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ajackson

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Everything posted by ajackson

  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.
  12. 6e1 415 mentions the idea of awarding HAPs instead of points for complications, but doing so has the problem I've usually seen from this sort of award system: there is no scaling for severity -- it's just a flat 1 if it comes up. In addition, the awards seem rather modest: if a disad should really be worth 15 points, it seems like it should provide 3d6 HAP in a typical session, and very few disads will come up 10 times in a session. So, I was thinking of making complications provide multiple HAPs. Tentative scaling: If the penalty is minor (-2 check penalty, 1d6 NND damage(combat only), lose up to 10 active points, take an inefficient action), base value is 1. If the penalty is moderate (-5 check penalty, 3d6 NND damage(combat only), x1.5 vulnerability, lose up to 25 active points, take a mildly ineffectual or irrelevant action), base value is 2. If the penalty is severe (-10 check penalty, 3d6 NND does body(combat only), x2 vulnerability, lose up to 50 active points, take a severely ineffectual or irrelevant action, or similar), base value is 3 If the penalty is totally disabling, base value is 4. If the penalty is actively contrary to your objectives, base value is 5. If the penalty applies to something that is only a small part of the scene, or covers only a small fraction of the scene (1-2 phases), or occurs only once, or can reasonably be evaded by choice of actions, use the base value. If the penalty applies to something that is an important part of the scene, or for a large part of the scene, and is at best extremely inconvenient to avoid, gain the base value again. If the penalty applies to basically all reasonable actions for the entire scene, gain the base value again. Thoughts?
  13. Re: Large Wingspan Disad? Sounds like the kobolds taking advantage of size: small.
  14. Re: Large Wingspan Disad? Restrainable means it doesn't work when grabbed or entangled, not that it doesn't work indoors.
  15. Let's say you have a character with wings. What sort of limitation is it that you can't fly except in fairly wide spaces? In this case, the limit was basically that he needed a full 2m of clear space on both sides of his flight path. I assigned this a -1/4 (on top of Restrainable, which is normal for wings), but pondering if that seems fair. Thoughts?
  16. Re: Martial Arts iiinnn ssspppaaaccceee!!! Which style is flexible enough?
  17. Re: Martial Arts iiinnn ssspppaaaccceee!!! Which style is flexible enough? Actually, here's a fairly simple experiment which will have many of the same problems as zero G martial arts: simply balance yourself on one foot, keeping your foot planted, and try to hit a punching bag, and compare it to doing the same thing with both feet on the ground and freedom to move your feet.
  18. Re: Martial Arts iiinnn ssspppaaaccceee!!! Which style is flexible enough? And that people are wearing enough armor that brawling weapons will be totally ineffective.
  19. Re: Martial Arts iiinnn ssspppaaaccceee!!! Which style is flexible enough?
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