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MorpheousXO

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Posts posted by MorpheousXO

  1. Re: What If? Empire Wins

     

    Yup, sadly, true canon = fett's vette is out of commission. I like that idea that he survives though, makes things interesting.

     

    (and as a note, in the comentary for the DVD of RotJ, Lucas said he thought about adding a scene of Fett climbing out, since he killed him not knowing he'd be so popular, but decided against it)

  2. Re: Fantasy / Period Clothing

     

    Now I have a question, where can I find good pictures of japanese and chinese clothes. With the chinese, both han style and the styles after they got invaded and han styles were outlawed (can't for the life of me remember what's it called... read it ONCE... also not 100% sure Han is correct... :o). Preferably these would be pictures of actual people and such, not paitings/drawings... but really good art would do!

     

    Thanks!

  3. Re: Essential equipment for a starting mage

     

    This thread was of course only semi-serious - it arose from some off-the-cuff comments from one of my players who went through 4 combats in my VA campaign and was hit once in the face (Hit Loc3) and three times (:eek:) in Hit Loc13. Needless to say' date=' that was 4 fights that ended (for him!) right there and then.[/quote']

     

    Hmm... reminds me of why I think Hit Loc13 needs modification, either less body/stun, or to be moved further from average 3d6.

     

    In any case, is there somewhere in a book that says which specific spots the head locs are supposed to be? Cause as far as I knew they were just "head", and not specific parts of the head, thus is wouldn't matter which spots you bought, just the SFX you stated. Unless the GM states the SFX for the loc for you :celebrate

  4. Re: OK, I don't understand Continuous

     

    Umm,

    +1 1/2 IS what the cost of the basic Damage Shield and Continous add up to. So you're basically saying that an Advantage that allows an attack power of a character automatically effect anyone who attacks the character in HTH combat regardless of your character's phases shouldn't include the Continuous Advantage in it's description because that doesn't sound like a Contuous effect? That's rich. :D

     

    Exactly, it shouldn't require continuous because it's not continuously affecting the person the damage shield damages. Uncontrolled is uncontrolled, so you can't say "I don't wanna hurt him anymore", though you could ask the GM to kindly stop since it's under his control. Thus, if damage shield is really worth a total of +1 1/2 advantages, then increase it's costs and remove continuous.

     

    In a way I'm actually arguing both costs and advantage-labels, but the total cost of Damage Shield isn't the subject of this thread, it just ended up coming out because of how wonky continuous works with it. By the way, that's MY opinion of wonkiness. I don't think it works well like that. I think the trigger like aspects of damage shield should be built into damage shield, not tacked on incongruously with continuous.

     

    We now return to your Continuous (:winkgrin:) Thread, already in progress.

  5. Re: Seeking advice on campaign design

     

    Hello, and welcome. Even though I've been into HERO for a couple years now, I'm still a noob, so you're not alone.

     

    It sounds like you've probably already got the main book, which is a daunting task. I haven't checked out that welcome mat thread, but I'll bet it recomends checking out the Sidekick book, which I did as my first foray into HERO, and it really does help you learn the system at a smaller start (and made me go nuts cause I wanted to know how a VPP worked :D ). Anyways, no real other advice from me, just wanted to welcome ya. And yes, these forums are a very friendly place, I just need to get up to courage to post my own stuff up for others to peruse/advise me on. :hush:

  6. Re: "Bag of Holding"

     

    While I like the whole reasoning from effects idea, I personally think that EDM for Bags of Holding does nothing of the sort: the effect of a Bag is that you can carry a vast amount of stuff!

     

    What I'd do is something more like:

    10 STR, only to carry goods (-1 1/2), doesn't add to base strength (-1/4), only goods that can fit through the bag's opening (-1/4), ruptures if sharp objects inserted (-1/4), bad things happen if it's placed into another extradimensional container (-1/4), takes a full phase to access an item (-1/4), OIF bag (-1/2), no end (+1/2), persistent (+1/2), invible power effects (+1). [real cost: 7]

     

    All limitation values are IMO only.

     

    Just noticed when putting this into HERO Designer that it's only 5 points RC, because STR is already persistent.

  7. Re: Skill System House Rules - Comments?

     

    I think some weapon uses a d12 (and wouldn't a mercurial fullsword use 2d12 or something stupid?)(oh, and 3e Monks use 1d12 for a while, though that was thankfully changed in 3.5 to 2d6, then 2d8, then 2d10, instead of the huge leap from 12 to 20), and I'm nearly certain there's a spell that uses it... in any case, several years since I've played with any regularity (only a couple years since I've played at all). Anyways, I've still got bunches of dice of all the typical sizes (though the can alot of them were in was recently found sideways and empty :confused: ), but in any case... umm... keeping this back at hero...

     

    Changing the odds is a big change, I'd have to see how it ran, first, cause it sure does seem like CSL's would have to be recosted with this, and maybe other stuff. What would be cool is if it's a big enough difference that you could just give some of those bonuses at other than 5pt intervals, like the suggested Cha/3 for skills. Anyways, off to bed!

  8. Re: OK, I don't understand Continuous

     

    Oh, i know the current rules require it, I just don't think it's necessary and makes it cost too much, hence house rule. And yeah, that is how you would handle something like napalm, although there are times where you might want to be in complete control over it, thus continuous so you could always turn it of whenever you wanted.

     

    And on the costing thing, you could even have damage shield cost +1 1/2, I really don't think continuous is necessary for it.

  9. Re: "Bag of Holding"

     

    I rather like the buying of independant str for the bags, that way you can more easily mimic the different sized bags than with edm, which could cost the same points-wise no matter how much the bag could hold. Anyways, that's how I'd do it.

  10. Re: spells and multi-power

     

    Well, as far as VPPs go, Killer Shrike has the dnd type magic system worked out in VPP form (unless you want a sorcerer, then it's multipower).

     

    I do rather like the idea of restricting spell access like that, though there is a good point about how everyone else just adds on. The lower powered spells are useful, though, I would think when you want multiple effects up at once. That way you can scale your defensive spells and offensive spells a bit. Oh, this guys tough, better up my offense to higher powered attack spells. Uh oh, that blademaster is eyeing me funny, better use a higher mage armor intead of flaming skull of death!

     

    Just how I'd imagine it'd work, anyway.

  11. Re: Testimonials: Perfect Pitch

     

    Hmm... idea for use... you can tell from the pitch of the clang of metal on metal what type of metal someone's armor/weapon is made of. Maybe stretching it a bit, but oh well.

     

    Hmm... tell how many people are walking down a corridor, or maybe just how hefty someone is based on how heavily their footsteps fall.

     

    Dunno, for something that's not really defined, it's hard not to attribute some "super sense" type abilities to it. It is, afterall, "perfect".

  12. Re: Skill System House Rules - Comments?

     

    Ahhh yes - the dreaded ripple effect!

     

    Lol! to be honest, I think halving things is the only ripple effect that this modification makes, since it doesn't even touch how powers work (they already use roll-high). Finding the few things that do get slightly wonky and unwonkying them is what the forums are for... oh yeah, I need to rep gazza for the lucky 13, D'OH!!!!

  13. Re: Skill System House Rules - Comments?

     

    I love the new system for skills. 13 has always been my lucky number, so I'm happy to see it incorporated into Hero.

     

    However, the new system for combat has one problem: Anything that halves DCV becomes a kiss of death. Example:

     

    (snip)

     

    Thoughts? Anyone else think of the half-DCV problem? Is my math right?

     

    Hmm... well, to be honest, I'd never considdered it a problem as I figured you'd just know that you don't halve the whole thing added up :celebrate

     

    In any case, just putting the second base value and remembering that ever +2 DCV from CSLs = +1 actual DCV isn't very hard, and isn't really an extra step.

     

    Hmm... to be honest, unless you've got a dcv of 9+ (before the +10) you basically just ignore the 1 in front and it's exactly the same. Guess it's just a non-issue for me, personally.

     

    Oh yes, and in regards to the 1 vs. 2 processes, every phase there's a change in the CV's, 3d6+OCV-DCV is different, thus you have to add and subtract, 2 processes. Meanwhile, in this version of roll high, it's 3d6+OCV, 1 process. The +10 doesn't make thing more complicated because it's only worried about once, before play is even an issue. It just makes things more readily apparent for newbies.

     

    Obviously people who have used the standard system forever are probably going to do standard as quick as this system, just because it's old hat to them. Me, personally, this is much easier to grasp at the beginning. Even though I've been into this system for a couple years now, I've only had the opportunity to run it once, so I'm still newbie as far as all the real live stuff goes. First game I tried to use standard at first, and we all kept messing it up somehow, so I switched to the roll high I was using (slightly different than this in the skills department), and it started running smoothly.

     

    I also don't care much for when games want you to roll high sometimes, and roll low others. I'd rather have it all be just the same. Since damage wouldn't work so well rolling low, that leaves rolling high. All I can say is at least this game doesn't use percentiles for figuring stuff out, don't think I'd be playing it if it did :D

  14. Re: OK, I don't understand Continuous

     

    See, I think it makes more sense for Damage Shield to be a +1 advantage, with no continuous required. Then the price is more in line with its' usefulness, and you can add continuous to represent the guy catching on fire when he attacks you, thus getting burned even after he stops attacking you. I think I might actually run that as a house rule, in fact.

     

    In any case, I wasn't actually aware you could put continuous on a constant power, and I'm not entirely sure I like the idea. Not really sure I'd allow it, honestly.

  15. Re: Skill System House Rules - Comments?

     

    I have to agree, from my limited experience, that the roll-over and compare is a bit easier to just "know" in the heat of battle. After all, that's only 1 process instead of two. You just add, as opposed to add and subtract (I wouldn't count the compare as that takes less time than subtracting). I honestly doubt I'll ever use the normal HERO dice rolling mechanics, I like this roll over way better.

  16. Re: Skill System House Rules - Comments?

     

    that's the reason why I was thinking you find the base for 3d6 as a rule of thumb, then for every +2 bonus you have it's another point easier for the half. Even if it's not as intuitive, it still allows for it to exist in this version of things, and keeps the probabilities the same, which I think is very important so it doesn't end up skewing things outside of this cosmetic change.

     

    A table is still a good idea though. When I was first figuring it out, I had the block too. I think my biggest problem with figuring it out was the direction. The way I had set things up was that you always rolled 3d6, and all the modifiers affected the target number. Kept it more like traditional roll-under HERO. I kept thinking "I know there's a way to do it, you'd just have to figure it out," but it wasn't til I saw you "lucky 13" version that my brain took a look at it from a slightly different angle and it just "clicked" somehow.

     

    I recall failing by half being referenced somewhere, but I honestly can't think where at the moment, but it's basically the opposite of succeeding by half. Guess I should read my books again so I can run across it...

  17. Re: Skill System House Rules - Comments?

     

    I think I had a slight mental *click* about how to do succeed/fail by half with this system.

     

    Basically, depending on what your bonus it, there is a number that determines the threshold for this. If you go over 13 by this number, you succeed by half, if you fail by that ammount, then you fail by half.

     

    I don't think it would be very difficult to figure out, either. You'd just need to figure out what the number is on straight 3d6, then for every +2 your final bonus has, succeed number drops by 1, and the fail number increases by 1. I think this matches up with the way half works standardly.

     

    Ok, so then, on your typical 8- roll, you fail by half if you roll more then 6 over 8 on 3d6... or is it 5 (can't remember if half is based off of 18 or 20). But you succeed by half if you roll 4-, a 4 point difference. Ok. So you'd just transport those figures over to the 13. It's a sliding scale, so there can never really be too much, it's just that eventually you pretty much always be succeeding by half on easy stuff, which is possible in the current system too.

     

    Ok, I think I figured it out. Please check me and let me know if I'm wrong, cause I'm doing this all in my head :drink:

  18. Re: Skill System House Rules - Comments?

     

    In the one game I ran I used all roll high, and it works great because, honestly, the default system for combat isn't the easiest thing to grasp when you're a new player (or GM). It really is a lot easier when starting to say "add 'em up and compare".

     

    Also, you wouldn't have to have 13 be the all important number. You could take the difficulty chart in the book and add it to the 13 to get various numbers. Not saying it SHOULD be done like this, but that some people might be more comfortable with that. Me, personally, I think I'd go with magic 13 too :thumbup:

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