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Arthur

HERO Member
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Everything posted by Arthur

  1. How would you pull this trick off? Geoff Speare wrote: >>> Technically, Transform can't work because the power itself has no "BODY" and is not a valid target. I would think about how the GM wants to limit the power: should it be harder to change the SFX of a candle than a river of lava? >>> Really? It says "can change a target into something else". Why can a Power not be a 'target'? What exactly comprises the set of 'targets'? I think Stevey worded that deliberately vaguely. As much as I prefer rigorousness, I find myself in approval. Transform is the closest thing to a "catch-all" Power in the game system. Defining it in a limited fashion would defeat that purpose. It is best left a little vague. And what is the alternative? Make up a new Power? Sounds like it would be 5 or 10 points per die and matched against the BODY of the attack. Would a Transform by any other name smell as munchkiny" (Shakespeare must be known as 'Whirligig Bill" in the cemetery set). However, I still understand your objection. This does stretch the definition of 'target' pretty much to its limit. However, it does what is intended, and the point cost comes out about right (read 'balanced'). Do the semantics matter that much?
  2. I assume you mean something that will change, say, an incoming fire attack into a cold attack? Hmmmm. Sounds like a Transform with a Damage Shield. My first impulse was that a Cosmetic Transform was too "small". However, considering the new extremely high cost of Damage Shield, that sounds about right. Then the dice of Transform could be matched against the BODY of the incoming attack. If the Transform wins (or ties), the attack is changed. If you want it to be partially effective against powerful attacks, slap a small Advantage to that effect on the construct (+1/2 sounds about right). Remember, you can always define Advantages and Limitations however you need them. HERO never tells you "you can't do this" (with the exception of some absolutes) - it merely gives a point cost.
  3. A discussion on how to make other character types as "cool" as mages. Especially if magic power levels are high, players playing non-magic-using characters often feel overshadowed. Here are some ideas: 1. Allow martial artist characters to buy "Ki Powers" (iron fist, healing trance, etc.) 2. Powers for Paladins and other deity-driven types. 3. For archers: various ways to fire magic arrows. 4. Super-stealth for rogues and thieves. Another concern in Heroic games in general is the low cost of STR. In a Superheroic game, STR is balanced somewhat against Power Frameworks. However, if Power Frameworks are disallowed (I assume the two options will be discussed for magic), STR becomes too good. At the very least, END cost for STR should be 1 per 5.
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