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name_tamer

HERO Member
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Everything posted by name_tamer

  1. Re: The City of ???? Necessary Evil is for Savage Worlds (scroll down), and a very interesting setting it is, too.
  2. Re: Confused about Combined Attack Thanks Hugh. I meant examples 1 and 2 to both be attacking the same opponent. I think I understand now.
  3. Re: Confused about Combined Attack Yay for the "Similar threads" tool at the bottom of the page!! It appears that Steve has answered this question. It looks to me from the linked thread like both of these are combined attack. But if I wanted to perform a (non-strike) combat or martial maneuver with either weapon, or attack more than one opponent, then I would have to use Multiple Attack (and two-weapon fighting would come into play).
  4. Re: Confused about Combined Attack My confusion is, it seems that fighting with two weapons is Multiple Attack. (6E1 92) To me, fighting with two weapons sounds like two powers + one target, which the text says is Combined Attack.
  5. 6E2, page 74 says As an example, it says But 6E2, page 38 (in the sidebar about building combat-capable characters), discussing Two-Weapon Fighting, says When is making two attacks with two different powers a Combined Attack, and when is it a Multiple Attack?
  6. Re: Female Master Villains Gloriana.
  7. Re: Help finding a Demon You're welcome. Glad I could help. Here is a link to the writeup, courtesy of the Internet Archive Wayback Machine. Because the Machine has been a bit glitchy, here is the writeup itself in plain text: [Edited to put lengthy post behind spoiler tag.]
  8. Re: Help finding a Demon The Hell's Belles in Superline #5 are a different group than the Helle's Belles in the Algernon Files. Here's a link to the cover, which shows the Belles. This was a group of 6 PL12 villains, so fairly powerful in M&M terms, and designed for a superhero campaign. I assume that's what Bengalelf is going for. Digital Hero #16 contains a 533-point succubus called Crucible. Good Characteristics (epic normal level - think Captain America), a 60-point MP of Demonic Powers (Hellfire, Mind Control, etc), Batwing Flight, Multipower of Spiked Gloves, Damage Reduction. Never ran her in a game, but I would think six of these would be too powerful (but could probably be modified to a more reasonable level) for a group of starting heroes. At one point Crucible's stats were posted as a free preview to the issue. I can't find that on the HERO website anymore, and I don't know whether Digital Hero issues are still available for purchase (or if so, how - maybe someone better connected could chime in).
  9. Re: Regeneration Costs Are you referring to noncombat doublings and/or megascale? Because there are at least some drawbacks to moving at noncombat speeds (or at megascale), whereas there don't seem to be any drawbacks for moving your regen up the time chart rather than taking more BODY regeneration. Yeah, that seems to be the bottom line. But as I pointed out in my response to Hugh, note that one of the sample powers is written up differently.
  10. Re: Regeneration Costs Hugh, You make some interesting points. First, I'm disappointed that Steve chose not to not answer the first part of the question, which was, from a game effect standpoint, is there a difference between buying (say) 7 BODY/week and (say) 1 BODY/day. You and he are both right that it has design philosophy implications. However, because Regeneration is something that keeps getting rejiggered from edition to edition, and because I'm basically just picking up 6E now (working my way through the book slowly and methodically, trying to understand all the changes) I really wanted to know: is there a game effect difference? Of course, it's Steve's board, and he can do what he wants and allocate his time as he wants; I certainly won't argue about that. In answer to my question to Steve (re game effect), Daltwisney has pointed out something that I should have realized if I had thought it through more, which is that the more costly version of the power is actually less effective; this leaves me gobsmacked. The rest of your post is all about game design/philosophy, which is lots of fun, but really I was more interested in merely what the rule meant. You ask whether 1 BODY regeneration per hour is worth 96 points or 8 points, and leave it up to the player or the GM to decide which to buy. (I certainly know which power construct I would buy if I were playing a regenerating character.) But a valid question is, what do the rules say about how much it's worth? They seem to give two vastly different answers; it's apparently "worth" about the same as either having a 106 STR or having an 18 STR. I tend to agree with you that it really only makes sense to deal with 1 BODY per increment until you get to the 1/turn level, but this is just a confirmation of my thought that it doesn't really make sense to have 24 BODY/day be a viable structure. But note that one of the sample powers in 6E1 (is that the right abbreviation?) is 2 BODY/hour, 16 points. I think any player who buys that instead of 1 BODY/20 minutes, 10 points, is a sucker unless the GM rules that faster healing is simply off-limits. And I agree with you about the fine-tuning; when you go past 1/turn you run into other problems: Cost 1 Bod per 2 Week 4 Day 6 6 Hours 8 1 Hour 10 20 Minutes 12 5 Minutes 14 1 Minute 16 1 Turn 32 6 Segments 48 4 Segments 64 3 Segments 96 2 Segments 192 1 Segment All pretty academic, I suppose; fun to kick around.
  11. Re: Regeneration Costs This was the only reason I could think of for this price structure (I was the OP of the question in the 6E rules forum, to which Steve has now unhelpfully responded).
  12. Sorry if this has been answered elsewhere. Rules Question: From a game effect point of view, what is the difference, if any, between: Regeneration: 7 BODY/week (14 Active Points) and Regeneration: 1 BODY/day (4 Active Points)? Regeneration: 5 BODY/minute (70 Active Points) and Regeneration: 1 BODY/turn (16 Active Points)? The obvious follow-up question, which verges on a "Design Philosophy" question (which I know you don't like answering): If there is no difference, why would anyone ever pay the higher cost? Thanks.
  13. Re: Any more Ultimate Series books on the horizon IMO it's hard to imagine that a book called "The Ultimate Disadvantage" would sell well with the general gaming public.
  14. Re: The Evolution of Dr. Destroyer Thanks for sharing.
  15. Re: Dr Yin Wu Dr. Fang is more science- (or Science!-) oriented; pulp Dr. Wu is more pulp-mystic; he has most of the "Psychic Powers" listed in Pulp Hero, if you have that book. Dr. Wu has better characteristics; Dr. Fang's skill list is a lot better, and he has a scary +5 with all intellect skills. Dr. Wu has a vicious Dim Mak, and his Kung Fu is probably a little more effective. Points-wise, Dr. Fang is 662, and pulp Dr. Wu is 565; much of the difference is in Perks (78 for Dr. Fang including 50 points spent on Contacts, 18 for Dr. Wu with no Contacts).
  16. Re: Dr Yin Wu He is not written up in Masterminds & Madmen. Instead, another "Fiendish Oriental Mastermind," Doctor Fang Shen, appears in that book.
  17. Re: Dr Yin Wu No, just cyberware.
  18. Re: Mutants and Masterminds: Iron Age Opinions?
  19. Re: Thrilling Hero Adventures Edited ... double post.
  20. Re: Thrilling Hero Adventures Steve, are you planning a book-pdf bundle when the hardcopy becomes available?
  21. Re: Thrilling Hero Adventures PDF In Store Are there plans for a book-pdf bundle?
  22. Re: Tuala Morn Errata? Thanks for the reply.
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