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Ostof

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  1. I would be inclined to include an EGO roll as well, as the very nature of this beast is going to be Taxing and very possibly Painful, and will usually leave the hero at the mercy of whatever might be left. Some complications, like "Hates Pain" or "Never Turns His Back on the Enemy" would penalize that roll. Other complications might assist it. And, as always, the GM may add or subtract modifiers based on the situation. Just because the the player thinks it's a good idea doesn't meant that the character he built buys it.... And remember - FAILED rolls are the best Character builder there is. And the best story development tool.
  2. Sir, I really like this solution - especially the "less harsh" version where they heal back at standard Body/Recovery rate (regen does NOT apply), but can be supplemented with XP. This would not only allow me to model the Heroic Sacrifice I'm looking for, it Forces creative roleplaying in the aftermath. Oh, well done sir - well done!
  3. Kind of like "Detect Scrying" from ye olde D&D? I think you'd handle much the same way - a "Detect" designed to detect "a specific" or a "tight group of things" depending on your characters' personal power set. And a "Detect" can be for pretty much *Anything*, so to answer your questions: Yes and Yes. "Detect Magic" in this case may or may not work, depending on the special effect of the magical clairsentience and whether the GM has been fed properly that evening. I personally would rule that as both "too vague" and "not detected at point of origin". But I'm a meany.
  4. Some concepts I've been playing with, but haven't tinkered with any mechanics yet: - Spending STUN, and then BOD for an Active Point boost - which would still cost END/STUN - LTE for when End isn't recovered fast enough - Raising the PUSH limit, but increasing the END/STUN cost - Using XP to raise the Active Point limit, which would still require the appropriate END/STUN expenditure, and any Active Points raised this way would have a fixed END cost, like 5end/active point... Just some ideas. Hope this gives a clearer picture about what I am looking for. Has anyone tried anything like this? Has anyone tried and discarded anything like this?
  5. I've looked at LTE, and haven't ruled it out - but again, it doesn't offer enough flexibility or go far enough. Be honest - your hero is making what might well be his Last Stand, and he pulls together his 12d6 EB and decides he's going to "Give It His ALL, and Damn the Consequences!" So he PUSHES for .....wait for it.... +2d6. Kinda anti-climatic, ain't it? As I stated earlier, "Push" is a tool in the tool box, and a legitimate one, but falls short of allowing characters to, in a moment of destiny, become something Greater than what they are.
  6. What defines a " sacrifice move"? It needs to be more than the simple Martial definition. But then, who decides? The option you described...can you give me a comic/movie/literary example of what you think this would do?
  7. I was wondering if anyone already does something like this, where they either use or have used and discarded a process by which: Any PC, at any time (although my personal opinion would be that in the most exhausting of cases an EGO roll would be required - and yes, a Pysch Lim. can affect that roll either up or down). I personally dislike the "GM fiat" for allowing Pushes or anything beyond a push - "heroic" isn't the same for everyone, and I'd prefer to see a mechanical structure that well and truly conveys the danger and the extent of what they are attempting. Possibly some wildly variable side effects, so that even the player cannot foretell the final cost....
  8. I have a question for all you GMs out there, and a recent comment by Killer Shrike in another thread prompted me to get off my butt and air this out. Here's the comment, start with: "Personally, I've never liked Pushing (as I saw it abused to a ridiculous degree by a group I played with briefly way back in the day). I can count on 1 hand the number of times I've allowed a Push over the 22 years and many many dozens of sessions of HERO I've GM'd." I, myself, not only like the concept of a Hero reaching beyond himself to achieve what as once though unachievable, I don't think the system itself supports the concept very well. If one reads any superhero comics at all, you quickly run across heroes doing things outside of and beyond their "Standard Operating Parameters". Due to the nuts & bolts nature of the system, there are no surprises and few opportunities for characters to reach beyond themselves. "Pushing" is one way to do that, but as KS discovered, it can be (and often is) used only to do more damage/effect, rather than be representative of this greater effort that the books themselves indicate should only occur with GM permission, i.e., "in the interest of the story." Heroes in the comics, and on TV, and in the movies, do this all the time, but the difference is this: they actually *suffer* for it. There are ACTUAL gameplay effects from their efforts, beyond the "I spend an extra 10 points of END - which I'll get back in 3 segments at my post-12 anyway". I see "Pushing" NOT as the story-element the books describe, but as just another tool in the combat tool-kit. Now, I realize that each player has the option to Build a "supernova/overdose/All In" concept into their character, but that's extra work for every person around, and let's be honest, not all players are number monkeys or like fiddling with character "code" - some really do just like to create a Concept, let the GM build it, and go. There's no reason the system couldn't have a way - like it does with "Push" - to model this In my opinion, the system needs a truly character affecting way to reach beyond himself that cannot be "recovered from" with a few seconds of pause - something that lets the player know that "Yes, this WILL incapacitate your character for a bit." I welcome any and all comments for discussion.
  9. I am of the opinion that EGO is largely useless in 6e and should have been dropped as a statistic. It does almost nothing, and a equal number of points in Mental Defense is generally a better buy. Currently Mental Defense is a power and might not be available to all characters in some campaigns, but given the "promotion" of OMCV and DMCV to full stats, Mental Defense should have been similarly promoted. The aspect of EGO that resists PRE attacks is weak, as an equal number of points of PRE is a better buy as PRE grants both dice of effect for Presense Attacks and also provides better rolls to the useful and (over-plentiful) Interaction skills. So as I see it the case for EGO to be useful is limited solely to campaigns in which Mental Powers exist and are used, but the GM requires justification to buy Mental Defense...and in that sentence the problem is not a matter of EGO having real value but rather that an arbitrary and inequitable decision by the GM to give MD a protected status is unfairly biased towards characters of a particular concept (mentalist, etc) creates a situation in which a less-good substitute gains some "better than nothing" cachet. If there were some (useful) EGO based skills, it would be a different discussion. But as it stands though there are corner cases to the contrary, under 6e rules I consider points in EGO for "concept" to be basically wasted on the vast majority of characters in the vast majority of situations. In my very RP oriented game, the occasion to struggle with one's Complications comes up fairly regularly, and an EGO roll has it's place. But I agree - it would be nice if there were more skills that ran off it. Pursuant to concept, I feel it represents a necessary component of a character, his mental stability and cohesion, and his strength of "self". At the very least, dropping EGO's cost to 1 point in 6E was the right call.
  10. My point was that not all smart people are perceptive, and not all perceptive people are smart. I disagree with the forced correlation. And even in the list you provided, the only Skill that is automatically granted (not just affected, but Granted) is Perception. What other stat still forces/grants a free skill?
  11. It doesn't affect play as much as the Combat stats....unless one runs a role-play heavy game. We hit combat roughly once every 4 sessions. This was more of a concept issue for me, and it stood out because the other stats were addressed.
  12. What the title says: I love the fact that 6E decoupled the figured characteristics from the stats, but when I was rebuilding some old 5ER characters, I realized that ....Perception was still connected to Intelligence. Yes, I'll concede that Intelligence can be an aspect of one's ability to notice something. But it's not required. Training and skill is more important. A certain level of empathic attunement to one's environment or specific situation is also required. Nothing that grants "Intelligence" full sway, and certainly not in the day of 6E's decoupling coup. What are your thoughts regarding this - was this something that was missed or am I making too big a deal over nothing? It's just a little annoying that I cannot easily get my Hero Designer to follow in the footsteps of the other decoupled stats....
  13. Re: Hit Locations, too high or just right? Hit 'em where it hurts!: Penalty Skill Levels: +8 vs. Hit Location modifiers with All Attacks; only to target location #13 (vitals) (-1) [/Quote] I mostly agree with this post. On the one hand, Xavier is totally correct - not only is the "-8" feel right, it keeps characters from being terminated on a regular basis. And, supporting his PSL point, I don't necessarily believe that a "-9" or higher is unplayable, simply because PSL's can, and should be, used in the game. It is my personal belief that of all the combat related skill levels a normal human could possess, PSLs vs. location would be the most common found, and most naturally acquired. Not a lot, 2-3 at the most, but definitely present - most people do a pretty decent job of touching, even when moving, what they're trying to touch. The example seems a bit...munchkin for my tastes, but that's neither here nor there. To each their own.
  14. Re: Why does DEX affect OCV and DCV equally? Thank you to everyone who joined in and gave examples and offered illuminations using their own particular brand of light - I've found that I'll be able to use something from pretty much everyone. Thanks!
  15. Re: Why does DEX affect OCV and DCV equally?
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