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MikeyMitchell

HERO Member
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Everything posted by MikeyMitchell

  1. Re: I need a certain type of catastrophe Earth passes through the tail of a comet. Static electricity in the atmosphere increases 1000%. No electrical device can function because of stray currents.
  2. Re: Grabbing multiple foes The rules for Grab specifically say you can grab multiple targets, one per limb, and don't say anything about having to use casual strength to do it. If you want to rule that way, fine, but the rules don't stipulate it. See 5ER p. 397 under Sweep. Another thing - If you have more than one target in a Grab, you can only squeeze or throw one at a time unless you perform a Sweep. See 5ER p. 387 sidebar for details.
  3. Re: The origins of "munchkin" LOL! Okay, "munchkin" because they're typically young. We all, I think, go through the "power gamer" phase at some point. Cool site; I bookmarked it. Thanks.
  4. Okay, I've been playing HERO games for over 20 years, but I've never seen the term "munchkin" prior to using these boards. I gather that it refers to a player or character who aggressively searches out the most abusive rules application possible. But I give - where did the term "munchkin" come from?
  5. The "No Range" Limitation states, "The character can only use the power at HTH Combat range." (5ER p. 302) That creates an interesting question: What about a character who has Stretching? On the one hand, the Stretching power indicates "...the character is considered to be in HTH Combat." (5ER p. 220) That would seem to indicate that the character with Stretching can use that power to allow a No Range attack out to the limits of his Stretching. However, the definition of HTH Combat Range indicates "...characters standing in the same or adjacent hexes..." (5ER 383) If you take the strict textual definitions, it would seem to indicate that a character with Stretching cannot use a No Range attack on a target beyond the adjacent hex. However, that's counterintuitive, given that he can attack targets out to his Stretching range with normal HTH combat. What's the right answer?
  6. Re: Need help with time powers. I previously came up with a similar character. He was modeled on a Suppress vs. SPD. The idea was, if the fellow never gets an action, he's effectively "frozen" in time. Had to get rid of him because he was beyond unbalanced... You could do something similar. A Drain vs. SPD would work, with a long recover time. The other suggestions on this thread would work too - Transform would probably be my second choice. In either case, the character is probably broken or near-broken, so the GM might want to look at him carefully...
  7. The HERO Designer software does not consider this Advantage when calculating the END cost of the Power. However, I can't find anything in the rules that says it shouldn't count. So, should Desolidification, Costs END Only to Activate be 4 END or 5?
  8. Extra Limbs allows "any number" of limbs for 5 points. Here's a question - can the character change the number of limbs? Say I have a shapeshifter character who can create limbs at will, but normally doesn't have them (well, above his normal 4). How should this be built, and played? Extra Limbs, Nonpersistent? Zero-phase action to change the number of limbs? Turn off / back on to change number of limbs? What would be the right answer for this? Thanks.
  9. Not to be difficult, but my local stores don't have 5ER yet, so I don't have access. Can you give me the Reader's Digest version?
  10. In the FAQs, there is (or was) a question regarding moving a constant Area of Effect power. The general rule was that it shouldn't be allowed, or, if allowed, it should be expensive. What about powers that have no range? Can you establish an AE centered on the character (like Darkness) that moves with him? As an example, I have a character who is able to create an energy-damping field around himself, which I've simulated with a weak Drain: 1D6 Drain from STUN and END at once (+1/2), return 5 pts / min (+1/4), AE 12†radius (+1-1/2), selective (+1/4), continuous (+1), penetrating (+1/2), 1/2 END (+1/4); can only activate one instance of power at a time (-1/4) The assumption was that this power's area moves with the character since Drain has no range. Whenever a new target entered the field, an Attack Action would be necessary to affect that individual because of the Selective Advantage. The Limitation for only activating one instance at a time was intended both to simulate that the field is either on or off and as a balancing idea (if you could stack them up, it becomes abusive). Would this be legal, or would you consider it constrained enough not to be abusive? (In this case, I'm the GM, and I think it's borderline, but a second opinion would be useful.) The original Q&A is quoted below for reference: Q: Can a character move a Constant power that covers an area (either because, like Darkness, it inherently affects an area, or because the Area Of Effect Advantage is applied), and if so, what rules apply? A: Once established, a Constant Area Of Effect effect generally can’t be moved (general exception: Darkness used on one’s self, per 5E 96). It is possible to “attach†an effect like that to a target with Usable As Attack (see elsewhere in this Rules FAQ), such that it would move when he moved, but that’s different from allowing a character to “sweep†(little s, as opposed to the Combat Maneuver Sweep) an Area Of Effect across a broad swath of ground. Assuming a GM wanted to allow such a thing, based on a reasonable special effect and a judgment that it wouldn’t unbalance the game, it would have to be expensive. As a starting point, it would probably be at least a +1 Advantage, the same as the Usable As Attack method mentioned above. It probably should also be No Range by default, but with the possibility of adding the Ranged Advantage. Moving the power would constitute an Attack Action, and the GM would have to decide how many inches the Area could move per Phase (and whether it could move in three dimensions, or just along the ground). One possibility would be that a moveable area moves as fast as a standard human (6â€), and that the character could up to double that rate for each additional +1/2 Advantage (7-12†for +1/2, 13-24†for +1, and so on). Another would be that the Area can only move, say, 1â€, and each +1†of movement costs 5 points. Of course, you could change these values up and down to suit yourself. A moveable Constant Area Of Effect would definitely be a “stop sign†power.
  11. Re: Green Lantern Object Creation... Just a suggestion, but the rules use Transform as a way to create objects. Perhaps this might be of some use?
  12. When we see Spidey shoot his webs to grab something (like a falling Aunt May), I would normally treat this as Stretching. We know he can't squeeze someone with his webs, nor can he punch someone at range. He can just grab hold. That's covered with the "Cannot Do Damage" Limitation. However, he also can't push someone away; all he can do is pull them or throw them. Would that, in your opinion, be worth an additional Limitation (maybe -1/4) or not?
  13. Question - In the movie, we see Spidey catch a flying police car in his webs. Would you represent this in game terms with an Entangle used as a barrier? If not, how would you build this power?
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