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EverKnight

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Everything posted by EverKnight

  1. Re: Adjustments I like it as well. I'll have to try and remember this. You may need to limit the allowed threshold values to multiples of 5 to prevent it being too much of an advantage. For example a threshold of 6 compared to a fade rate of 5 could be too useful. I guess you'd need to test this and see. (Apparently I need to spread some reputation around as well.)
  2. Re: AOE and DCV weirdness If you want to have an increased DCV for AoE attacks against moving opponents then you could use velocity-based DCV but with a +2 OCV to hit a 1 hex-sized target. Alternatively, if you just want to know whether you have hit or not and don't want to worry about scatter if you miss, you could use an OCV bonus based on the size of the area affected. At the bottom end of the velocity chart this gives a DCV of 1 with a +2 to hit so 4 better than a straight DCV of 3. You could either say that velocity only counts when it is high enough to make it harder than normal; or you could also apply a -4 concealment modifier to account for the fact that you are aiming for the ground, which is flat, rather than an object or person, which is upright. That way you get an effective increase in DCV equal to one less than the velocity-based DCV (1 being the base level which has no effect).
  3. Re: (5th Ed) Grenade Arsenal What about the Change Environment power for the paint grenade? If it was given a limitation of instant duration and the long lasting adder then it would colour everything in the area of effect orange until the paint was washed off. Limited combat effects could then be chosen from what's available in Change Environment.
  4. Re: 5e: AoE and explosions I've checked the 6e page reference and it's basically the same as the FAQ answer posted earlier.
  5. Re: Time Limit It does seem to be rather generous doesn't it. Even if you only want to save a few points then I bet most characters could get away with slapping Time Limit (1 day; -1/4) on all of their persistent powers without worrying. Then we'll end up with a world where the morning ritual will be: wake up, turn on persistent powers, not worry about them for the rest of the day. GMs will then be plotting about how their villains are plotting to attack the heroes on the day they sleep in late, when their powers have switched off and they haven;t had a chance to activate them again, just to justify the value of the limitation. I can see that it might work better if there was a set time the power turned off, e.g. midnight, but even then the ease of turning the power back on means it's still not very limiting.
  6. Re: And 6e print books start to arrive A friend of mine, here in the UK, told me his have arrived. I'm now hopeful my copies will arrive soon.
  7. Re: Post "gotchas" here It is a good point. I will have to add it into one of the characters I have converted from 5th to 6th. I would also peg the limitation at -1/2 at least given that AVAD adds -1/2 for each step up the defence table.
  8. Re: Barrier Issue The main problem I feel Barrier has is to do with englobing. According to the rules a barrier can be used to englobe if either the length or the height are 4m. This means that a barrier with a minimum surface area of 4 sq. metres will surround someone including top and bottom. There are further rules if the barrier forms a sphere. Now, if I remembered and applied the formulas correctly, and ignoring the thickness of the barrier for simplicity, I calculate that 4 sq. metres will form a sphere with a diameter a little over 1m or a 2m tall cylinder that is a little over 0.5m wide. This seems to me to be a very small space in which to surround someone, especially if you are trying to englobe an opponent. If we take what I feel would be a more realistic minimum of a sphere with a 2m diameter then we end up with a surface area just over 12 sq. metres. I am tempted therefore to rule that barriers can only englobe when the length multiplied by the height is 12 or more. Incidentally the 2m tall cylinder is now 1.4m wide. How much difference this would make I don't know as it need only cost 2 points more on the size of the barrier but at least I would believe that the barrier could comfortably surround someone.
  9. Re: Question about Linked Powers 6th edition deals with jointly linked powers.
  10. Re: Barrier Issue I agree that it is an attack action to heal a barrier, particularly as one of the heal options is to create another barrier right in front of it.
  11. I've been converting some characters from 5th to 6th and come across the changes to activation rolls. I know that they are now called requires a roll but I am only interested in the straight roll that doesn't use a skill at the moment. In general the size of the limitation has been reduced, which I agree with, but I am concerned at the cost when applied to an instant power. There are three different situations that can govern when activation rolls are made: each phase for a constant power; only when activating for a constant; and each time for an instant power. Now the size of limitation is larger when it applies to a constant power every phase as opposed to only when it is activated, e.g. an 11- roll is -1 and -1/2 respectively, which is as it should be. My concern is that instant powers are set at the same level as activating a constant power so an instant power with an 11- activation roll has a -1/2 limitation. My personal feeling is that it should be worth more than that and I would be tempted to put it at -3/4, i.e. in between the other two situations. I was wondering if anyone else had any thoughts on this?
  12. Re: Post "gotchas" here I guess that you wouldn't want me to point out that I found it by looking up rounding in the index either
  13. Re: How to Build: Dooms Day Device (6th) You can find an example of a transfer power in 6th edition in the Drain examples. It uses Drain with a linked Aid. From what I have read you can no longer increase the maximum effect on adjustment powers except by increasing the number of dice. The exception to this is Absorption. For the doomsday power to work you would have to feed Aid into Aid but the cost means it won't be exponential. 1d6 of Aid will increase the maximum by 6 points but that 1d6 will cost 6 multiplied by the advantages on it. If you had no advantages then it is just able to grow itself but there is nothing left to increase Drain, which is the part that you really want to grow.
  14. Re: Ground Gliding in 6th I assume that using flight stops the character putting any pressure on the ground and covers the part about not setting off seismic alarms. I guess that you could build a running version that will not leave tracks but will set off seismic alarms.
  15. Re: 5e Body of Obsidian How about a PER bonus to someone seeing you as light reflects of obsidian. The classic 'What's that glint over there?' Also, obsidian can have extremely sharp edges. Maybe you have a tendency to tear things by accident.
  16. Re: Ground Gliding in 6th It's for a ninja type superhero and actually goes into a fixed slot in a 10pt multipower so the cost is going to be 1 whatever. The speed of movement will change depending on how it is built though. Having looked closer at 6th Edition Flight I see that there is comment under Invisible Power Effects that 'If a character has Flight Only In Contact With A Surface ... Invisible Power Effects can be bought at the +1/4 level so that he doesn't leave tracks, set off seismic alarms, or the like.' As this matches the effect of Ground Gliding from 5th Edition I guess that this is the way to build it. The only other thing though is that Only In Contact With A Surface allows movement across water and up walls while a Pass Without Trace power should only occur on ground that someone can walk on. Therefore I have decided to go with Flight, IPE - no tracks (+1/4), only in contact with level ground (-1)
  17. Re: Ground Gliding in 6th Yes, trackless step, or the pass without trace example that is in 5th edition. I'm wondering if it should now be Running with Invisible Power Effects or something like that.
  18. I've been converting characters from 5th to 6th and discovered that ground gliding has disappeared. Does anyone know if this has been replaced with something else?
  19. I've had a query come up that I cannot find a definite rule for so I thought I'd throw it out here where I am sure I will get the answer. It concerns what happens to the END cost of the STR added on to a HKA with an END modifying advantage or limitation. If a HKA has increased END on it does the END cost of the STR also increase or does it stay the same? Additionally if a HKA has decreased END on it does it decrease the END cost of the STR, reduce how much the STR can add on, or make no difference?
  20. This is for those that downloaded the word doc of speed change tables I came up with. I've spotted an error on one of the tables. The table showing speed 2 to speed 4 should have phase 9 included in the remaining phases on segments 6, 7 and 8. This will then match the entry for 'All phases used'. For those interested the original table is here http://www.herogames.com/forums/showthread.php?t=38646
  21. Re: Dropping Da Bomb, continued I don't know if I am missing something here but Shrinking reduces mass by 1/8 every 10 points. If the Density Increase is linked to Shrinking then he will end up with a reduced mass overall.
  22. Re: 2 up, 2 down The fact that 3d6 does not have a midpoint means you can have a 50% chance. That would be if the default was 10-, i.e. the lower eight numbers succeed and upper eight numbers fail. Oh, and I too like a bell curve to my dice rolling.
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