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BNakagawa

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Posts posted by BNakagawa

  1. How I would build this:

     

    Armor 12/12 OIF act 14- Not vs attacks with find weakness

     

    (8/8 of the armor has the additional limitation: Only if activation roll is made by 3 or more.

     

    Net result: On a 14-, you get 4 armor, if you roll 11- then you get 12 armor and if you're attacked by someone with find weakness (with the incoming attack) then you get hit in the face, 0 armor. That's what helmets are for.

  2. Even if it's a bit underpriced, I don't see the problem.

     

    All it does it neuter the stun lottery. I don't have a problem with that.

     

    As for hurting yourself hitting things, I like the golden age approach. Sfx also plays a key role here. I'm pretty sure any writeup of the Blob (from Xmen) would involve some sort of resistant defenses, but I doubt punching him in the gut would hurt your hand...

  3. I dislike all constructions like this.

     

    All it does is get one person per party to invest in skills. Nobody else needs any, because Answer Man has all the knowledge we need. We can spend all our points on levels and defenses now.

     

    Even if they don't, it immediately devalues any skills anyone else has, because Answer Man has a 20 or less to know damn near anything you do.

     

    I've always preferred it when character A is the authority on field a, character B is the master of b and character C is the one to consult for questions regarding c. Once you allow in something like this power, the answer is always Ask Answer Man. (Either that, or force characters A B and C to pump their knowledge skills past 21 or less.)

     

    $0.02

  4. Originally posted by Monolith

    It does not bother your players that a Killing Attack does less STUN, on average, than an Energy Blast? My would probably shoot me if I tried to do that. :)

     

    The trick is, that as soon as you start subtracting defenses from attacks, Killing attacks average MORE stun than EBs, not less.

     

    There is, of course, a breakpoint where they are roughly equal. Below that point, EBs average more stun than KAs, but how often do you find yourself attacking targets with negligible defenses?

     

    Killing attacks are essentially cheese.

     

    $0.02

  5. It takes a bit of help from the GM, but the easiest way to do this is to half move to the normal, have them grab you, then teleport away.

     

    Obviously, not an option if the victim is incapacitated.

     

    Very cinematic. "Come with me if you want to live."

  6. Maybe this guy could have captured a super-scientist Tesla clone to work for him.

     

    Then he could build a giant array of charge harvesters so he could fly into thunderstorms and absorb electricity from the clouds and then threaten cities with lightning storms if they didn't send up baloons filled with provisions and valuables. If they didn't have baloons he could always parachute some down.

     

    This could also be used as a defensive weapon to ward off fighters.

     

    If you build the hull/skin as self-sealing, then it should have a low base def plus a bonus against any attack that is a penetrating type weapon. This makes it extremely resistant to bullets, but very vulnerable to some yahoo jabbing a saber into the side and riding it down like a swashbuckler on a sail.

     

    $0.02

  7. If he's doing a move-through with 2-300 inches of velocity, how the heck is he hitting anybody? Does he have dozens of 2 point levels or something? and if he's bought dozens of levels, how could you miss that?

     

    besides that, desolid or no, he's taking the damage.

     

    If you're desolid, you can always affect yourself. (hard to use his pistol, otherwise). Since he's the one doing the move-through, he always takes at least half damage because the STR used to inflict the move through affects him even if what he hits can't.

     

    $0.02

  8. Originally posted by Agent X

    Low Defenses encourage Hitting Fast and Hard - going for the knockout. Defensive Maneuvers result in a loss of initiative and being dictated to by your opponent. Anybody remember what happened to the late 1980s/early 1990s New Orleans Saints every time they went into a prevent defense against the 49ers?

     

    Low defenses encourages defensive actions when you have numbers. It's a great approach to take when a group of PCs are fighting Grond.

     

    It's much less effective if you are outnumered. (and have no means of escaping the combat)

     

    $0.02

  9. Of course, the gate version of the power has one significant flaw compared to the naked advantage version, namely that it exposes the user(s) to return fire and/or missile reflection.

     

    Also, limiting the gate to a mere 10" is quite limiting. Our GM purchased a MondoMat and let me tell you, 10" is a tiny, tiny distance on that behemoth.

     

    Given the functionality of the power, you'll almost certainly want to work a few range mod PSLs into it.

     

    $0.02

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