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EverKnight

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Posts 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

     

    This is why I hope that someone with access to 6e takes a look at the pages referenced by Steve Long and helps us out here. All the 5er material we have regarding the issue appears to be clear as mud.

     

    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: Post "gotchas" here

     

    ...yet in a Transfer build it is effectively limited by the Drain target's Power Defense. I think that the loss of a "second chance to roll high" coupled with the limitation I described above' date=' I'd peg it at an additional -1/4.[/quote']

     

    Ah' date=' now [i']that[/i] is a good point. The Drain target's Power Defense works against the Aid on self. Yes. That is definitely worth a Limitation whether or not the Drain and Aid are done with the same Effect Roll.

     

    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.

  7. 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.

  8. Re: Question about Linked Powers

     

    6th edition deals with jointly linked powers.

     

    In some cases a character may want to have a lesser power that he must use whenever he uses the greater power. In other words the powers are jointly Linked, because neither can be used without the other (as compared to the usual arrangement, where the character can use the greater power without activating the lesser power). Typically this doesn’t affect the value of Linked; it’s a -0 addition to the Limitation’s value. But if the lesser power costs a lot of END or otherwise inconveniences the character significantly, the GM might grant an additional ¼ more Limitation. Alternately, the GM may give the lesser power the standard -½ Linked value, and let the greater power take a -¼ Linked.
  9. Re: Flying into walls

     

    The character has 20 strength and 60m of flying he is extremely fast in the air. The problem with a H2H attack is that the person wants to do a half move through the wall and then make an attack. If he was to use the attack method he would break the wall for sure but then be stuck having to wait for his next phase to attack which he really doesn't want to do. Desolidification might work but I believe he wanted to tunnel so other people can follow him' date=' now that I am thinking of this I am not sure if Tunneling naturally makes a hole for others to follow through or it fills in inherently (don't have book or pdfs available right now). The problem is really coming from the issue I should have stated in the original post that he wants to bust through most walls with a half move then make a seperate attack. Hence the original idea of using second mode of transportation. If there is another way to simulate this that you guys can think of I am open to suggestions just not sure how to simulate this or if you guys think this is a potentially unbalancing move I would love to hear why you think so.[/quote']

     

    If the idea is just that he wants to attack before the enemy then another option is to look at presence attacks. Bursting through a wall to surprise the enemy has got to be worth a few extra dice so there is a chance the enemy will hesitate before acting. That should give the character another full phase to act as well as allowing his team mates to pile in uninterrupted.

  10. Re: Activation Rolls in 6the Edition

     

    An instant power has to be activated every phase. Why should the limitation be any different from a Constant power that must roll for activation each phase' date=' or each use?[/quote']

     

    That's a good question, though I can see why having a constant power suddenly fail could be worse than having an instant power fail to work. Unfortunately it's pretty clear in the book that instant powers use the 'roll once' option putting them at the same level as constant powers that you only roll to activate, which I would have said should not be on the same level at all.

  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: 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.

  13. 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)

  14. 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?

  15. Re: 2 up, 2 down

     

    Jaxom, we spent a long time talking about d20 vs 3d6 and the consensus seems to be that you can't really change the distribution without drastically changing most of the basic rules of hero.

     

    +1 in hero is a much bigger deal than +1 in d20. That's ok, it's built into the system. I think the main problem is the method by which you arrive at your decision of success... 11 + ocv - 3d6 is probably one of the clumsiest processes I've seen.

     

    I don't think it's a big deal that there's no midpoint on 3d6. Stastistically, it exists, and the fact that by default you have a ~60% (if I remember correctly) chance to succeed isn't really a problem. Who says it should be 50%? *shrug*

     

    -Nate

     

    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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