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Balabanto

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Posts posted by Balabanto

  1. Sticky is inappropriate because one soldier doesn't become poisoned by touching an already poisoned soldier. I considered it though. Also if you treat it like a potion (as in my post above), you don't need triggered either because they are actually activating the power themselves (without knowing any better thanks to it having Invisible Power Effects).

     

    A) Depends on the Poison, and B) Putting a power limitation on Sticky or the whole power that it doesn't do precisely that is a lot simpler and clearer than tearing up the advantage list.

  2. Cantriped, why have both the character must drink from it AND an area of effect?

     

    Oh, wait, I see. The area of effect is the water.

     

    Frankly, this is one of the problems of Hero. This SHOULD literally be an exact fit for change environment. The water is being changed to poison. In most other cases, trying to get around a power designed exactly for what we are trying to do is a no-no, but with change environment, it's always a mess.

     

    It doesn't need an area effect. It just needs to be triggered and sticky.

  3. Hmm... I suppose it is overpowered if you have misgivings about it. I would recommend that you review this power in comparison with everyone else's and check with your campaign power guidelines.

     

    I would say this is a "legal power", just as 40D6 RKA is a "legal power". Would I allow it in my game? Heck no.

     

    In my games I consider 40 to 60 Active Points the running normal/average for attacks. You can go above it, but for exceptional reasons and good play.

     

    I was checking out the numbers on this: 10D6 (50 Active points), Armor Piercing + Autofire, 3 shots (+25 Active Points) for a total of 75 Active Points. This would definitely make it into the upper range of my games. Not to mention all the investment in the maneuvers and skills for this happen.

     

    But crunching numbers: assuming OCV 10 vs DCV 10 (just to make it even) and Two Weapon Fighting would hit with the first shot on an 11, with the second on a 9, and with the third on a 7. Good odds, but hitting that 7 is infrequent. Let's assume the enemy knows what's coming and decides to abort to dodge: first hit on a 8, second hit in a 6, and third hit on a 4. Chances are he may not hit at all. And if the enemy is a trained fighter (using martial dodge): first hit on a 6, second on a 4, and the third hit on a 3. Extremely unlikely.

     

    You did mention he had (at least) three skill levels with this attack, not to mention martial maneuver bonuses (passing strike +1). That will definitely shift the numbers in his favor. But notice the rarity of the effective strikes. At even combat values he will likely hit with one or two, three is he's lucky. Then again, he could just as easily miss with both. However, 10D6 AP is probably going to hurt, no matter what.

     

    Not to mention that he'll be at 1/2 DCV for the rest of his phase, and into his next phase.That's pretty vulnerable. I suspect that in practical terms, he will hit a few times, but the vulnerability will cost him the fight. Ranged counter attacks will hit him easily, and if he demonstrates the attack in battle against several enemies, he will seen a "significant threat". I would certainly have smart opponents take the chance to hit him when his DCV is down. Not to mention he can probably be flashed, entangled, tripped, etc, etc.

     

    And someone else here also mentioned that the END cost will be astronomical. I doubt he could attack more than twice before succumbing to exhaustion. At 7 END a single punch, 21 per full sequence, twice, that is 42 END per complete attack. Maybe he can do that once, twice if he's got lots of END. So, that in itself may balance the power. 

     

    But in the end it is your choice to allow it. Since you are actually asking for help because you fear it may be overpowered, I would say if you don't like it, don't allow it.

     

    If all else fails, here's a quote from 6E2, page 73: "Unless the GM permits it, characters cannot use Two-Weapon Fighting with unarmed HTH Combat attacks, innate powers like Blast, and so on. As the Skill’s name indicates, it’s generally intended for use with weapons, not personal powers or abilities."

     

    And from 6E1, page 327, Autofire: "Similarly, if the GM believes a Power with Autofire would be extremely useful or likely to unbalance the game at its normal cost, he may increase the cost by +1 (or more)."

     

    Let us know how it goes. =)

    It should be noted that the cost to reduce the END also doubles. 

  4. I had fun watching it. I agree with BDH that Superman was an addition to the show, not a subtractive element.

     

    I like the growing friendship between Cat and Kara, so that is going to make the guest appearance thing a little more painful. Too much of the Soap Opera-y thing between Kara and James Olson. I was afraid of it and my fears were completely justified. They jumped the gun on that and it is something that can't just go back in the bag for later. Meh.

     

    Overall pleased with the premiere. Much better than Flash or Arrow this year.

    It was the best one so far. But episode 2 of Flash really set a high bar. I love how they've kind of combined the look of both Dr. Alchemy and Mr. Element into a single character. He is fricking scary.

  5. Ah, I misread the question.  I thought it was the prorating that was the issue.  Limited free application of Advantages on STR to Hand-to-Hand Attack dice does appear to be one of the things that was left out in the transition from 6E to CC.

     

    Martial Maneuvers on p. 154 does say that they add Damage Classes, not dice, so that would prorate when adding Damage Classes to Advantaged STR.  There's nothing under Hand-To-Hand Attack.

     

    It would not. Martial Arts is a skill. 

  6. That's how to calculate damage classes, not "advantages add directly to existing powers and abilities." 

     

    Read Hand to Hand attack specifically. HA adds to martial maneuvers that do Normal damage, but not other forms of damage. 

     

    Now, let's move to Power Modifiers. An independant advantage (Which is what Armor Piercing STR is) is not attached to a specific power. It does not figure through unless he buys it on Hand to Hand attack also. Advantages are MANDATORY. You can't use them partially. So unless the advantage affects everything, he only gets to use Armor Piercing on the points he paid armor piercing for. 

  7. Actually,the rules allow for Damage to be added from STR and Manuevers to HA's with Advantages. The final bonus gets prorated by how many Advantages are on the HA. So in the case of +1/4 Autofire the effective rate is 25 STR providing +4DC (it increases at 4/5 the normal rate). The same ratio gets applied to velocity based maneuver damage as well.

    HM

    Page number?
  8. There's a huge flaw in this. Power Advantages don't add to martial arts dcs unless his STR and all his martial arts dcs are also bought with armor piercing. Any attack he purchased may already be armor piercing, but I suspect he did this with Hand to Hand Attack, which does not figure through. 

     

    In other words, the character needs to pay bucket tons of additional points for this maneuver, plus he has to pay for armor piercing on the full value of his martial arts. All of this has to be bought naked. If you have damage caps, it is likely that this exceeds them. 

     

    Armor Piercing in Champions Complete costs +1/4. His STR, his Martial Arts, and his Hand to Hand attack all require this advantage. Even if he purchases Rapid Attack, his chances of doing this with Passing Strike against a single target are not good, since he must "Pass" the character again every time he does this. This requires moving an additional six hexes. 

     

    Even so, do not forget that a character may now "Guard" his hex against incoming attacks, allowing an attack on the target before this horror goes off. I recommend Martial Throw. 

     

    The key point of all this, of course, is that he didn't pay nearly enough points to buy the effect he wants.

  9. On to the agent weapons locker sheet. This may take a few days, simply because staring at numbers for ages and building different weapons is a significant effort at a time when I'm kind of whipped. After this, People's Dragon, the Secret Master, and then it's on to the maps phase. 

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