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Hida Tsuzua

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  1. Re: MYTHIC HERO Kickstarter That's why I haven't done anything myself on those boards. I have mentioned Mythic Hero in the Shadowrun boards I frequent, but reception there was virtually nil unfortunately.
  2. Re: MYTHIC HERO Kickstarter Has anyone advertised Mythic Hero on the Giant in the Playground forum or on 4chan's traditional games imageboard? I don't know those communities that well, but I know they are fairly large at least as RPGs go.
  3. Re: Car Shark, Asylums, Eldritch horrors and Fell's Point: A couple questions Card Shark's sheet hangs out in Hudson City p.238 in the GM's section. As for the other stuff, I haven't found anything else about Toddbury Asylum, but there might be stuff in the older 4th edition books.
  4. Re: M44 offhand @ 500 yards Here's my breakdown. It's from a 6th edition perspective. While the fact that the video is "out of combat" should kept in mind, you might want to make a PC that can pull off this feat in combat. A non-moving human sized target is DCV: 3 (6E2 170). Since the target is half-human sized, that's +2 DCV for DCV 5. Personally I think it's really odd, but apparently this is the "normal case." Depending on you feel, the DCV could be lowered to 0 or 2. In which case, the later math should be adjusted by a similar amount. At 500 yards or 457m, you're looking at a -12 range penalty (256-512m). If he's bracing, that negates 2 points worth of range penalties. There isn't a M44 entry in the Equipment Guide, but based on other's comments, it's a fairly accurate weapon. Accurate bolt-action rifles are typically given +1 to +2 range bonus. I'll use the higher one due to the praise it has gotten. That's a total net penalty of -8. Assuming you want to hit at least half the time, you need hit on a 11- (this means you will need about 4 takes to do the video). That means you need an total OCV (from base OCV, PSLs, skill levels, or whatever) of 13. If you have the target be DCV 0, you just need an 8. If you take the size bonus into account, then it'll be 10.
  5. Re: Technical Question regarding Dark Champions After a quick skim to refresh my memory, the majority of the powers should be fine out of the box. The vast majority of powers between 5 and 6th editions are the same or close enough to might as well be the same (for example remember 1" = 2m). Powers that use aid, hand attack, endurance reserves, and/or area of effects will likely need to be repriced but otherwise work the same. Lack of Weakness related powers will have to be ignored. Unbreakable Will no longer provides "free" mental defense equal to EGO/5 but is otherwise the same. Overall, a quick double check is all you need.
  6. Re: Dark Champions: The Animated Series DC:TAS has two "styles" of animated series play, heroic Hudson City Knights and superheroic Hudson City Powers. Hudson City Knights is the more "realistic" one and recommends PCs at the powerful heroic level (100 + 100 disadvantages). In 6th edition, powerful heroic characters are built on 225 points (175 + "50" in complications). That seems about right for me. This is the value I went with my currently running heroic Urban Fantasy Vigilante game. The opposition in that game, mainly consisting of people from Predators and the Hero System Bestiary, has worked pretty well besides some slight increases to OCV/DCV. Hudson City Powers is a superheroic setting and recommends PCs at the low-powered superheroes level (150 + 100 disadvantages). In 6th edition, low-powered superheroes are built on 300 points (240 + "60" in complications). That seems about right to me though I have no experience there to back it up. If you don't have it already, I also recommend Hudson City: The Urban Abyss. It's a pretty nice setting book and has saved me a ton of time from having to make my own city.
  7. Re: 5th Edition vs 6th Edition Really it depends on if you care about knowing a villain's total point cost. You can just keep the values the same, rounding up to the nearest 5 in case of END and 2 in case of STUN and be fine in play. You may need to fiddle with a villain's stats anyways to make him a better opponent for you group (upping or lowering CVs for example), but that's the case regardless of edition. Elemental Controls were removed and replaced with the limitation Unified Power. If you're favorable to this, you can get the elemental control feel without having to mess around carefully balancing AP values. If you're not, it's a "free" -1/4 limitation on your multipower. Suppress and Succors were changed heavily/effectively removed. They no longer are lower AP versions of drain/aid that were constant. They are just drain/aid with Cost END now. Actually that's a general trend in 6th edition, removing the lower AP versions of powers that cost END. For example, Force Field is pretty much just Resistant Defense Costs END. How much that matters depends on how much your group used those sorts of powers. The guy who aborted to his 60PD (or 60ED) force field in his multipower loses a lot, but many other characters do not really notice. Killing attacks were nerfed to having a x1-3 stun multiple at no reduction in cost. However if you're running Pulp Hero or Dark Champions, then you were likely using Hit Locations and those were unaffected by the change. Our group just uses hit locations for all games so we weren't that affected by this change. However, the big one is how figured characteristics and pseudo-figured characteristics like OCV/DCV. Personally, I'm for their removal, but many disagree.
  8. Re: John Smith from Last Man Standing Are you playing with equipment rules or not? It sounds like you're not due to AP caps and the like, but I thought I'll check. If you are, I'll change my advice a great deal especially if you're using the HSEG (Hero System Equipment Guide). I wouldn't actually think you'll need a double knockback slot in the MP. Even a 2d6 RKA can do 6m of KB some of the time (for example a 10 body hit and a 7 on the 3d6 roll KB reduction roll). If you view the first scene as a fluke, then you don't need the KB slot. I'll also look into the Beam limitation for the MP. +1 stun multiple is an advantage you might want. It helps a killing attack to incapacitate but not kill on the first hit. The HSEG gives the Colt M1911 the advantage as well. I would buy 1 slot with Autofire 5 to represent rapid fire or dual wielding pistols. Another slot can do more base damage.
  9. Re: Possible HERO System Supplement Kickstarters From Steve -- What Interests You? I would definitely get anyone of those books and give enough to get the book. Maybe more depending on the specials given out on the higher donation levels. I would also be for more post-cyberpunk stuff in Cyber Hero.
  10. Re: Sawed Off Shotguns While playing out a fight I noticed another odd thing about going AE with a shotgun. Since the area DCV is fixed at 3, it can be harder to hit someone with a shotgun than it is with a normal firearm on the lower end. I noticed this when I had some OCV and DCV gangastas with shotugns and mac10s shooting it up. When they were firing on someone who was bracing (so 2 DCV), the mac10s hit on a 13- while the shotgun users hit only a 10-. My guess is that maybe shotguns shouldn't be AEs, but instead be +2-3 OCV. Then when the damage is reduced by 1 due to range increase the OCV bonus by 1. That or remove reduced by range and just allow people to spread.
  11. While I was outfitting some gangers from the HSEG, I noticed the sawed off shotgun. It's an Autofire 2 Area of Effect 16m Cone +1 Stun Multiple No Range Reduced by Range Reduced Penetration 2.5d6 RKA. While the autofire 2 makes sense since it's a double barreled shotgun, I'm wondering if the conic part might be too much from a gameplay or realism standpoint. Basically it means that out from 8m, it's a 2.5d6 RKA. Out to 16m, it's a 2d6+1 RKA. This seems high for the amount of area that is covered. If you had 8-16 guys (depending on the size of your hex) standing next to each other 16m away you'll hit all of them with a 2d6+1 RKA. This seems a tad much for a 12 gauge round. I could maybe see a pellet reaching each of them, but does a pellet do 2d6+1 killing damage? However I could be wrong there and if anyone has information on this, I'll like to look at it just so I know more about them. There's also the gameplay concern that it's an large attack (20 DCs not counting the AE) that covers a large portion of the board. Sure it's got issues with friendly fire, but it's nasty as all heck. Basically you can hit a ton of dudes twice with the equivalent to a .44 magnum round. Reloading is a pain, but for mooks and some PCs, that's not too bad of a drawback. It is reduced penetration so you're unlikely to kill armored people. However you'll still likely do a ton of stun to them with +1 stun multiple. I'm wondering if it shouldn't explosion or nonselective. What is everyone's thoughts?
  12. Re: Effectiveness Based on Percentiles The issue isn't that the system has flaws universal to caps system (gaming the system and edge cases). The problem people have is that annihilates flexibility. It creates bad incentives towards certain builds and concepts that don't need them. Martial Artists and "all power to shields or weapons but not both" style characters shouldn't be a problem in an adjustable cap system (where you can lower your ability in one area for power in another). Thus you want to play static defenses and attack characters and that seems rather pointless to having an adjustable cap system that's suppose to offer more flexibility over a "20PD/20ED, 12 DC and no more or less" style fixed cap system.
  13. Re: Effectiveness Based on Percentiles In my experience, synergy of tactics and powers is a far better way to do "team builds" than having low PD and high ED. Mainly because the latter is more luck based (you fight the Human Fireball today instead of Punchomatic) and there really any decision making. Simple teams based build combos like grab + guy with lots of CSLs, teamwork attacks, aid str + a brick, and fastball specials are tactically interesting (do I want to see if my teammate can set up an entangle or do I want to attack now?) and players get to control when they happen. Encouraging balanced defenses also makes sure there aren't mistakes either. If there's 15 stun on the line (30 PD versus 15 ED), it makes a difference the PC gets the defense right (those flaming stone fists were PD or ED?). For dudes with weaknesses, limitations like "Does not work against fire" or complications like Vulnerability : Fire work well.
  14. Re: DCV Drain The reason for this is that there really isn't anything like Power Defense. If you had 30 PowD and I didn't, we won't know outside of the use of the odd super skill. That's also why SFX for PowD is going to be pretty easy to justify.
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