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Hierax

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Everything posted by Hierax

  1. Re: Slashing Advantage for Weapons - Variation on Alternate Armor Piercing (H6e-APG.1 OK, to make this simpler: All weapons get an Advantage: Bashing = Increased STUNx Puncturing = Armor Piercing Slashing = ? Hero System has rules for what pointed and blunt weapons do, but the 3rd what would a comparable Advantage be at the at +¼ or +½ level for edged cutting weapons? Are you guys not differentiating weapons, or using the straight up non-Advantage Fantasy Hero Slashing method, or just doing it in some other way?
  2. Re: Weapon Speeds and Casting Times Weapon Speed is also useful for determining and differentiating the time between multiple attacks so that they all don't land on the same DEX count -- e.g., faster to get multiple stabs in with a dagger than multiple smashes in with a sledgehammer maul.
  3. Re: Weapon Speeds and Casting Times hmm, the Racetrack system is interesting, but I'm not looking to replace the SPD Chart and SPD Stat. If I was going to make an extreme change I'd go with the detail of Aces & Eights (and the new Hackmaster) which use a "Count" system using seconds and 1/10th's of a second. But here I'm trying to stay a bit closer to Hero. The idea of the race track as a visual aid is a good one that I might try out using boxes for Turns, with little boxes for Segments, and another layer with DEX initiatives.
  4. Re: Slashing Advantage for Weapons - Variation on Alternate Armor Piercing (H6e-APG.1 Do you mean 3x 1d6 hits instead of a single 3d6 hit like Reduced Penetration but on a tripling rather than doubling level of the rPD?
  5. Re: Weapon Speeds and Casting Times Yes, I quite agree that Length counts for a lot -- that's why the Weapon Length / Reach rules apply (FH-5e.186; H6e2.201-202). BTW, good that you pointed out it is the length from the leading hand to the end that counts, too many people forget what is given up in length with the grip. Anyway, for the Length I also give Initiative Penalties along the lines of the official OCV penalties, and Initiative isn't always a set DEX but can allow for a DEX roll. So, Weapon Speed basically supplements those rules to add additional detail to allow greater differentiation between weapons and more flavorful combats. FWIW, this is for my GreyHero conversion (Greyhawk with Hero) which draws heavily on xD&D and Hackmaster (in their various incarnations), and a healthy dose of Rolemaster/MERP as well for the Spell Casting Times.
  6. Re: Weapon Speeds and Casting Times Weapon Speed as a Side Effect (using the "occurs automatically" -like option of doubling the 2 AP per -1 Initiative to 4 AP per -1 Initiative): Side Effect (Weapon Speed or Casting Time -1 to -3 to Initiative; -¼) Side Effect (Weapon Speed or Casting Time -4 to -7 to Initiative; -½) Side Effect (Weapon Speed or Casting Time -8 to -11 to Initiative; -¾) Side Effect (Weapon Speed or Casting Time -12 to -15 to Initiative; -1) This works out pretty well except when compared to Extra Time: Extra Time (Delayed Phase; -¼) Extra Time (Extra Segment; -½) Extra Time (Extra Phase; -¾) Extra Time (Extra Phase, Delayed Phase; -1) Since any amount of - Initiative is within the Delayed Phase to Extra Segment time frame, and if you look at it that way any value that would be less than ½ DEX (-5 for a normal baseline human) shouldn't be worth more than -¼. But maybe this is more a problem with the lack of granularity of Extra Time than of doing Weapon Speed this way, but short of altering the Time Chart (~ H6e-APG.160) I'm not sure how to fix the discrepancy without losing granularity. Tough problem where the Champions bias still shows it's roots in the system. Anyway, the idea that Delayed Phase = ½ DEX for initiative being -5 for a normal baseline human as a -¼ Limitation could give another baseline to work from for the option of Initiative -x/ = -¼ limitation by giving "x" a value of 5: Weapon Speed or Casting Time (-1 to -5 to initiative; -¼) Weapon Speed or Casting Time (-6 to -10 to initiative; -½) Weapon Speed or Casting Time (-11 to -15 to initiative; -¾) Weapon Speed or Casting Time (-16 to -20 to initiative; -1) The challenge is which Hero baseline to work from in deriving this since the costs aren't consistent across the system...
  7. Re: Weapon Speeds and Casting Times Yeah, Side Effect is a possibility too, especially for the lower granularity options (maybe 1-4 levels-ish). I take it that this is your REA modifier in 5e (since, in Kamarathin p.220, you use REAction as a 2pt. version of the initiative part of DEX and apply that to your weapons p.241-247)? BTW, MayaPuppies, For the Kamarathin 6e Equipment Hero Designer files (Tursh Weapons) I see you use a -1/2 Side Effect both for -1 and -2 DEX (seeing you've removed REA for 6e), why not go with -1/4 for -1 and -1/2 for -2 to differentiate the 2 levels of penalty? What values would you recommend giving for -3 to -10, or some sort of higher granularated system? One could go and stretch the granularity (at most) up to about -1 Initiative for -1/4, -2 for -1/2, -3 for -3/4, -4 for -1 (or perhaps attack initiative at full DEX for -0, 3/4 DEX for -1/4, 1/2 DEX for -1/2, 1/4 DEX for -3/4, and 0 DEX for -1) by saying it's an "occurs automatically" sort of thing but those aren't quite worth the 15/30/45/60 Active Points of effect since really they're only about a 2 Active Point negative for each -1 (i.e., DEX 2pts -1 Limit for only for Initiative, btw, same Active Points as your 5e REA stat); so perhaps squeezing -1 to -3 (2-6 Active Points doubled=4-12) all into a -1/4 Side Effect, and -4 to -7 (8 to 14 AP x2=16-28) to -1/2, and -8 to -11 (16 to 22 AP x2=32-44) to -3/4, and -12 to -15 (48-60) to -1 -- by doubling up on it with the x2 "occurs automatically" value for Side Effect but doubling the incorporated effect rather than just making the +1/4 to +1/2 to get a greater range of Limitation values. What do you think -- how granular could one make this and what values would you assign using Side Effect?
  8. Re: Slashing Advantage for Weapons - Variation on Alternate Armor Piercing (H6e-APG.1 Yes, Piercing still exists -- 5e in Dark Champions but very useful for Fantasy too (and I'm already using it in some other ways for Weapons) and it's in H6e-APG also. But Piercing applies against all #rPD just like Armor Piercing does and it doesn't allow for the extra damage vs. 0rPD like the Slashing in Fantasy Hero and Killer Shrike's weapon traits. The effect I need does the most damage vs. 0rPD and a bit less of more vs. the low #rPD and no extra vs. higher #rPDs. I just need a shorthand way to write it down that uses a mechanic that is similar to how Puncturing Weapons use Armor Piercing (where I'm using the alternate version in APG/AC/DH) and Bashing Weapons use +STUNx, since they both use a +1/4 or +1/2 Advantage, using an Advantage for Slashing seems like the most consistent way to represent it in the weapon write-ups, and since the way that Penetrating and Alternate Armor Piercing will be already in use, using this method of Slashing should seem consistent in application.
  9. Re: Slashing Advantage for Weapons - Variation on Alternate Armor Piercing (H6e-APG.1 In a way, although it might not be obvious at first, this kind of Slashing already has a lesser version of Reduced Penetration -like effect worked into it as you count the armor twice -- once for this extra BODY and once for the regular BODY of the rest of the attack. e.g. with a 2d6 getting really lucky and rolling 2 x 6's you get +4 BODY vs. 0rPD but only get +3 BODY vs. 1rPD, +2 vs. 2rPD, +1 vs. 3rPD, +0 vs. 4rPD, otherwise it would be +4 BODY vs. all. Kinda like a Partially Limited power in this way -- +Damage, only vs. no or low rPD, and only partially Reduced Penetration -- if even this partial damage was fully reduced Penetration I'd have to count it it as +4 vs. none, +2 vs. 1rPD, and +0 vs. 2rPD, and that was too steep of a drop off for what I'm looking at. Also I didn't want to make the whole attack to be Reduced Penetration otherwise it get's too steep on the initial regular killing dice of damage and make edged weapons pretty much useless instead of just less useful against medium + armors, and I didn't want to go that far. So, this Slashing is a compromise between full on extra damage only vs. certain #rPD and Reduced Penetration on them. Maybe I should add a clarifying note that the rPD is applied once vs. the regular attack damage dice and once vs. the extra BODY from the Slashing dice?
  10. Re: Divine Magic System: Incarnism Thanks! Lots of applications of this idea -- 5 Dragon forms for Tiamat Priests, 3 Moon forms for Lunar Priests, etc. ...
  11. I'm looking at several options for incorporating Weapon Speeds and Casting Times into my 6e house rules update: Note: FWIW, this is like the classic AD&D Weapon Speeds and Casting Times that allows for variation and tough tactical choices between fast and powerful, I want to provide for granular options here up to a maximum 1-10 scale: 1st level spell -1 Initiative, ... 10th level spell -10 Initiative; and down to a minimum 3-point scale Fast/Average/Slow. Extra Time (works better for Sword & Sorcery Magic than Weapon Speeds unless seriously alter the Extra Time Limitation even more extremely than APG suggests) Negative CSL for Initiative (if CSLs to be used for +Initative as well as +OCV, +DCV, +DC, why not the opposite?) Negative Lightning Reflexes (i.e., limited DEX as a Talent) Skill Roll Active Point Penalty: e.g., -1 Initiative/10 AP of Spell (-1/Spell Level like Skill Roll) (for spells this can be an modifying Limitation on the Skill Roll Limitation) STR Min/x = -y Initiative (Weapons) EGO/INT Min/x = -y Initiative (Spells) Weapons and Spells on same scale (so can do Warriors vs. Warriors, Warriors vs. Wizards, and Wizard Duels). STR Min vs STR Min Difference = - Initiative penalty to weapon with higher STR Min (higher - lower = penalty) EGO/INT Min vs EGO/INT Min difference = - Initiative penalty to spell with higher EGO/INT Min Weapons and Spells on same scale (so can do Warriors vs. Warriors, Warriors vs. Wizards, and Wizard Duels). Weapon Speed / Casting Time Limitation of - Initiative -x/ -1/4 limitation. Any other ideas/options on how to implement this sort of concept? [edit: include suggestions below here:] Side Effect (MayaPuppies) Length (Vulcan) Damage Class Based -- i.e., DC/x = - Init (Director 13) Thanks!
  12. Re: Divine Magic System: Incarnism Vaprak the Destroyer is the god of Ogres and Trolls (AD&D D&DG/L+L).
  13. I really like the idea of the “Slashing” Ability (in FH-5e.177-178/HSEG-5e-16-17) as well as Killer Shrike’s “Slashing” and “Slicing” Advanced “Weapon Traits” variation on this The idea here is to provide a balanced ability for cutting/slicing/chopping/hacking weapons against non- and light armors that matches that for piercing/penetrating/puncturing weapons vs. all armors that is simulated using the Armor Piercing Advantage. but I'm working on a different version of "Slashing" that is a variation/reversal of the Penetrating-like alternate Armor Piercing Advantage (as depicted in Steve Perrin's 4e Adventurer's Club #20, Steve Long's Digital Hero HeroGlyphs #13, and most recently in H6e-APG.136-137): To give you an idea of other ways of doing this before I present my current draft house rule: Official Fantasy Hero (5e): Slashing: +1 DC (base damage) vs. no resistant defenses. e.g., Sword, Axe. Leather Armor (1-3 rPD) provides only ½ DEF. Killer Shrike (5e): Slashing: +2 DC vs. Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors; -1 pip of damage per die vs. Plate Armors. Slicing: +3 DC vs. Opponents with no Resistant Defense or wearing Leather, Cloth, or Wood Armors; -2 damage per die vs. Plate Armors. Hierax Old Method options (5e): (Slashing; +¼): +2 BODY vs. Unarmored (0 rPD), +1 BODY vs. Light Armor (1-3 rPD), and +0 BODY vs. Medium (4-6 rPD) and Heavy Armor (7+ rPD); or +2 BODY vs. Unarmored (0 rPD), +1 BODY vs. Light Armor (1-3 rPD), +0 BODY vs. Medium Armor (4-6 rPD), +0 BODY vs. Heavy Armor (7-9 rPD), and -1 vs. Very Heavy Armor (10+ rPD).; or +3 DC (1d6K) vs. Unarmored, +2 DC (+½d6) vs. 1rPD, +1 DC (+1 pip) vs. 2rPD; or +2 DC vs. unarmored, +1 DC vs. Leather Armors, 
+0 DC vs. Chain Armors, and -1 DC vs. Plate Armors). +2 DC vs. unarmored (0rPD), +1 DC vs. Light Armors (1-3rPD), 
+0 DC vs. Medium Armors (4-6rPD), -1 DC vs. Heavy Armors (7-9rPD), and -2 DC vs. Very Heavy Armors (10+rPD). [*](Slashing; +½): +4 BODY vs. Unarmored (0 rPD), +2 BODY vs. Light Armor (1-3 rPD), +1 BODY vs. Medium Armor (4-6 rPD), and +0 BODY vs. Heavy Armor (7+ rPD); or +4 DC (1d6+1K) vs. Unarmored, +3 DC (+1d6) vs. 1rDEF, +2 DC (+½d6) vs. 2rPD, and +1 DC (1 pip) vs. 3rPD. Now, here's what I'm proposing and would like feedback on: Hierax New Method (5e+6e): Slashing is an Advantage (5e:+½; 6e:+¼ = x1, +½ = x2, ...) like Armor Piercing but in reverse: it makes a bigger difference against less armor -- use the Alternate (Steve Perrin) Armor Piercing (H6e-APG.136-137) that is like Penetration where you count the Hero Pips on the Dice (1=0, 2-5=1, 6=2) or can use it as a Standard Effect of 1/Die (rather than the random 0-2 per die); this applies to unarmored or lightly armored -- the definition of lightly is important. The Hero Pips rolled on (or Standard Effected from at 1 per die) these dice are how much extra BODY Damage the attack inflicts but only vs. certain amounts of armor (and non-armor) (by armor here I mean resistant protection) less that amount of rPD. There are 2 options about how to do this: either 1) the number of Dice rolled = the rPD this can be used against, 2) or the number of Hero Pips rolled = the rDEF that this extra body can be used against -- What do you think is the best option? - Table: Slashing BODY Damage Bonuses (Standard Effect of 1/die - rPD) 
 [After Armor Net Damage vs. Non-Slashing]- . Dice . 0rPD . 1rPD . 2rPD . 3rPD . 4rPD . 5rPD . 6rPD . 7rPD . 8rPD . 1d6 . 0-2
(1) . 0-1
(0) . 0 . 2d6 . 0-4
(2) . 0-3
(1) . 0-2
(0) . 0-1
(0) . 0 . 3d6 . 0-6
(3) . 0-5
(2) . 0-4
(1) . 0-3
(0) . 0-2
(0) . 0-1
(0) . 0 . 4d6 . 0-8
(4) . 0-7
(3) . 0-6
(2) . 0-5
(1) . 0-4
(0) . 0-3
(0) . 0-2
(0) . 0-1
(0) . 0 . 5d6 . 0-10
(5) . 0-9
(4) . 0-8
(3) . 0-7
(2) . 0-6
(1) . 0-5
(0) . 0-4
(0) . 0-3
(0) . 0-2
(0) - Note: Half-Dice and +1/-1 dice don't count for these purposes only full Dice (this is designed for killing dice but you could easily use it for normal dice bonus STUN instead). Note: Hardened Advantage on defences cancels out the Slashing Advantage on attacks on a 1 level per 1 level basis, just like regular Hardening and Armor Piercing (I see no reason why that doesn't work and the Alternate method suggests doing hardening differently) except for 0rPD there is no hardening possible, but unlike Armor Piercing, the Slashing only applies to a limited range of defences. E.G., a Great Axe (at STR Min) rolls 2d6+1 so it uses 2d6 to determine the amount of extra damage vs. non- or "lightly" armored targets: 0-4
(2) vs 0rPD . 0-3
(1) vs. 1rPDF . 0-2
(0) vs. 2rPD. 0-1
(0) vs 3rPD. 0 vs. 4+rPD, so it could do up to +4/+3/+2/+1 but averaging +2/+1/+0 bonus BODY damage. Like the Alternate Armor Piercing this advantage could be taken twice and the Hero Pips rolled would be doubled (but one might want to apply the rPD an extra time to keep this under control). Again, the idea here is to provide a balanced ability for cutting/slicing/chopping/hacking weapons against non- and light armors that matches that for piercing/penetrating/puncturing weapons vs. all armors that is simulated using the Armor Piercing Advantage. Does this make sense and seem like a useful and balanced ability to you? How would you take the idea of Slashing and adapt the alternate Armor Piercing model to it? Can you think of anyway to that I can refine and improve upon the implementation of this concept? Thanks!
  14. Re: Divine Magic System: Incarnism hey, good idea! Throw in Yeenoghu and Vaprak along with Hruggek as aspects of Erythnul and you've got a lot of big uglies covered!
  15. Re: Divine Magic System: Incarnism Hmm, this has potential, I may well be able to adapt this to Erythnul priests for Grey Hero purposes -- Human, Gnoll, Bugbear, Ogre, and Troll forms should be simple enough to do. Thanks!
  16. Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See? Sorry, I meant Standard as in the same general system that is used for non-Martial arts abilites using Combat Skill Levels and Powers. Mark Doc's old site is down but his work is still on the wayback machine: http://web.archive.org/web/20050111190231/http://www.geocities.com/markdoc.geo/Gaming_stuff/martialarts.html Here's a pdf of it: [ATTACH]34310[/ATTACH][ATTACH=CONFIG]34311[/ATTACH] Basically, instead of using the Martial Arts skill costs you use the regular Skill and Power Costs; each Martial Maneuver is a Multi-Power Slot made up of a combo of Combat Skill Levels. Things like: 1u Basic Strike:HA +2d6 (plus STR) (10 Base Points); Reduced Endurance (0 END; +½), (15 Active Points); Hand-To-Hand Attack (-½) (10 Real Points). Plus Combat Skill Level (OCV +1; +2 points) [Total 12 BP; 17 AP; 12 RP]. 1u Defensive Block: Combat Skill Levels (OCV +1; +2 points and DCV +3; +9 points) (11 Real Points). 2u Offensive Strike, DC +1: HA +5d6 (plus STR) (25 Base Points); Reduced Endurance (0 END; +½), (37 Active Points); Hand-To-Hand Attack (-½) (25 Real Points). Plus Combat Skill Level (DCV +1; +3 points), Negative Combat Skill Levels (OCV -2; -4 points). [Total 28 BP; 40 AP; 24 RP] 5u Flashing Fist (UMA.133): HA +6d6 (plus STR) (30 Base Points); Autofire (5 shots; +½), (Reduced Endurance (0 END; +1) (+1½; 75 Active Points); Hand-To-Hand Attack (-½) (50 Real Points). 5u Kickmaster (UMA-5e.105): HA +8d6 (12d6 with STR) (40 Base Points); Armor Piercing (+½), Reduced Endurance (0 END; +½), (+1; 80 Active Points); Hand-To-Hand Attack (-½) (53 Real Points). Plus Combat Skill Level (DCV +1; +3 points), Negative Combat Skill Levels (OCV -2; -4 points). [Total 43 BP; 83 AP; 52 RP] Here's an abridged version I did for 5e that contains all the UMA maneuvers + major NPC write-ups: [ATTACH=CONFIG]34311[/ATTACH][ATTACH]34312[/ATTACH] The MPP MA system has an initial buy-in cost of the MPP Reserve and then it's cheaper to add a variety of maneuver slots. It is very easy to balance Martial Artists directly with other types of character because they all use the same skill/power costing, instead of the proprietary Martial Arts Skill costing. It has no artificial point cap. You've essentially already used this sort of thing, in part, for several martial character write-ups (and YengTao school) and briefly mention (UMA.133) a MA MPP but this system goes further and adds the Combat Skill Levels and Penalties in and allows the standard martial maneuvers to be put into the same MPP as these special maneuvers, and it is much easier to deal with Advantages (e.g., Kickmaster and Snake UMA.105) in a way that is consistent with the overall Hero System for non-Martial arts abilities. MPP Martial Arts are a logical extension of what has already been done that provides a very viable alternative and/or addition which would enhance the value of a 6e UMA book.
  17. Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See? Things I'd really like to see in the new Martial Hero book: Most of all -- a section on how to build all the Martial Maneuvers and Elements etc. as Standard Hero System Powers/Skills (not just Powers as Martial Arts but Martial Arts as Powers). Several Hero fans (myself included) have followed Mark Doc's pioneering work on Multi-Powered Martial Arts and it's about time it made it into an official book! Think of this like the great section in H6e on showing how Talents are constructed as Powers, Skills, etc. Also, since Western Hero isn't likely to see the light of day anytime soon, it would be great to see a section (or sub-section with the other Gun-Fu stuff) on Western Gunfighting as it is sort of a Martial Art in it's own right and the classic Showdown and trick shooting stuff would be a welcome addition to tide us frothing Western Hero fans over Thirdly, I'll second Killer Shrike's suggestion to open open the Martial Arts construction rules with some guidelines to exceeding the 5-point cap and the combo-maneuvers. conversely, and I guess fourthly, it would be good to see cheap and free maneuvers 0-point everyman martial arts maneuvers, and budget 1-/2-point maneuvers too, as well as the standard 3-5-pointers. How to build all the regular non-martial maneuvers then you can add additional elements/enhancements to them. As mentioned above somewhere some sort of rock-paper-scissors bonus/penalty type of thing where some maneuvers have a bonus vs. others but a penalty vs. yet others. Martial Maneuvers already have +OCV, +DCV, and +DC in them but how about a way to put +Initiative/Lightning Reflexes into Maneuvers -- you know, make a Fast Strike actually faster! That would be a worthy upgrade of the system for the new edition. Mental and Telekinetic Martial Arts stuff would be good to have too. Put the Lucha stuff in for 6e! Lotsa NPCs showcasing the wide variety of styles and genres and if there's not enough room in the hard copy book put more into the PDF as a bonus to push bundle + e-sales at the Hero Store! Don't skimp on the page count, or leave too many margins unsidebarred/exampled, there's just so much martial goodness to cram in there! The incarnations of Ultimate Martial Artist / Ninja Hero have been some of the best books over the years and I'm sure this will be no exception but I think there's room to improve and take it up a notch. I'm really looking forward to this one!
  18. Re: Traveler's Purse - Magic Item Exactly the rate of disappearance affects the level of the curse. You could even give it an Ablative -like Limitation and it starts out not disappearing the coins and then eventually as it is used more and more times the magic fades and the coins fade rate gets faster and faster -- year, month, week, day, hour, ...
  19. Re: Traveler's Purse - Magic Item Another type of side effect/cursed version is the coins disappear after a certain amount of time -- e.g., it generates the coins each day but when it generates the "new" coins the "old" coins disappear.
  20. Re: Ranged attacks while engaged in melee Maybe a Talent built with a Naked Advantage to buy off the Concentration Limitation and Penalty Skill Levels (PSL) to buy off the -DCV modifier. You could also adapt the Weapon Length rules for OCV/Initiative bonuses/penalties and apply it to Ranged Weapons vs. Melee Weapons and use PSLs to compensate for that in the Talent.
  21. Re: Simplifying the Math More ideas here: From-THAC0-to-HERO - http://www.herogames.com/forums/showthread.php/76380-From-THAC0-to-HERO d20ify things by using a roll high and using 10 instead of 11 for the formulae and it may be an easier transition.
  22. Bag of Hefty Capacity FYI, the Knights of the Dinner Table Comic does some fun stuff with Extra Dimensional Movement in the "Bag Wars" arc with the Bag Worlds, Bag Zones, Bag Raiders, etc... Hilarious strips plus some useful/interesting stuff even if you have a more serious campaign. Specifically for how the Magic Items work in Hackmaster (the non-D&D D&D) see Gary Jackson's article on Mega-Capacity Magic Items (KODT #143 p.26-29), such as a Bag of Hefty Capacity, which covers both non-Dimensional Space Items (Type I) and Trans-Dimensional Space Items (Type 2). The first type are the STR style write-ups while the 2nd delves into the EDM versions. .
  23. Re: Foods for those that just don't care anymore Bacon in Microwave: get a bacon rack -- it's a little plastic stand/grill thingee that lets the bacon get cooked from above and below and drain off the fat so it isn't soggy -- I put it on a plate to collect the fat and cover it with waxed paper to stop the splatter without the stick-to-the-food problem of paper towels. Moral of this story = mmmmmmmmmm, Bacon! ---
  24. Re: Why are Limited Defenses so costly? Yes, in a "pay for what you get system" (like Hero claims to be and "should" be) the positive and negative of the Limitations should add up in a proportional manner of cost: 1 of 2 things should be 50% 1 of 3 things should be 33% and 2 of 3 things should be 67% 1 of 4 things should be 25% and 3 of 4 things should be 75% For example, I've worked up some physical defenses as being only vs 1 of 3 types of possible physical damage (Cut, Puncture, Bash) each of them has to be worth a -2 Limitation on the rPD otherwise it's more expensive to take the Limited Defences than it is to take unlimited Defences: [5e] Heavy Chainmail Armor: Armor 6 rPD / 6 rED = 18pts. (simplified version) vs. 8 rPD / 8 rED Only vs. Cutting Attacks (-2) = 8 pts 6 rPD / 6 rED Only vs. Puncturing Attacks (-2) = 6pts 4 rPD / 4 rED Only vs. Bashing Attacks (-2) = 4 pts Total = 18 pts Any value less than -2 for 1 of 3 things wouldn't work. But you're unlikely to see such "high" Limitation values for such things in official Hero writeups. The reciprocal of the Limited Powers should add up to the same as the non-Limited Power: 6 rPD / 6 rED Only vs. Puncturing Attacks (-2) = 6pts 6 rPD / 6 rED Not vs. Puncturing Attacks (-1/2) = 12pts Total = 18 pts vs. Armor 6 rPD / 6 rED = 18pts. Energy attacks are less clear-cut than physical attacks because there are more kinds (but that's a topic worth it's own thread). Overall I find the official Limitations values are vastly under-rated and the powers sometimes terribly over-costed and, as a result, I feel I have to change them because it bugs me but I guess for a lot of Hero gamers this sort of thing doesn't bug them, so they just use it as written without worrying about it. In the end, ya just gotta do what works for ya.
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