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ajackson

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  1. Re: I'm curious, why is Dex still more expensive than other characteristics? The standard error on 38 would only be 8%, so it's enough to be statistically significant (though this ignores non-random bias sources, such as who would answer such a poll). However, it seems at a minimum that 1 point is a rather common house rule.
  2. Re: Are single climate/habitat worlds really possible? Well, if you take an iceball planet (something like a supersized Europa) and have it migrate inwards (or possibly undergo a merger with a rockball further in), you'll wind up with a planetary ocean some hundred miles deep, with most minerals locked down below a layer of some high pressure/high temperature allotrope of ice, and stellar UV breaking down water should cause a gradual loss of hydrogen into space and a gradual buildup of oxygen. You won't have any land, and you might well wind up with some really nasty permanent storms, since there's no land masses to break up hurricanes, but you might be able to manage a breathable atmosphere and a pleasant enough ocean. You probably also won't have any life; while there's water, most of the other necessary minerals are locked down below the ice.
  3. Re: Does the Giant Flaming Ape have a name? Well, in CO what they say is "Ooh, Qwijibo's respawned! Quick, let's kill him!"
  4. Re: Is DOT overpriced DoT is one of many advantages that is only useful in combination with AVAD vs a defense the target doesn't have; with a simple normal damage attack, it just lets you do zero damage many times in a row..
  5. Re: FUZION Kill Damage in Hero My general opinion of the Fuzion kills mechanic was that it was Ultra-Mega-Stupid. If you want tanks to be chaff in your game, so that the alien battlesuits have to be defeated by superheroes (as opposed to the way it works in vanilla champions, where the tank has scary damage and defense levels, it's just too immobile and too low CV to be much use vs supers), I'd just reduce the defense levels of tanks in your campaign.
  6. Re: Zones of Control in Hero
  7. Re: Zones of Control in Hero I note that the quote I gave is actually unclear on a point: let's say I used teleport last phase, so my multipower is set to teleport. Can I teleport (no allocation required), change slots, and take another action? The text implies not, but I'm not sure of the details of how -- is using the teleport allocating points?
  8. Re: Zones of Control in Hero Still doesn't really let you use a sword trick and an attack of opportunity in one phase.
  9. Re: Zones of Control in Hero While I wouldn't call myself a newbie per se (lessee, first played champions in 1988), the usually useful answer to 'how do I do X' is 'like this', possibly with some discussion of the benefits and drawbacks of different methods.
  10. Re: Spell Multipliers in 6e? One way to get the 'spell multipliers' effect in 6e is to just assume that all characters have a moderate size (45 active points is probably sufficient in fantasy) multipower. A warrior fills that multipower with weapons (and maybe a shield), a mage fills it with spells. You can pretty much ignore point costs for weapons and rule that weapon proficiencies cover them, most weapons will be 1 point slots anyway, and you're getting 1/10 cost for spells up to the desired size.
  11. ajackson

    WHY CSL's

    Re: WHY CSL's I had a thread about CSL costs; short version is that 8 and 10 point levels appear overpriced (the 'proper' cost appears to be 8 for all combat), 5 point levels are probably slightly underpriced, 3 point levels are almost certainly underpriced.
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