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Nevenall

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Posts posted by Nevenall

  1. Re: New players, gm, UMA Charge and 34d6 damage

     

    Sounds like you have your work cut out for you with those players.

     

    You can use a full move with a move through.

    I'd take a close look at the Move Through description there's a few things that the rules guy might have forgotten. One, is that there's a penalty to hit based on the attacker's velocity, but also that the attacker would have taken equal damage from the move through that he delivered.

     

    As a GM I'd rule that knockback damage wouldn't apply in a case like this, except to determine if the target was actually blown through the street.

     

    I wouldn't worry about all this too much though, as you learn the rules things will start to even out.

     

    One final note, unless Dark Seraph was attacked on the same Segment that he used a full action he could have aborted to a dodge, assuming he noticed the character coming.

  2. Re: My First Hero System Character: Bluebird

     

    I have a few comments:

    Resistant Protection doesn't need 0 END.

    You might want No Range -1/2 on the Ice Cone. Then the character is the source of the cone of effect.

    By default powers can draw from either personal END or an END Reserve, not both. You could either use the END Reserve and sell back the personal END, or add a +1/4 Advantage to the multipower to allow the powers to draw from either END source.

     

    As for spending more points...how about an armor piercing ice bolt, or Blast with Autofire for a rapid fire burst of ice bolts. You might also want a bit more protection, like Resistant Protection that Costs END -1/2 as an Ice Shield.

     

    Otherwise it looks like a great character.

  3. Re: How do fighters hurt/kill a dragon?

     

    Depends on whether you want a campaign more like DnD or more like the Hobbit. :)

     

    There are many options that a character has to add damage: Martial Arts manuevers, the Deadly Blow and Weapon Master talents, Combat Skill Levels, using a Move Through, or Pushing his Strength.

     

    Also, an armor piercing weapon would be more effective.

     

    But in the end it's really up to the GM as to how easy he wants a powerful dragon to be for one hero to damage.

  4. Re: How many character points do you think a 20th level DnD character would have?

     

    It's really hard to say because different class/race combos will have wildly different combat effectiveness in DnD.

    But, check out KillerShrike's web site. http://www.killershrike.com/FantasyHERO/Conversion3e/conversion3e.aspx he's done the most well regarded DnD conversions that I know of.

  5. Re: Combat Value Benchmarks In 6E

     

    In general my conversions have resulted in lower base CVs and more variation between OCV and DCV, which I really like because my 5th edition characters tended to have excessively high base CV.

    For my campaign I’ve made DEX cost 1 point.

    SL for all Agility skills cost 4 points like other categories

    Lightning Reflexes: for 1 Character you get +2, +3, +4, +5, or +6 DEX for initiative depending on the category.

  6. Re: Drains and Suppresses

     

    Technically, no, RKA is an instant power and you can't use adjustment powers on the effects of instant powers. The supression field rules are slightly different because the instant power going through the field hasn't had effect yet.

    Damage over Time states that there must be a way to cancel the rest of the damage, so GM fiat could allow Dispel or whatever power to be the thing that can cancel the effects of a DoT posion.

     

    Another thought I had was what about Life Support: Immunity to Poison with Usable by Other?

  7. Re: Damage Over Time / Extra Time

     

    In 6e, a poison that takes an extra turn to take effect from being inflicted either has a +1 (1 time / 1 turn) Advantage or an (Optional) -1 1/4 Limitation on it, although in the latter case by default it could be interrupted.

     

    Right?

     

    Extra Time would be the limitation to use, but I don't see anything in the description of Extra Time saying the damage would be interruptible.

  8. Re: Damage Over Time / Extra Time

     

    I don't think you need Damage Over Time for this. That Advantage is for attacks that cause damage multiple times. If you only want to damage once' date=' but for there to be a delay before the damage takes effect, I think a form of [i']Extra Time[/i] is what you are looking for. However, this is not normally the way Extra Time works for attack powers, so whether you get the full value is probably an issue for your GM.

     

    It appears to me this is functionality that has actually been lost from 5E to 6E, where Gradual Effect did this easily and concisely. Bummer. Maybe Gradual Effect made it into the APG? :(

     

    The Extra Time description specifically mentions using it to represent an attack with delayed effects.

  9. Re: Damage Over Time / Extra Time

     

    Sadly, the APG doesn't, and the default for DOT is one instance. I don't know why (and don't expect enlightenment) DOT didn't work more like Charges, in that the default was a limitation, but you could buy it up higher to an advantage (although one not capped at +1).

     

    An opportunity for a single mechanic that made sense was lost. Makes me cry.

     

    I believe the reason is in active points.

     

    6d6 KA with Gradual Effect over 1 Turn is 90 Active Points

    1d6 KA with 6 DOT increments over 1 Turn is 45 Active Points

     

    The later seems more reasonable for most games.

  10. Re: A Question of Balance & Lethality

     

    You are not crazy, the general trend you've missed is to make more character concepts possible and to recognize that it's up to the GM to determine the ground rules of a campaign and say no to abuse. Deadly Blow, as you have recognized, has a place for things like backstabbing, but it's not something you want to see a character buy three times.

  11. Re: Merging Blast, HTH and Killing (6E)

     

    I like the concept but I'd eliminate the killing damage rolling mechanics entirely and make everything rolled like Normal Damage.

    If the Body of the attack applies against Resistant Defense we'll call that the Killing Advantage for +1/2. Stun still applies against Normal + Resistant.

     

    3 points = 1d6 Damage vs Normal Defenses, No Range, No STR Adds Damage

    4 points = 1d6 Damage plus Range OR STR Adds OR Killing

    6 points = 1d6 Killing Damage plus Range or STR Adds

     

    Obviously killing damage becomes far less random because it's rolled like normal damage, and slightly more expensive, whereas Blast becomes slightly cheaper.

     

    One reason I like this is that it's makes me more comfortable allowing any amount of STR to add to a killing attack.

     

    Forgot to metion that STR would add according to the cost of each die.

    So, 4 STR adds 1d6 Normal Damage, but 6 STR is required for 1d6 Killing Damage

  12. Re: Giant Ant Lair

     

    First off' date=' ants don't really care if part of it collapses, they just repair it and move on. But, if you look carefully, the amount of solid dirt (before the scientists removed it) is many times more than the amount of dirt missing from the tunnels. As long as the dirt is already compacted, the dirt above is held up by the surrounding structure. It's why the instincts of the ants to build very long, thin tunnels and lots of little round rooms. The ant colonies that wanted to build small dense colonies with huge rooms and tunnels all collapsed and died. :sneaky:[/quote']

     

    Very good points.

     

    I remember a movie that MT3K did very early on about some scientists who got killed by a bunch of intelligent ants. I believe the ants shut down their air conditioning and then built some kind of giant reflectors to cook the humans. Kind of poetic justice, but I may be misremembering things.

  13. Re: What Genre book Reprint are you most anticipating?

     

    Anything that is crunch (lists of Powers, package deals/templates, and so forth) will need to be redone. Anything that is primarily fluff (how to design a fantasy world, GMing advice, etc.) won't.

     

    Hmmm. Suggestion; split them into two volumes? Crunch and fluff. Would mean that from here on out, only the crunch books need to be updated.

     

    Interesting idea. The crunchy stuff is usually all I care about anyway.

     

    I'm looking forward to reading the new Star Hero because the 5th edition one was well written and informative about science stuff, and Kazai 5 because my next campaign will be based around Ghost in the Shell: Stand Alone Complex.

  14. Re: Giant Ant Lair

     

    Holy Sandkings! Very cool ant city.

     

    Now just imagine if these were really GIANT ants = that would be one bloody tough dungeon!

     

    :)

     

     

    I wonder how they keep it from collapsing? Some kind of strengthening secretion?

  15. Re: Mini Settings "Too Short"?

     

    I agree. I think the mini settings in UFH (= Urban Fantasy Hero) were just right. In fact, I was very impressed with the book overall.

    Further then that, I agree with you about book length. I almost never use anything from a published source *whole cloth*. The Bestiary being the occasional exception.

    The things I use are small scale bits: interesting characters and scenarios, interesting power constructions, sometimes new rules, and I especially love using existing game elements in clever new ways.

    I should disclaim this by saying I only ever GM Hero System.

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