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ajackson

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Everything posted by ajackson

  1. Re: Repricing CSLs It was too high in 5e, where +3 Dex (no figured CHA) for 6 points would give you +1 OCV, +1 DCV, +3 initiative, and maybe +1 to Dex rolls, but 6e is not 5e. However, 6e promptly increased the max cost CSL to 10.
  2. Re: Export 3d models from MMO I would be surprised if the models can be exported.
  3. In my time as a GM and player, I have noticed that certain level sizes (2p, 3p) are very popular, and other levels sizes are, well, not. This implies that there might be some form of problem with their costing, so I thought I'd examine their prices. Fundamentally, +1 level with all combat can be thought of as a multipower with +1 OCV (5), +1 DCV (5), +0.5 DC (unspecified, but (5) seems fair). Thus, +1 level with all combat has a natural cost of 8 points. Note that these are multi slots, not ultra slots, since it's possible to mix and match on levels. Other types of levels can then be thought of as combat levels with limitations. Based on the pricing of things like multipowers and the variable effect advantage, I'd eyeball the limitations as: 1 ability: -1 limitation Small Group: -1/2 limitation Large Group: -1/4 limitation This gives us a basic cost as follows: Combat Skill Level: 8 (All), 6 (Large Group), 5 (Small Group), 4 (Single Ability). OCV, DCV, or DC (current pricing: 10, 5, 3, n/a) We can also introduce new level types: OCV Level: 4 (Large Group), 3 (Small Group), 2 (Single Power). OCV only. 2 point levels are probably being generous. DCV Level: 4 (Large Group), 3 (Small Group), 2 (Single Power). DCV only. 2 point levels are probably being generous. Melee Level: 5 (All), 4 (Small Group), 3 (Single Power). OCV, DCV, or DC, but only with or against melee attacks. Optionally, also works vs ranged attacks that are done at no range (this is a CSL with the 'No Range' limitation). Mental CSLs are a special case, as MCV is 3 points per level. Natural pricing for a general MCV level is 7 (if 2 levels can be used for +1 DC) or 5 (if it takes 3 levels for +1 DC). Thoughts?
  4. Re: Replacing the Speed chart with a shot system Well, that's not a required feature, but without it there's not much to the system in the first place (it adds granularity at the low end, loses granularity at the high end). Anyway, it's been a useful enough discussion, even if I didn't persuade anyone to try it.
  5. There's a modifier to DoT which means you can't re-use the power on the target until the prior power's duration has expired. I cannot figure out how I'm supposed to apply it, though, because it mentions 'double the duration modifier' and duration modifier is not actually listed under DoT. Does that refer to the 'time between damage increments' modifier, or something else?
  6. Re: Replacing the Speed chart with a shot system As a side note, it's possible to be much more radical than this proposal -- this proposal doesn't require changing anyone's character sheet -- but if you're willing to simply remove Spd from the game you can just have a simple table of how long an action takes. A reasonable value might be that the default time for an action is 4 shots; it takes 2 levels to reduce to 3 shots, 5 to reduce to 2, 10 to reduce to 1. As part of an action, you may move your speed. A movement-only action takes 2 shots; 5 applicable levels reduces that to 1 shot.
  7. Re: Replacing the Speed chart with a shot system No, it was based on SPD being 10 points per +1, while CV is 5 points per +1.
  8. Re: Replacing the Speed chart with a shot system You could create a rule for that, but if it works for phase-ending actions, it would tend to result in highly static combat, since it means you pay a significant penalty for doing a move-and-attack rather than just standing still and attacking. I really wasn't referring to anything other than the ability to spend levels, and possibly throwing in a 'fast' advantage (probably +1/2, halves shot cost).
  9. Re: Replacing the Speed chart with a shot system No, my comment didn't assume that; that was just an explanation of how I arrived at certain numbers.
  10. Re: Replacing the Speed chart with a shot system Okay, you move and delay on, say, shot 6. Your next shot is set to 9. If you take your delay on shot 8, your next shot is set to 11. If you don't take your next shot before your initiative on 9, you get a normal action at 9 and your delayed action is lost (this isn't something I'd thought about before, so it's helpful to answer).
  11. Re: Replacing the Speed chart with a shot system Hard to avoid, if you want to keep the option reasonably balanced vs the cost of SPD. Move and Delay isn't really problematic, though you'd have your full shot cost penalty based on when you took your delayed action.
  12. Re: Replacing the Speed chart with a shot system That's not the way the shot clock as I described it works, but the underlying question can be answered anyway: if your SPD gets boosted, your next shot is unchanged, but the next time you take an action, your shot cost is based on your new SPD. A turn is 12 shots (24 shots if you are using 0.5s shots, as appropriate to a high power campaign). No change -- you lose END when you take an action. No change, it already works on the segment system. Oh, was doing some thinking on when it would make sense to use levels to go faster. If we assume that 2 attacks at 8- (25% chance to hit) are equal to 1 attack at 10- (50% chance to hit), and we ignore called shots or spending levels for damage (called shots are difficult to evaluate; spending levels for damage is on average better than boosting speed if your damage is less than 2DC * speed), we find: If your hit chance is 10 or better and your SPD is 1, it's worth increasing. If your hit chance is 12 or better and your SPD is 2, it's worth increasing. If your hit chance is 13 or better and your SPD is 3, it's worth increasing. If your hit chance is 14 or better and your SPD is 4 or 5, it's worth increasing. If your hit chance is 16 or better and your SPD is 6, it's worth increasing (to 8) If your hit chance is 20 or better and your SPD is 8, it's worth increasing (to 12)
  13. Re: Replacing the Speed chart with a shot system It's inspired by the shot system in Feng Shui, though there are several differences.
  14. An idea I've been playing around with: replacing the speed chart with a shot track. The way a shot track works is as follows: each character has a next shot; this will be 1 at the start of combat. Starting at Shot 1, the GM calls out shot numbers, and any character whose current next shot is equal to (or less than) the current shot gets to go. Any character who acts sets his next shot to (current shot + shot cost of action) (exception: characters who abort before their shot add the shot cost to their current shot). The shot cost of an action is determined by SPD SPD 1 1.5 2 2.5 3 4 5 6 8 12 Shot 12 8 6 5 4 3 2.5 2 1.5 1 Note: in a high power game, you'll get more usable granularity by doubling all shot costs, and defining 1 shot as 0.5 segments; otherwise, don't use the half-point shot osts. Half-points of speed are buyable normally, or with levels (below). So, what's the benefit of doing this? There are three basic benefits: Because your next shot is based on current shot, you don't have anomalies such as a speed 4 character delaying until segment 2, then going twice in a row; a SPD 4 character who delays to shot 2 will have his next shot on 5 instead of 4. The effects of changing SPD scores become well defined. It's possible to have moves that are just faster or slower than others. I suggest that 2 levels can be spent to increase effective SPD by 1 (one level can be spent for +0.5 SPD). In addition, it's fair to allow half-phase actions that don't end your turn (e.g. half-moves) to be completed in half time. So, thoughts on any of this? Does it seem like an improvement over the speed chart? If so, is it a sufficiently large improvement to be worth changing?
  15. Re: So, "Shields" are back on the list of "Possible Near Future Tech"... Note that this isn't a force field -- it doesn't stop the projectile, it just disrupts the projectile, reducing its armor penetration. In Hero terms, this is adding the 'hardened' advantage to the tank or APCs armor.
  16. Re: Laser launched rockets Something of the sort is actually required. The energy requirement to climb a space elevator from Earth is about 95% of Earth's escape energy, or on the order of 60 megajoules per kilogram. That's around 4x the energy content of any chemical fuel that works in a non-air-breathing engine. Thus, you need a power plant for your climber that isn't air-breathing, and that pretty much limits you to beamed power and nuclear power.
  17. Re: Laser launched rockets
  18. Re: Champions Online - Cue Dead Parrot Sketch!
  19. Re: Hello, my name is Chad and I'm a moron. Apparently dynamic lighting was broken by the recent ('kitchen sink') patch.
  20. Re: Champions Online - Revelation Coming In March
  21. Re: Champions Online - Cue Dead Parrot Sketch! Really? It's pretty common. In any case, it's not even a problem with management of the IP, it's just incompetent management of general operations.
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