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Nevenall

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Everything posted by Nevenall

  1. Re: Advice needed for balancing my first 6E campaign It's hard to say, in points, what is a good range, because so much depends what the powers involved are and how much defenses others have. When you run a combat it will be clear really fast what's too much and what's too little. I'd say make some characters and run some sample combats to see how it goes. You could even make it a "holodeck" type adventure.
  2. Re: How Much XP to Award? There's nothing wrong with 5 XP a session, or even 50 XP a session. The reason the book doesn't say much is it really depends on the game you are running and how you want it to progress. Me, I award 3-5 XP every other session, with the occasional 10 XP reward. We play very infrequently, every other month if we're lucky. I'd suggest thinking about how long you want the campaign to last and at what point totals you'd like to see the characters have at the end. Then you could estimate, based on how often you play, what a good per session reward would be.
  3. Re: Promoting Other Cool Game Stuff: TOWN Thanks for the recommendation.
  4. Re: Dodging Fireballs I think it's more a game mechanics issue then a simulation issue.
  5. Re: Dodging Fireballs DCV vs AOE is just an invalid construction. As a GM I usually allow No Range AOE powers to skip an attack roll all together. Dive for Cover or defenses are the appropriate mechanism to use. Unless maybe you bought DCV with Usable On Others and enough extra weight to encompass the entire Earth.
  6. Re: Using Current events: The Gulf Oil Spill The oil spill is ready made for one of my villains. He has a submarine, the expertise, and he would have done it to scare people into demanding an end to off shore oil drilling.
  7. Re: Dodging Fireballs Dive for Cover is a combat maneuver. Make a DEX roll to get out of the way of AOE attacks. It might also be handy to add some linked Jumping for particularly large fireballs.
  8. Re: Looking at characters in Champions 6E I can see your point, but personally I'd rather see Steve spend his time creating new material then tweaking existing characters.
  9. Re: Spell System what about a class of powers limitation to reflect that you can only use spells that are in your spell book?
  10. Re: Is DOT overpriced I thought of an actual reason too. Damage over Time gives your attack Continuous and Uncontrolled without the additional cost.
  11. Re: Is DOT overpriced if you're speaking of the power advantage Damage Over Time...no.
  12. Re: Impact of Multiple Attacks I can second what everyone else has said and I would that add that multiple attacks help very skilled characters to deal with large numbers of low skill opponents in a timely manner.
  13. Re: I am Spartacus Good to know. I may have to skip the first few episodes and try again.
  14. Re: CON Only to Resist Stunning CON is used to resist environmental radiation, and CON rolls are made to reduce the impact of Disabling injuries. Both optional rules. Oh, and there are always powers that are Based on CON.
  15. Re: Q: Blasters and Star Wars-type equipment? Thanks! One day I'll convert it to 6ed.
  16. Re: Q: Blasters and Star Wars-type equipment? You can follow the link in signature. I didn't focus on technology so much as the Force for my campaign, but there's a bit of info. Oh and there is a great big post of links to conversions around here somewhere.
  17. I was making a set game tables for myself and I was dissatisfied with the electricity table...so I made a new one. It's based on a simple doubling of voltage per Damage Class and I think the overall scale works out very well. Volts DC 12.5 1 x2 +1
  18. Re: Sneaky GM Thing: Healing + other effects with Transform? I'd build the orb's power with healing with a side effect that the target and the user become marked. I think because healing is a beneficial power it's conceptually ok to add a side effect which affects the target of the power because you mostly likely to be using it on people you wouldn't want to be marked.
  19. Re: Weaponmaster of the Knife Well, technically a Talent is an entirely new thing not tied to how it was costed. But in the end it's all about justify whatever position the GM wants to take.
  20. Re: Weaponmaster of the Knife Well, here's another way to think about the issue. The Weaponmaster talent is built as 3, 5, or 8 point Combat Skill Levels and CSLs can apply to both Ranged and HtH attacks, if the GM allows it. So, there's a good justification to allow Knifemaster to apply to thrown knives.
  21. Re: Weaponmaster of the Knife The WeaponMaster talent specifically states that you have to buy it separately for melee and ranged weapons.
  22. Re: Zones of Control in Hero I agree with you. An extra rule for guarding is unnecessary. It's just a held action. But according to the standard rules you loose your held action at the start of a segment in which you get your next action. So there is this dead zone between when you loose your held action and when your DEX comes up, but it's perfectly reasonable to ignore this rule. It's just there to emphasize that you can't take two actions in the same segment.
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