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Posts posted by Onyxclaw
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Re: Walking On The Sun
well, frankly I need elementl immunities for my game in the fall. There are red dragons, and they are immune to fire. And the did NOT come from DnD.
There is nothing wrong about elemental immunitites in fantasy genre. There is nothing wrong with them in other genre if the character concept calls for it.
I don't want cheap invulnerability. And I'm perfectly content with the 120 AP 100% resistance. you can scale it down by increasing the limitation for only against X depending on realistically how often X will actuall come into play. Only against fire is worth less of a limitation than only against ice, or electricity in my game. Fire is more common. So the immunity costs more, i.e. it's more versitile.
This is a 500 point game, with NPCs around 1200 being pretty prevalent. So the cost doesn't matter. But garunteeing immunity is still very hard. I think it makes more sense to put degrees on elemental attacks. For example, I've made a modifier depending on what level of fire you want to be aimmune to. And attacks can add this adder to them to increase the level, and so can defenses.
And I'm fine paying the points for these abilitites, as Im mostly making NPCs and the points don't really matter.
But there is call for it. We might not need a core mechanic for immunities, but why not make an optional rule on DR?
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Re: Herophile Fantasy art
I used corloring pencils' date=' I think I'll try a program for coloring in the future, I bet I can do better that way[/quote']that might be an interesting thing to try. I'm not all that good with the computer myself, but all the power too you
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Re: Herophile Fantasy art
pretty cool there, like the pose. What are you coloring them with? you might want to try something that is a little bit smoother so that it isn't so grainy when you scan it. But otherwise
Here's my latest at work on hold drawing. Nothing Special. Just a Zakenis Head. Red+Black Ball point, with a touch of blue highlighter.
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Re: Damage Reduction
I got him' date=' I repped him when I saw that. [/quote']thanks!
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Re: Damage Reduction
How interesting, Mister E! I never quite looked at Extra-Dimensional Movement in relation to Alternate Realities like that, before. I'd rep you, but I can't. You know how it is.No kidding.
damn, must spread rep around before giving it to Mister E again =P
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Re: Walking On The Sun
unfortunately I have to agree...Invulnerability should not be that cheap. And actually IMO 350 point characters who want to be Invulnerable should have to spend a large number of points to get it.
I recently built a character who is efectively invulnerable to physical attacks (even his own) at a very high level. He is not a 350 point character, so doing so was not an issue for him. (750 point stone dragon)
for 50% DR PD, 30 resistant double hardened Armor PD (only 30 resistant energy with a 25% reduction in damage. Thouh he is immune via the 120AP to lightning damage), now, the damage cap in my game is 15d6 for starting player characters. Now this guy is an NPC, but I want him to be really tough (IMO stone Dragons should be) He also has 14 regular PD
He can get hit with max stun from a 20d6 EB and not get con stunned. The max stun that goes through is 38, His Con is 40. Now the most that the players will dish out is 23 stun at max (15 DC on an energy blast). So efectively, he will never be KOed by a PC.
He isn't immune to damage, but it's good enough to simulate it and not make the PCs feel like they can't get anywhere. It was expensive, mainly because I want him to be able to take a little stun now and again.
Which comes to one of my first issues with cheap invulnerability...why should I pay more to actually take damage? If we make Invulnerability cheaper than DR, at say 75%, then why ever buy defenses that actually loow you to take a little damage? It would effectively keep people from buying any. I've always felt DR was a good example of limited invulnerability. Either we make Invulnerability more expensive than DR, or we make DR cheaper.
It's not that we can't make things invulnerable. It's just that it isn't cheap. but IMO it really shouldn't be.
If you want a character that doesn't take stun, with the way the game curently is you're going to have to dish out more points. After all, almost all battles end when the opponent is stunned out of the game in HERO. If you can only loose when you drop enough Body, then fights will never end. And if you make it cheap, well then most people are going to have it, or get eaten alive by those who do.
I don't want to have to drop things like Invulnerability on all my critters just so PCs that have it don't kill them really easy. Just on an ocasional one, like Kelix here.
After you try your new power construct let us know if you elt it was balanced. I think as A player I would like it. But as a GM it's a nightmare.
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Re: A funny thing happened on the way to the Dungeon...
We're all psycho ceramics, the cracked pots of society.
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Re: Walking On The Sun
I think this came up elsewhere. The question becomes' date=' do all relevant other defenses end up being 3x expense? Though a GM can waive this. I remember seeing this somewehre, can't remember where. It's definitely good to bring up, in theory it should be a balanced/reasonable approach.[/quote']well, I only know that I let NPCs have it if they are supposed to be "invulnerable" to all kinds of attacks...otehrwise I give them the 120 AP 100% resistence, with a sfx limitation.
I'll have to look at it more when I get home from work...
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Re: Walking On The Sun
Is there any way that we can put limitations on the "takes no stun" that we usually give to automations? Would that even make sense to try to modify. I mean, they suggest not giving it to player characters because it's too powerful. But what if we limit it to takes no stun unless body passes defenses?
I dunno, I'm pulling this out my A**
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Re: A Percentile Analysis of Relative OCV
Yeah. Well' date=' I may have reinvented the wheel, but there it is.[/quote']thas ok ^^ I'm gald you did actually. It proves to me the numbers I had been using were good. I'm too lazy to check them myself. So thanks!
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Re: A Percentile Analysis of Relative OCV
that information can also be found......here!
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Re: Question about shotguns and different ammo loads
i belive black lodus has done fallout games before, you might want to PM him.I'd also suggest the equipment guide, it has the same equipment from Dark Champions, and the gauss rifle from star hero, plus the melee weapons from fantasy hero (for those spear characters)
I'll second this suggestion. It's worth reading.
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Re: SPD, DEX, and Movement
yeah you move minimum 1km. So it's not valuable for in combat' date=' but if you want to win a footrace or the marathon, or outrun an explosion...[/quote']yeah. I can understand what it's good for, and I'd be tempted to give it to a couple characters for "overdrive"
I still think that speeds tops them all. Except under specific circumstances...not that this is neccesarily a good thing =P
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Re: SPD, DEX, and Movement
i never said it was unbalanced' date=' i just brought it up as another thing to compare[/quote']yeah.
Oh quick question...don't you have a minimum run distance when you buy megascale movement? I know that is talks somewhere about how with teleport a GM can allow you to teleport close by through the reasoning that you teleport farther away and then port back to where you wanted to be...
Might make the running more difficult, unless you always run in circles a-la Billy from Family Circus o_O
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Re: SPD, DEX, and Movement
ok, A buys +4" running, B buys +1 SPD, C bought Megascale, D buys x8 NCM for 10 pts. (one lvl buys x4, the next buys x8),A: 40" non combat
B: 36" non combat
C: 1 km
D: 48" non combat
yeah, but NCM has a bunch of disadvantages attached to it...so I don't think it's that unbalanced.
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Re: SPD, DEX, and Movement
Well, Roy and Onyx, I meant that Rocky makes battles really easy, not just doable, particularly with his luck and club of gravity whoopa**. Oh, and I had forgotten about that alien overmind thing.Anyhoo, while I agree that Spd is a measure of combat reflexes, having good reflexes does not necessarily mean the person is faster when running. I mean, I know people who can catch flies on the wing and couldn't win a footrace to save their life. Of course, that could be represented by buying down their running. Overall, it is a bit of a sticky wicket.
*sigh* yes-sir-ee-bob that is a sticky wicket. I have covered that with NPCs buy limiting the phases in which they may move, lowering thier run speed, and buying speed on certain tasks.
It is the whole "concept" vs. "point effeciency" delima. If you shouldn't be able to win a marathon then you should fix your character o in the world he's in, he can't. you could even sell back most of your running and then re buy it with NCM. So you are slower in combat but wont get left behind out of it.
LOL, you should se the bald squat fat man I built. He has speed 4, but his run speed is 1" even if he ran every phase he wouldn't be able to outrun the adverage human. Bt then if he ran all the time he wouldn't be like that now would he Sometimes it pays to have alternate means of transportation.
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Re: SPD, DEX, and Movement
ok, i take back about the balrogs.[/Quote]
aww no worries ^^
And i'll state that having the extra speed is more usesful than the increased inchs running (on average) and it's highly unlikely that two characters will just have a footrace. Also what's the diffrence if once character buys an increased NCM? [/Quote]
also agreed, under most cercumstances speed is better...unless you need to get somewhere in one phase.
Not sure on the NCM.
and it's a shotgun
hehe I know ^^ I also knew you'd find this thread....
Just pulling your leg, I mean symbiote
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Re: SPD, DEX, and Movement
Rocky makes battles easier, but no battle (except maybe the balrogs) was unbeatable without him. The orcs would have taken more time, sure. But we still would have won.Now also compare the character who buys 1" running with megascale, he's much faster than both character A and B, and he only spent 2 points.
It's not the points that matter, it's the concept.
Agreed. About the concept v. points. I mean look at Stanley.
Actually, I could have taken down the Balrogs given enough time. I delt 32 armor piercing Body and X3 stun multiplier to the head of one of them before he took it down. After defenses it was still a substantial ammount of damage. It wasn't impossible, it would have just taken a lot longer. I also would have finally needed those batteries I had been carrying.
Also, if that Balrog had succeded in ramming rocky, rocky would ahve been SOL. It's crappy OCV saved his life
Of course, we were not really ment to just go in there and beat them up...
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Re: SPD, DEX, and Movement
Hey Jess' date=' when did Chris ever throw something at us with speed four or higher? oh, and it certainly works to our benefit that Rocky is spd 6. He practically hands every battle to us on a plate:rolleyes:[/quote']the Insect Over mind thing was speed 4/5, but no there has been nothing speed 6 or above. But just because we managed to talk it into not attacking us didn't mean it wasn't there.
Yeah he is a little overpowered. It doesn't help tht Roy rides on his back with that damned rifle. But you'll see. We will all surpase his one trick pony soon enough. As it is my character, though only speed 3, could kill him. I can abort to defensive power and fly way outside his reach. One good hit with my Talons would do it, And I have a decent shot at hitting him with an arial moveby. But alas, if he hits me even as a Dragon, I'd get stunned into obivion. It still amuses me to no end that even haymakering he can't deal body damage to me...but he can stun me to GM's Option.
Besides, you got Buckla all by yourself. That's more than any of the rest of us can say. Unless you want to count the slave drivers I ate...but honestly they weren't
I personally think that Chris takes it too easy on us. We have Rocky, he should throw something at us that rocky can't stun to death easy, like lots of REsistand PD Damage reduction (more than the 25%-50% he gave the balrog). Or trap him somehow. Oh, and there was that rival battle that brian fought. His opponent was the same speed as him (3 I think) and would have succeeded. Rocky also has fears that should be exploited. He is easy to scare away.
I'll still maintain that chris could have avoided the problems we have with rocky by settign limits on speed and stats, and by fixing the weapons rules. But it's still not that bad. We did take significant damage from the Elite Mutated Orcs, and I took damage from the Flying insectoids.
All in all it isn't that bad. He's the only outlire. Too bad for us the most experienced player on our team knows how to build really effective characters.
Oh, and Nobody. Remember, speed limit for the fall game is 8. And I will be throwing faster things at you guys occasionally. Adv. speed of opponents is 4-6. The slowest thing I'll even bother having you guys fight are Speed 3. But nasty Speed 3s at that. Normal human mooks will of course be speed 2 and what not, but if you want to fight them I probubly wont make you roll.
And as always, My advice is to build the character the way it should be to fit concept. Not the way you want it to be to kick butt.
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Re: Why no heavy cavalry?
Still' date=' it might make a nice surprise for your players if it is established that heavy cavalry is a rarity, but then foreign invaders arrive atop war elephants and Kelpies.[/quote']Amen to that!
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Re: SPD, DEX, and Movement
Yeah, it wouldn't bother me if this was addressed in 6th ed.SPD is the most dangerous and annoying aspect of the entire system. Average people have a SPD of 2... exceptional people have a SPD of 3... Herioc Characters generally have a SPD of 4... Superheroic Characters generally have a SPD of 5...
If you are a Dark Champion, ex-high-wire circus trapeze artist, who has black belts in 6 martial arts, and fights crime on the roof-tops of Hudson City... you probably have a SPD of 4.
If you are a Superhero, and you ride around in a Wheelchair shooting EB's with your eyes... you probably have a SPD of 5... (not to mention, a DEX and CON of 20).
If there is any difference in SPD between Characters and/or NPC's, there is a huge gap in combat ability that is impossible to effectively reconcile.
I can understand this. But the more I think abou how fights go down irl, the person with the faster reflexes should win, unless his oponent is extremely good at counteracting such things. Slow opponenets tend to get beatten up on.
I does not always make sense for players to buy thier characters speeds up. That is where most of my issues come from. A character doesn't need speed 6 just because you can afford to buy it. The geriactric wheelchair Super may have speed 5, but he also might have his movement dropped to 1" while in combat. He might be dextrous with his hands or arms, and a player should be limiting thier use of speed to such things.
I have a character with Speed 8, but that character may only use 3 of his phases to move. The rest must be used in other ways.
It's all in how the character is built that makes them overly powerful or unbalanced. If a GM is paying attention to what goes into the game most of these things can be cleared up before it begins.
Edit: Also, I've had my A** handed to me by a much slower opponent. So speed isn't everything unfortunately =P
In our Sci-Fi game we have speeds 2-6 in players. The speed 6 player is also our tank. But we ar all effective in combat. Opponents have been faster and slower than almost all of us respectively.
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Re: SPD, DEX, and Movement
True. And if it does' date=' perhaps I should limit characters to all having the same SPD (say in a footrace, not in combat). For example, if everyone is running flat-out, they all act at SPD 3 or 4 (they're theoretically moving every single Segment, really, but that would create speeds much higher than the human norm of 25 - 30 mph in world-class sprinting).[/quote']you can do that if you want, I wouldn't but then that's me. I still remember back when my enormous critter only had 6" running. If it weren't for her higher speed the humans would have out run her. It was like she lazily sauntered everywhere.
I like to think of running speed as this...
Speed determines when you act so lets say you have speed 2 and movement 6", the you run 6" every 6 seconds or so
If you have speed 4 and 6" running, you run 6" every 3 seconds. So you are twice as fast in a flat foot race.
I'm not a fan of penalizing a character who choose to buy speed instead of run distance by making them run the same as everyone else.
But eh, not my call. If it works the way you want and your players like it...run with it!
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Re: SPD, DEX, and Movement
Good point.So how 'bout that DEX, SPD, and Movement?
assuming the characters shared a phase (such as 12) since character B did not buy up his dex he moves at the same time that the other character does. I always make characters with the same dex make a dex roll off. So he wouldn't automatically act first.
The way I see speed is reflex time. Movement is how much the character can move each time he gets the chance to react. I don't like splittign up how much a character moves between his phases, it does not make sense to me. If the slower character (speed wise) can move 3" per phase at noramal movement and the faster character (speed wise) can only move 2", that just seems unfair. They should both be able to move thier movement phases, whatever that might be.
As with everything this system begins to break down at higher levels. At lower levels, where most characters should be or are, this isnt that much of a a problem.
Just my 2 cents
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Re: Why no heavy cavalry?
It sounds relatively reasonable.
For a lot of low fantasy games where the gM doesn't want to have caverlry and a lot of knights and such, they just either:
A: never domesticated a riding animal, only plow animals
B: never invented the Saddel or Tack
therefore:
A: knights can not exist because there is either nothing for them to ride, or they can not control a steed.
B: only light highly trained bareback riders could exist
All of the things you listed would also justiy forgetting how to make tack items and making horses rare as domesticated animals.
So yes, sounds reasonable.
Walking On The Sun
in HERO System Discussion
Posted
Re: Walking On The Sun
Actually...that's kind of what I'm doing with the DR. But I'm also allowing for PD/ED to be bought that way...
In my campaign the sfx limitations are rated on how common the attack is.
So 100% DR immunity [120 AP] to fire costs 60 points (common)
electricity costs 48 points (less common)
Cold Damage costs 40 points (slightly less common than electricity)
etc.
I think that they are pretty reasonable. But it all depends on the prevalence of such things. In a 500 point game like the one I am running, these are reasonable prices.