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MadCow

HERO Member
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About MadCow

  • Birthday 10/07/1977

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    atwl77@hotmail.com
  • Website URL
    http://www.AdrianTung.com

Profile Information

  • Biography
    Lord of the Great Old Moos, Master of All Evil, Conquerer of Green Pastures
  • Occupation
    Programmer, Freelance Journalist

MadCow's Achievements

  1. MadCow

    ??

    Re: ?? Well... maybe you're right. Or perhaps the woman is evil, or is the Naughty Sauceress. Or perhaps both of them are evil. That's why a fireball is the best solution to everything.
  2. Ok, this is a tough one... .... it's really, really complicated... ... get ready for it... ... inspired by a thread from err... another forum, I'd like to see stats for... a Throwing Cat! Now let me start with the SFX: 1) Two methods of throwing: (i) normal throw, and (ii) tail throw Normal throw effects: Shorter range, clings to target, does cumulative NND damage per phase unless target makes a STR roll to remove said Cat Tail throw effects: Longer range (since cat is thrown like a sling or bola), does normal damage (2d6 base?) on impact, clings to target and does cumulative NND damage per phase unless target makes a STR roll to remove said Cat Additional rules: (i) If target blocks or uses a power meant to "block" or "deflect" the cat with an appendage, no damage is done but the Cat will still cling and do NND damage. The cat cannot be bounced or deflected onto another target. (ii) If hit locations are used and the Cat hits the head, it automatically does Flash damage to Sight Group. What's a good value.... 4d6? So err... anyone up to the challenge?
  3. MadCow

    ??

    Re: ?? I cast maximized fireball. oops, wrong game...
  4. Re: About Naked Advantages... Ok this is going to sound a bit weird, but how about an "advantaged limitation" applied to the NA? e.g. in the case of bows, the normal limitation would be "only on arrows (-1/2)" but my suggestion would be to make it "only on arrows of any Active Point cost (0)" -- i.e. the advantage of "any active point cost" evens out the limitation "only on arrows". Feasable? Or just too weird? (edit) Or I guess we can use an advantage based on your suggestion - "Applies to Base Power cost (+1/2)" ...
  5. Just something that's been nagging at the back of my mind for a while... One thing that I can't seem to get along with is the limited Active Points cost which you can apply Naked Advantages on. Sometimes they make sense, sometimes they don't. e.g. makes sense: "no you cannot use your ten-lightning-strike power with that sword, the weapon is too powerful for you to wield this way" (an AF10 naked advantage on KA) doesn't make sense: "sorry you can't fire that +5 dragon slaying arrow with your long bow, even though it's basically a normal arrow with dragon-slaying enchantments" (range naked advantage on KA) I know that it's optional to GM-hand-wave the situation as in the case of bows (or the double-tap powers in Dark Champions), but is there any "rules-legal" way to handle them at all?
  6. Re: Thinking of another SPD/Initiative system Interesting points. I can now see how the way HERO treats defensive moves as "persistent until next phase" breaks this system, whereas Secret of Zir'an requires characters to pay speed for each attack made against them that they want to actively defend against. If I am to keep this system I'll probably have to do a change the defensive moves from a persistent state to an instant maneuver, however that could probably break something else. I guess I'll KIV this until I get a chance to experiment it with a group of players and see how it works out....
  7. Re: Fire Balls Spells and Hit Locations. Just a point of note, the D&D description of a fireball states that "it can melt metals with low melting points, such as lead, gold, copper, silver and bronze." I'm not sure how this could affect armour and/or clothing, but either way even by your method I'd consider increasing the max amount of BODY per exposed HitLoc, and perhaps add another effect to attack the characters' exposed equipment.
  8. Re: Fire Balls Spells and Hit Locations. Hmm... how about, for simplicity sake, the damage from hot armour evens it out then? i.e. Fireball burns unarmoured guy for A damage. Also burns armoured guy for B damage (B < A). A moment later armour burns for C damage. Assume A = B + C (approx). So either way, the same amount of damage is applied and it makes everybody's life easier to just treat the fireball as NND. Perhaps with Limitation: Does only 50% damage if targets make DEX roll (-1/2) ?
  9. Re: Thinking of another SPD/Initiative system Wouldn't this be the same issue with the regular system? e.g. Uber Baddie with SPD 5 will have phases in segments 3, 5, 8, 10, 12. Normal fast hero would have phases in segments 4, 8, 12. Ignoring the first segment 12 and recovery for simplicity, Uber Baddie shifts all levels to DCV in segment 3. Segment 4, heroes have plenty of fun trying to hit uber baddie. Segment 5, uber baddie shifts to max OCV and unloads. Segment 8, uber baddie usually goes first due to high DEX (except for the rare occasion that he bought a lot of SPD), and shifts all levels back to DCV. Then heroes have fun trying to beat uber baddie again. Segments 10 and 12, rinse and repeat. With a mix of SPD 2 and SPD 3 heroes, Uber Baddie can still do Aborts when the SPD 2 guys attack him in Segment 6. It just slows him down a bit more, but he still has an upper hand in it. (edit) One more thing, I don't think the character can perform any more shifts to DCV after making an attack (which ends his normal round), so he'll have to wait for the bonus round in order to do so. This means if he shifted to full offense mode, surviving characters can still whomp on him while he's a sitting duck. He can probably spend a SPD to do an Abort though, but the smart players will hit him with area effects then since that's usually the best way to deal with fast characters or speedsters in most types of games.
  10. Re: Fire Balls Spells and Hit Locations. Just curious if anyone's considered just using fireball-like spells as NND that do BODY. Being suddenly engulfed in a ball of flame is going to hurt equally whether you're in a full plate of mail or in your birthday suit.
  11. Re: Thinking of another SPD/Initiative system Ah, these are some of the kinks (holes) in the rules mentioned earlier. That's why I was asking for opinions first, whether the system sounds nice and valid enough to warrant exploring and looking for fixes for these cases, or whether it's a waste of time. Personally, I'd change Flash duration to last X-number of rounds, perhaps giving the player an option to spend 1 SPD per Round to "shake off" the effects faster?
  12. Re: Thinking of another SPD/Initiative system Just tried cooking up a simple example. We have a party of 2 heroes suddenly stumble upon a group of 3 bad guys. Both sides were expecting trouble, so no surprise round. The relevant stats: HERO1: DEX 13, SPD 2 HERO2: DEX 20, SPD 3 BAD1: DEX 12, SPD 2 BAD2: DEX 15, SPD 2 BAD3: DEX 11, SPD 2 The order of initiative is: HERO2, BAD2, HERO1, BAD1, BAD3 Not wanting to be hit out in the open, HERO1 spends 1 SPD to gain +1d6 DEX (he rolls a 4). HERO1 now has 1 SPD left, and the order of initiative is now: HERO2, HERO1, BAD2, BAD1, BAD3 First Normal Round: HERO2 wants to end his move behind some cover, so he spends 1 SPD to move closer towards the nearest cover that he can find. Then he spends 1 SPD to make an autofire attack with his Badass Freakin' Chain Gauss Cannon at all three baddies. He hits and kills BAD1 and BAD2, but misses BAD3. HERO1 then takes his turn. Since he already spent 1 SPD for initiative, he has only 1 SPD left which he uses to move behind some cover, and makes it in one piece. BAD2 is supposed to go next, but he's down. And so is BAD1. BAD3 spends 1 SPD to fire his Crazy Super Long Laser Gun at HERO2 who's still out in the open, but HERO2's armour saves the day. Since making an attack ends a character's Phase (IIRC - don't have the rulebook with me now), he ends his turn with 1 SPD remaining. First Bonus Round HERO2 and BAD3 still have remaining SPD and HERO2 moves first based on the original initiative order above. HERO2 decides to spend his remaining SPD to continue moving towards cover, and makes it. BAD3 is now left with 1 SPD and nothing to shoot at since both targets are now behind cover. Instead of smartly finding cover himself, he carries over 1 SPD so the next round of combat, he'll have 3 SPD instead of 2. First Recovery All three characters get to recover END and other stuff. Second Normal Round Initiative order is back to HERO2, HERO1, BAD3 with BAD3 having an extra point of SPD. He could get smart and try to spend 2 SPD to gain +2d6 DEX and run for it while the two heroes are still hiding, or he can stand and fight and probably get mowed down by HERO2's BFCGC. However, he'll need to be really lucky to be able to run before HERO2 gets the jump on him though (needs to roll 10 or more on those 2d6 to beat HERO2's DEX 20).... (edits: changed lots of typos) (edit: additional notes) One interesting point of interest is that characters with 3 SPD can sneak out of cover, take shots, and then sneak back into cover. However, the two-moves-per-round rule force him to stay out for a while and draw some flak first, before finally being able to get back into cover in the bonus round. Another thing is that this system allows characters who are normally slower to try and interrupt other characters' actions, but by rushing their turn they end up with less things that they can perform. On the other hand, a character who carries over SPD can be equated to coldly calculating his move and strike when the opportunity arises.
  13. Re: Thinking of another SPD/Initiative system Sorry forgot to mention... 0) Ditch the 1 Turn = 12 Phase and run combat as 6 sec = 1 Phase. There are no Turns. (This means reverting to the old RPG tradition of combat rounds.)
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