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Fox1

HERO Member
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Posts posted by Fox1

  1. Re: Broad category skills

     

    Can't say that I'd like to lose what grain the system does have, likely because this isn't a problem for me. Plus you're giving heck of a cost break.

     

    Air Force Combat Pilot?

     

    4 pts Combat Pilot with fam on combat aircraft, small planes.

    2 pts Navigation- Air 11-

    3 pts System Operations

    3 pts PS: US Air Force Combat Pilot

    1 pts Wpn Fam: Say F-16 weapon systems.

    4 pts Sight PER +2

    2 pts Survival- pick one (point sink here, they should have a number...)

     

     

    For starters just off the top my head. Lots more than 10 points.

  2. Re: Silly question, How much damage do nukes do

     

    Realistically this ties in to the 'is damage exponential?' thread: if it isn't' date=' nukes do an awful lot of killing damage. If it is, I'd agree with Vorsch 12-15 dice killing (and multiple effects: heat, blast, radiation etc) for a reasonable sized nuke [/quote']

     

    HERO in its various editions had a number of conversion charts for explosives. With the exception of 5th edition's sticks of dynamite, they've always been exponential if at a different progression than other parts of the system.

     

    It's easy to determine base damage therefore.

     

    For example, using the slower 1.54x progression of my house rules and the explosive chart on my website- a 1 megaton nuke comes off as a 20d6K explosion. HERO with it's 2x progression would be significantly less.

     

    Back that off two or three dice to split up the energy and split it into Blast, raditiation, heat, and EMP and you have your nuke in game scale.

  3. Re: Vehicle DEX

     

    The book still is for sale' date=' though, so I can't blame them too much.[/quote']

     

    I don't think it's for sale here. Saw Champions 2nd edition, but not Champions II. Did I miss it?

     

    Saw one copy of it on ebay...

  4. Re: Overwhelming PRE attacks

     

    I'd go a bit further - they should be less "valuable" because the points put into a 20d6 PRE attack are also funding a lot of other stuff' date=' i.e., the cost/benefit is too high if a PRE Attack is "as valuable" as Mind Control. Just to be crystal-clear.[/quote']

     

    Given that PRE attacks are 0 END and Area effect....

     

    That means its base effectiveness should be around 8d6 PRE = 20d6 Mind Control just off those two advantages.

     

    Add in it's affect on skills and general role-playing fluff and that becomes more like 7d6 PRE Attack = 20d6 Mind Control.

     

     

    IMO, the effect of PRE attacks are typically way overplayed by many GMs.

  5. Re: Vehicle DEX

     

    Ah well' date=' it was a good idea, thanks for trying.[/quote']

     

    No problem, it wasn't like it took a huge effort.

     

    Maybe someday they'll catch up to some of the other gaming companies. It's not uncommon these days to see old editions of rules and modules put up as PDFs for reasonable fees, or even free.

     

    Or maybe not. There are some things DoJ doesn't rights to, and it may include this material for all I know.

  6. Re: Anyone combine Champs with Call of Cuthulu?

     

    Personally I think the CU's handling of the Qliphotic and Edom is sufficiently horrific (and the character builds sufficiently frightenting). I really enjoy using DEMON as bad guys' date=' and this fits well.[/quote']

     

    DEMON is the only supplement after UMA that I liked and thought was worth the money.

     

    My only problem with it is that it's so geared to a "end of this storyline" run. Some of the best DEMON adventures IMO take place in the past (the history detailed in book) and I wish the supplement played this up more. But space limits and all...

     

    While I have a second problem. They'll likely never publish adventures to take advantage of all the cool stuff in the book.

     

    I'm almost tempted to buy other supplements from the same author. But I think I'll wait until someone else in the group does just to see if he's consistent or not.

  7. Re: Vehicle DEX

     

    Also' date=' Fox1, there's one problem with Segmented (essentially SPD 12) Movement. It screws up the Turn Modes, since [b']Current turn Mode = Inches Traveled This Phase/ 5[/b].

     

    Not in Champions II, Turn is defined completely differently there as I pointed out in the other thread. Here at top speed my example M1A1 could only turn a single hexside every 3 segments.

     

    Under Champions II, the max turn rate *period* is 1 hexside per segment, and that only if your segment speed is equal to or less than your TURN value (likely a 3 for our example M1A1).

     

    I'm going to post a request to publish the old Champions II vehicle rules on my website. I expect to be turned down, but it's worth the shot I suppose.

  8. Re: Who is the greatest Marksman (or Woman)

     

    why are you playing Fifth Edition again? You seem to be against every change it's made. I'm just curious as it seems you'd be much happier with a previous version of the system.?

     

    I recently got a few new players who wanted their own copy of the rules. It's possible to still get used 4th edition copies, however 5th edition included a vast number of rules that were scattered in different books in previous editions. Thus it was a choice for my new players between buying one new book, or a number of used/worn ones. So the one book resource was a *major* bonus for me.

     

    There are also a few changes I approve of. STR Min for example needed to split from AP and is in 5th edition. The index is wonderful, the best I've used in gaming bar none. And so on.

     

    RPGs do not follow a simple "newer = better". There are things I liked in previous editions, and things I like better in newer editions. I have the freedom to select from the entire published material that which best suits me as well as the freedom to add and take away from that as I wish.

     

    Thus life is good.

  9. Re: Who is the greatest Marksman (or Woman)

     

    Yes it's one that you see in Cinema all the time where the guy dives out of the way of a single shooter...

     

    Until 5th edition, it was called a Dodge. HERO (like nearly all rpgs) simply skips much of the natural movement you see in combat in order to keep things simple.

     

    If you must reflect the natural movement of a Dodge for your own suspension of disbelief, just house rule a 1 hex movement requirement for Dodge to be taken after the attack attempt is resolved.

     

    Greater degrees of Cinema Dodges can be handled with the Flying Dodge maneuver, although again I strongly suggest that you house rule it so that such movement is taken after the attack attempt is resolved.

     

    I'm so strongly against the 5th edition changes, that I would not play in any GM's campaign who enforced them. I'd pass it by to go try out someone's D&D game instead.

  10. Re: Vehicle DEX

     

    Which effectively eliminates SPD for the Vehicle.

     

    Only for movement.

     

    If it has weapons to fire, chutes to deploy, or anything else of that nature it would to do it per the normal SPD rules, which was the lower of the driver/pilot or the vehicle itself.

     

    For example, a M1A1 battle tank would have a SPD of 2. This duplicates its real life rate of fire for the main gun. So it could fire on phase 6 and 12. However it could move up to 45 mph or around 10" a segment every segment.

     

    In Champions II assuming it had a TURN of 4, it could turn a hexside every 3 segments at its top movement rate.

     

    Meanwhile the top machineguns are mounted outside the armor and thus are not slaved to the turret controls allowing them to be fired at whatever speed the crewman has (the same as any other ground mounted HMG).

     

    Not perfect, but much better than the 5th system.

  11. Re: BL's Vehicle Movement Streamlining Thread

     

    Well...

     

    For myself I've just about decided that the Champion II rules are fine and haven't given much thought to differment methods (gojira is smoking something good if he's thinking they're same as the 5th edition rules). I'm sleeping on it a bit longer, but as of right now the chances are excellent that I'm switching back to them for my campaigns.

     

    I'd put them up on my website as they're out of Print now, however I think HERO Games may have serious objections to that and for good reason.

     

    Combined with my new house rules covering vehicle combat, I'm almost ready to undertake those vehicle heavy games I've avoided. Still want something to handle component level damage resolution however...

  12. Re: Vehicle DEX

     

    Really? Where is that? (My wife's sleeping by my book and I don't want to wake her from her nap. And I am a bit lazy. :P )

     

    I've been away from the keyboard for a while, so sorry if this is late...

     

    It's on page 364 5th revised.

     

    Back in the days of Champions II, this was the base DCV of a vehicle, the driver could get a dodge bonus if he made is combat driving/piloting.

  13. Re: Silly question, How much damage do nukes do

     

    Why not post your own write-up rather than knock someone?

     

    As for knocking someone...

     

    Long's overdone construction methods means that the supplements now published by HERO are basically useless to me. I lose out on what used to be a good resource (before 5th edition I used to buy everything except Fantasy HERO products), and they lose out because I don't buy their stuff anymore.

     

    So call this customer feedback that was presented when the subject came up. Nothing more. It's not like I stated a thread on the subject.

     

    As for posting my own write-up...

     

    I don't consider any of my write-ups to be useful for members of this board. I have vastly different standards for my campaigns and without context any contruction I'd present is pointless. So I don't post them.

  14. Re: OCV Penalty on Powers

     

    I do still think that points need to be carefully weighed to promote balance' date=' because not everyone plays with mature, close friends who follow the spirit of the rules, and the points should be there to encourage balanced characters instead of unbalanced ones. [/quote']

     

    As someone who commonly plays in a group where characters are hundreds of points apart- I can say with confidence that solid character niches and faithfulness to the campaign setting and standards far outweigh any benefit of points in the question of balance.

     

    And lack of character niche, disrespect for the setting, and/or lack of campaign standards will quickly wreck any benefit from the point system.

  15. Re: Cell phones don't work underwater...

     

    Just to be contrary... Great Magical Dragons shouldn't be called like they were puppies.

     

     

    I'd handle it in one of the following ways:

     

    1. Don't worry about it. He shows up at the start of the adventure on his own. He's cool that way.

     

    2. Danger Sense, brought so that it informs him when Japan (or whatever area he's interested in now) needs his help. Then he can show up and inform his teammates that something is up.

     

    3. Mink Link to his 'pet' human on the team. Make it one way. He'll decide if whatever is troubling his 'pet' is worth the effort of looking into.

     

     

    May want to buy Meta-scale Teleport, only to be used to magically arrive where his team is when one of the above three conditions are meant.

     

    To save points, put which of the above options that is decided on into his magical spell multi-power or VVP. That way it's only active when he's switched to that slot/power, generally during 'down times'.

  16. Re: Introductions and a question about jumping.

     

    The Incredible Hulk movie .. in the end where he's jumping all over the places for mile long jumps we dubbed him "flubberhulk" because that's what he looked and sounded like.

     

    He did look silly in the movie, but he does jump like that in the comics. One of the few bricks in Marvel I can think of off-hand that actually travels that way.

     

    Beast counts if you want to call him a brick, but he's really more of a strong MA IMO.

     

    I've seen Herc jump, but it's so rare and so silly when he does it that I try to forget.

  17. Re: OCV Penalty on Powers

     

    GA - more than a couple main attack powers is fairly unusual in my experience. and at 6 points per power for +3 OCV... it would almost be foolish not to take them.

     

    The more you believe "Points means balance", the more problems you're going to have with HERO.

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