of your game would be produced and directed by the team that brought us Fist of the Northstar, then everyone has a base -10 penalty and -10 for each step past the first. If the anime version of your game would be produced and directed by the team that brought us Love Hina/any other romantic comedy anime series, then the base is pretty much -0 and it's closer to -3 or 4 for each level. If the live action version of your game would be an Aaron Spelling project, then everyone gets a +5 bonus that even applies to the everyman 8- and there's at most a -1 penalty for added degrees of difficulty. Maybe no penalty at all during sweeps week.
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