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Posts posted by Nevenall
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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.
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Re: Promoting Other Cool Game Stuff: TOWN
Thanks for the recommendation.
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Re: Dodging Fireballs
I think it's more a game mechanics issue then a simulation issue.
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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.
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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.
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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.
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Re: A new ERA.
well I just finally got into 6E and wow its great! i didn't think this game could get any better. I love the two-volume approach. I am really glad to see that DOJ kept the Diet hero book (basic rules). also I've never been a champions player' date=' but I really like the new book for that as well. the plug and play archtypes in there is awesome.[/quote']I agree completely!
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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.
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Re: Spell System
what about a class of powers limitation to reflect that you can only use spells that are in your spell book?
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Re: Is DOT overpriced
I thought of an actual reason too. Damage over Time gives your attack Continuous and Uncontrolled without the additional cost.
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Re: Is DOT overpriced
if you're speaking of the power advantage Damage Over Time...no.
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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.
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Re: I am Spartacus
They totally toned it way down 2 or 3 episodes in and the show comes into its own around episode 6 or 7 and gets better as it goes.Good to know. I may have to skip the first few episodes and try again.
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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.
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Re: Q: Blasters and Star Wars-type equipment?
Thanks, everyone! This is really helpful!And Nevenall's stuff is great!
Thanks! One day I'll convert it to 6ed.
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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.
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Re: New Electricity Damage Table
Not to be too picky' date=' but isn't it the amps that do the damage, not the volts?[/quote']What g-a said.
This is only a replacement for the electricity table in 6E2, which is based on volts and contains more detailed information.
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Re: New Electricity Damage Table
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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
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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.
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Re: Weaponmaster of the Knife
That's an important point: the Weapon Master talent is built as Combat Skill levels with limitations, not as an extra D6 of KA. And the description for 3pt (small group of attacks) and 5pt (large group of attacks) combat skill levels both specifically state that they may be defined for groups of attacks which include both hand- and ranged. So the earlier statement that the Weapon Master talent is purchased for either HTH or Ranged weapons doesn't hold in all cases. And apparently, defining it that way is confusing enough to cause arguments.I'll be amending my GM's notes in this regard; to define the Weapon Master talent in the same terms as Combat Skill Levels. Hopefully that will make clear when it's applicable and when it isn't.
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.
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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.
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Re: Weaponmaster of the Knife
The WeaponMaster talent specifically states that you have to buy it separately for melee and ranged weapons.
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Re: Zones of Control in Hero
I think it is really a bases on how combat works in different systems. In D&D, at least from what I remember of AD&D, a round is considered to take a few seconds and an attack roll might symbolize a few different swings of a sword, etc... So they need a rule like "attack of opportunity" because combat is left a little vague and fluid.With the Hero System, with it's speed chart, combat is broken down to a pretty much per second event, heck even 1/2 second events with half-phases actions. So there really isn't as much of a need for an all encompassing rule like "attack of opportunity". Interposing is what held actions are for. For example Bodyguard holds his action. Would be assassin moves in close, Bodyguard takes his held action to tackle assassin. Also since the Hero System is made to be used in multiple genres, sometimes it makes sense for an assassin to be able to move in a kill the target with out the bodyguard being able to stop him.
If a normal human bodyguard (Speed 2) is trying to stop a super fast, super human, assassin (speed 8) well he should fail.
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.
Advice needed for balancing my first 6E campaign
in HERO System Discussion
Posted
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.