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Grailknight

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Everything posted by Grailknight

  1. The name of my freshman physics textbook at TAMU was Don't Panic. The teacher wrote it and said he tried to make it relatable to everyday things.
  2. STR does add to HKA and HA. That's a legacy thing from 1st through 6th Edition. I haven't seen anything better and since I use doubling and proration for both, I don't encounter any real issues in my mostly Supers games. They're three different powers but even though STR adds to HA and HKA just buying extra HA Or HKA will not let you lift more. And it needs to be that way not for the sake of Supers but all the other genres Hero is good at. Can you imagine if HKA and HA were separated from STR in a Fantasy setting? Kilmore the 25 STR barbarian should do more damage than Meeka the 8 STR mage with a sword neither has any skill with. You have to bow to logic here and implement it into your system in a way that doesn't kill game balance. Hero does that pretty well by keeping the cost of a DC consistent across STR, HA and HKA. The only unfairness is that the free 10 STR benefits some concepts better than others. It could just as easily be fixed by giving the first 2 DC equivalents to any other power but that really makes Character Generation bookkeeping complicated.
  3. Yes, to both. Mental Powers just don't function well in a low powered campaign. Cumulative helps and paired with Damage over Time will get you what you're describing but this combination is dangerously OP and easily abused so GM moderation is mandatory. The drain will lower breakout rolls and that helps but all the time spent draining is time your opposition may be expressing their opinion of your actions in ... forceful terms.
  4. Why would that suggest that HKA should cost more? In the case of both HKA and HA, you buy your dice and that's what you get. The variable is the amount of STR the character has. If you approach it as an issue with STR, then proration and the doubling rule make more sense, at least IMO and IME. If it really bothers you that much, then start all PC's and NPC's with 0 STR. That creates different problems, but now no one gets any free DC's of damage of any kind. Take it a step further and start all Characteristics at 0. It's equality for everyone but it won't make the game simpler and good luck with your baselines. On the subject of Life Support, I can't understand your position at all. There has to be a cost to LS and it shouldn't be large because it just doesn't get used as much in game. No, that 2-point Extreme Heat doesn't stop a Fire Blast, but it does offer 100% immunity to any AVLD vs Extreme Heat. That's true of any LS that counters a specific SFX built with all or nothing. Look at what the Power gives for the cost and determine if that's enough. LS is not PD/ED/DEF and shouldn't overlap with them. You can have 100 ED and still die of sunstroke or exposure. It's not ED's function in the RAW.
  5. Ok, that means it works for an instant but then they get their breakout rolls and you don't have much if any extra effect. That means even an 8 EGO target breaks out 50% of the time. Sounds like a good way to anger a room.
  6. I would have to make the Psionic surgery into a Severe Transformation. Also 6d6 is a large number for something taking place in out of combat time. Go with a lower number and more rolls. Transform is cumulative. I'm not familiar with the enough with the APG, but 4d6 doesn't usually achieve +10 on anyone. To get to the average against even a Normal requires 5d6 with the round-up. How does the Guaranteed Modifier affect this? Again, using Cumulative would let you get this result in slightly more time with fewer dice. Both Powers would have lower active costs also.
  7. For curiosity, why isn't the added STR prorated to prevent Advantage abuse also? If you use doubling and proration, almost all of the abuses are trivialized.
  8. Yes, but to get the identical return rate costs more. Drain STUN 1d6, Delayed Return Rate (points return at the rate of 5 per Month; +2 3/4) (37 Active Points) If you make it 5 per week, then it costs 35 Active.
  9. At least this one is easy to repair, just scrape off the Ice cream and eat both normally.
  10. I both agree and disagree with this. Yes, HKA was the only Power with a write-up that added to another Power. But no, since HA has been present since First Edition in the form of improvised and blunt weapons. It just wasn't codified in the rules until the BBB. That's more how HERO has traditionally worked. We're on the 6th Edition and I can only recall one thing that's been taken out over the years and that's COM. I do recall a tiny little crapstorm flamewar over that.🙂 You don't buy clubs or staffs with points either. But the early builds used 5 points per DC. HKA was the RAW at the time for Killing Damage so that's what was used. HA is fine even at 5 points per DC. It's not a common Power and, in genre, it will almost always have Limitations that are not common to the user's STR. You could just as easily make that hard puncher as a martial artist with a unique style. The fixation on perfect points balance is admirable in some ways but ultimately pointless. Plain STR isn't even the cheapest way to buy STR, Density Increase is. HA at 5 points per DC will still see more use than Growth in the current ruleset and it's definitely not as iconic a power.
  11. They are but Figured Characteristics (mainly STR) gave such an edge to Tanks and Martial Artists that something was necessary to keep ranged characters competitive. The Multipower was the best solution to that.
  12. Just saw GOTG3 and came out very pleased with it. Loved the development given to each character especially Rocket. Loved the music choices. Cosmo is a very, very good dog.
  13. Yeah, I love them separately, but that combination doesn't work.
  14. I was trying to refute the example of CRT's argument and that required a VPP with the possibility of a 180-point Power. So yeah, it only has 90 Real Points to work with, but I know any of the three of us can get more than 180 Active Points of Powers from that with just a little effort. Try as you might, you'll never get more than 180 Active points from that 180 Point Multipower but you'll have to spend more to even have any powers at all.
  15. ???? Opportunities for abuse are far more common with a VPP than with a Multipower. Any Powers within a Multipower are right there on the character sheet in black and white and are the only available options. A VPP can be changed each Phase and tailored to the optimal available solution. It doesn't matter how many Limitations you place on a Multipower slot; the Active Points are what are allocated from the pool. Limitations on a Power in a VPP free up Points to purchase other Powers with. Limitations are also fixed on the Multipower slots, in the VPP, they're options that I don't have to use if I don't need the extra points for another Power. Multipowers are actually the more expensive option in 6th. 180 Points will purchase a 90 Point Control Cost and a 90 Point Pool VPP. I then set up my initial configuration and go. I can spend that same 180 Points on a 180 Point Multipower Reserve, but I don't actually have any Powers yet. Just a Reserve waiting to be allocated. Yes, the VVP requires a Skill Roll if you want to change Powers in combat but that's more than offset by the cost of one or more slots to actually have any Powers in your Multipower. All in all, you only have to read over the Multipower once to vet it as a GM, you have to vet that VPP every time it gets changed. GM supervision is always the issue.
  16. But if the first level of Megascale was only x10 then that issue is solved, right? So that's what I implemented, and it works for me, YMMV.
  17. I also should add that it doesn't bother me because I apply the "Drain one, Drain all" mechanic to Multipowers and VPP's also. Powers drawing from a common pool seems to me to be powers with the same source.
  18. Unified Power is fine if villains with Adjustment Powers show up often enough for it to reasonably come into play. The issue is finding a balance. Some GM's rarely have them and in that case it's free points.
  19. That's exactly what I did but in order to make it happen, you have to buy the END that will be penalized as a Power so you can apply the Limitation to that amount. Say that the character has an END Characteristic of 30. Then buy an additional "x" END with the Lock Out Limitation. You now have 30+x END at all times except when you use the Lock Out Limitation Power. Then the additional END goes away, and you have 30 END as your total. You can't use or Recover the +x END portion, it doesn't exist just as if it were a slot in a Multipower with no points of the pool allocated to it. Your END Characteristic is currently 30. As soon as you turn off the limiting Power, the +x END returns and you have a 30+x END Characteristic once more. Now you can recover up to a total of 30+x whereas before you were capped at 30. The additional +x actually changes the value of the Characteristic just as if you'd bought STR or ED or any other Characteristic. You just have to purchase it separate from the rest of your END because it's the actual amount that will have the Limitation.
  20. I think the only way to save DC is to split the company into a main continuity and an Elseworlds line. If you clearly label the attempts to attract a new non-traditional customer base and keep them separate from the mainstream storylines, you don't alienate your longtime customers.
  21. I think the pitch clock and the limits on pickoff attempts are much bigger factor in stolen bases being up than the base size. If the trend holds up, we'll see a resurgence of speedy hitters to replace the bottom tier HR or K guys. It just takes some time for roster composition to adjust. And they can still shift, just not to the extreme positions that were prevalent these last few years. So, you can still play your SS/2B one step to their natural side and the other at the edge of the infield. Nothing stops a team from moving one of its outfielders in also.
  22. Maybe I'm too straightforward but will this work? +30 END (6 Active Points); Lockout (-1/2). When you are using the Lockout Power your base END stat is all you have. You can't recover above what your current END stat is at any time. If the Lockout Power is something you rarely use, then you'd reduce the Lockout Limitation to -1/4.
  23. The Jets have not had a single player get an MVP vote in 50 years. Not win, get a vote. From ESPN: Argument No. 2: Trading for Rodgers heals a psychic pain Every team can have a lean year or two, but what about a half-century? In 1972, 29-year-old Joe Namath led the league in passing yards and touchdowns as part of the NFL's second-best scoring offense. If you were a young person who became a Jets fan over the prior decade, you had been treated to a championship, one of the greatest upsets in the history of professional sports and stellar play from your quarterback. You probably felt like you had made the right choice, right? Four of The Associated Press' 75 voters chose Namath as their MVP in 1972, placing Namath third that season. Since then, not a single Jets player has garnered a single AP MVP vote. I'm not talking about winning an award; no Jets player has received a single vote from any AP voter in any race over the past 50 years. Jets players are 0-for-several thousand. Every other NFL franchise besides the Jaguars has had an NFL player receive at least one MVP vote since 1972, and the Jags didn't come into existence until 1995. Unlike the Jaguars, the Jets play in the biggest media market in America, one in which the Giants have had five different players take home at least one vote over that time frame. Gang Green has enjoyed a few superstars over that period, but they've almost all been either defensive players (Darrelle Revis, Mark Gastineau, Mo Lewis) or offensive linemen (Joe Fields, Dan Alexander, Nick Mangold). Running back Curtis Martin is one of the few exceptions, but even the future Hall of Famer wasn't able to muster a single MVP vote. With two Offensive Player of the Year votes in 2004, Martin garnered exactly half of the OPOY votes the Jets received over the past half-century, with Ken O'Brien taking home one of 75 votes in 1986 and Vinny Testaverde one in 1998. Brett Favre spent the 2008 season with the Jets, throwing 22 touchdown passes and 22 picks while leading the team to a 9-7 record. Mike Stobe/Getty Images All of this is to say that if you became a Jets fan after Namath's peak, there have not been many moments in your life where you woke up, thought about your team and felt like you had a quarterback who could win the MVP award. Maybe you felt that way about Testaverde in 1999, but he tore his left Achilles in Week 1. Chad Pennington didn't even make it to the opener after his lofty 2002 season before suffering a wrist injury and subsequently tearing his rotator cuff, altering his career in the process. If there has ever been a moment in which Jets fans could wake up and feel like they had a true MVP candidate, it was in 2008. Their quarterback that year was the 39-year-old they had just acquired from the Packers, Brett Favre, who had finished second in the MVP race the prior season, albeit with one vote to Tom Brady's 49. Favre had won three MVP awards a decade before arriving in New York, but he had received votes in six different seasons. Favre got off to a hot start with the Jets, only for a torn biceps in his throwing arm that led to a 1-4 collapse at the end of his lone season in New York. He would retire and unretire again and then move on to the Vikings, where he claimed MVP votes for the seventh time before declining and retiring for good (I think). Now, in acquiring another 39-year-old quarterback from the Packers, Jets fans have another quarterback who could viably win MVP. Rodgers has four awards on his mantel, including back-to-back victories in 2020 and 2021. The Jets simply have not had a quarterback with a recent résumé as impressive as Rodgers since Namath, who played his last game for the team during the Ford administration. From this lens, trading for Rodgers is about something more than the 2023 Jets. It's about giving hope to a fan base that has been forced to watch mostly disastrous quarterback play since the disco era.
  24. Tether a line to a hot air balloon then have the ornithopter attached to it like a kite and run out both behind the ship. Get to sufficient altitude and detach from the line and balloon(which is then hauled in by the ship).
  25. While its 5th edition, Ghost Archer's site is still up. The Wild Hunt: A Champions/Hero System RPG Site (the-wild-hunt.org)
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