Jump to content

ajackson

HERO Member
  • Posts

    584
  • Joined

  • Last visited

Everything posted by ajackson

  1. Re: Sixth Edition Showcase #4: Deflection, Reflection, And Range
  2. Re: Preview/Teaser Videos Was there a superhuman combat entertainment league in the official Champions Universe before this? I know I've seen the idea done in multiple campaigns, but as far as I know none of them were drawn from specific Champions resources (inspirations I remember include the WWE, American Gladiators, and the UCWF from the Thing comic book).
  3. Re: Sixth Edition Showcase #4: Deflection, Reflection, And Range So, is there any way to block melee attacks at range? That's something I've seen come up often enough that it seems worth handling in a standardized way.
  4. Re: Sixth Edition Showcase #3: Area Of Effect And Damage Shield Eh. In my experience, between 'hit an area; anyone in that area takes damage until they put the fire out' and 'hit an area; anyone who enters the area takes damage', the first is usually more useful, because the second version is more likely to get in your way, and easier for opponents to avoid.
  5. Re: Sixth Edition Showcase #3.5: The Book Creation Process
  6. Re: Sixth Edition Showcase #3.5: The Book Creation Process Hm. That table has an error in it. As per the footnote, an 18 should always fail; thus, all of the 100.00% values in the lower right corner should be 99.54%. Also, is it really necessary to have a huge table to show that an 11- roll with a +2 modifier is the same as a 13- roll?
  7. Re: What effects would you see on a terrestial planet in a binary system?
  8. Re: Microtransaction (Cryptic Bucks) Info Up It's hard to say 'cheaper' when you don't have a baseline. In the end, a game needs to produce a certain level of profits to be worth putting new resources into. Thus, if a game produces extra revenues from microtransactions, it doesn't need to as much money from subscriptions to be successful.
  9. Re: Sixth Edition Showcase #3: Area Of Effect And Damage Shield In other words, use the same method used for autofire. Which I think should also be applied to Continuous attacks -- it should be +1/4 to stick to an area, +1/2 to stick to a target, with increased cost for attacks vs special defenses.
  10. Re: Sixth Edition Showcase #3: Area Of Effect And Damage Shield
  11. Re: Sixth Edition Showcase #3: Area Of Effect And Damage Shield Whether AoE (surface) works for damage shield depends a lot on how Continuous works in 6e. The basic problem is that a Continuous attack that sticks to the target is really more useful than one that sticks to an area (because targets can avoid the area), and Continuous attacks vs special defenses are more useful than ones vs standard defenses. This means that for very simple things (i.e. create a bonfire: Xd6 killing, Continuous, Area) you're paying an extra +1 advantage for something that's really only marginally better than a regular area attack.
  12. Re: Spotter and Laser Designator Energy blast, indirect, delayed impact, must have a launch platform in range.
  13. Re: Sixth Edition Showcase #2: New Combat Maneuvers; Objects As Weapons I believe I stated that this was a house rule.
  14. Re: Sixth Edition Showcase #2: New Combat Maneuvers; Objects As Weapons
  15. Re: Sixth Edition Showcase #2: New Combat Maneuvers; Objects As Weapons Or can only be used once, which is my house rule. The problem isn't using strength in an MPA -- the problem is applying it to several powers at once.
  16. Re: 6E Rules changes confirmed so far I believe that it's been stated that they're somewhat more expensive, though I think it's in the vicinity of 50 points for supers, which is not enormous.
  17. Re: Energy Weapons with Variable effect... I think this sounds like different special effects and the targets have limited defense (or vulnerability) against certain special effects.
  18. Re: Space Warfare II - Stealth Reconsidered Given images separated by an hour, probably trivial. Given two sensors with enough separation to produce a parallax exceeding the sensor resolution, almost certainly trivial.
  19. Re: Sixth Edition Showcase #1: ACV And AVAD Hence the reason I commented. The AVAD part is ignoring defense based on weight. It can be thought of as 'you cannot see me, defense: enhanced senses'.
  20. Re: Sixth Edition Showcase #1: ACV And AVAD So, ponder if these things can be done with AVAD (technically, we're not talking proper defenses here, so it might not be): 'Hurricane Wind': this is an attack that does knockdown/knockback, but which applies greater force against larger objects, because they have more area to apply force to. EB, knockback only, AVAD (knockback resistance + size CV modifier) -- i.e. 3 levels of growth (normally +3 knockback resistance) would only give 1 point resistance because of increased size mod. Knockback isn't really the primary effect of a power, so doing knockback resistance based on it is weird, but this seems plausible. 'Earthquake': since it's really moving the ground, the amount of force will depend on the mass of the object (this is why brick buildings do badly). Also, does physical damage to objects that are attached to the ground. AVAD (knockback is resisted by KB resist - weight; damage is resisted by PD - weight, and is all-or-nothing vs being attached to the ground). Similar to the above. 'Gravity': again, gravity is proportional to weight. Here, we have TK (one direction only); AVAD (resisted by strength - weight), with various other modifiers to reflect the fact you can't really 'break free' of gravity, you can just succeed in moving despite it. Strength really isn't a defense per se, making this a particularly strange construct. 'Psychic Invisibility': the Shadow clouds minds; there's no reason enhanced senses would help here. Invisibility (AVAD: mental defense or no ego). Enhanced senses aren't really a 'defense' per se at all, so this is a very odd construct, but very useful (likewise, things like 'invisibility vs machines' would be AVAD (biological senses)).
  21. Re: Sixth Edition Showcase #2: New Combat Maneuvers; Objects As Weapons It's possible that 'linked' is not a limitation; instead, you can just define two effects as a single power (and possibly take Unified Power).
  22. Re: Sixth Edition Showcase #1: ACV And AVAD That seems likely. Looking at game systems that are enough like Hero to make the comparison meaningful, I'm guessing that the changes from GURPS3e to GURPS4e are on a par with Hero5 to Hero6, and the changes from M&M1e to M&M2e are larger than either one.
  23. Re: Sixth Edition Showcase #1: ACV And AVAD I would lay odds that Hero5 and Hero6 will be more similar than D&D3.5 and D&D4.0, and likely more similar than AD&D2 and D&D3.
  24. Re: ... armor, limits of limitations,etc. In fantasy games, defensive spells tend to have two advantages (which are largely not factors in superhero games). First of all, they can often be effectively set up ahead of combat, and can thus reasonably carry more disads than attack spells. Secondly, it is traditional to actually be worried about taking body damage in fantasy, and defense against body is rather cheap. A fairly simple house rule is to just make all 'resistant' defenses only 50% resistant, at which point a 10 point armor spell is only +5 resistant defense and can still be punctured by a sword.
  25. Re: Sixth Edition Showcase #1: ACV And AVAD Sure. However, MD costs half as much as PD/ED, and mental attacks also do half as much damage, so proportionately MD costs 1/4 as much as PD/ED. Unless DMCV also costs 1/4 as much as DCV, MD is relatively much more tempting. Note that, depending on the cost of ACV (vs DMCV and PD or ED), this math may change.
×
×
  • Create New...