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ideasmith

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Everything posted by ideasmith

  1. Re: Making Hero 6E More Dangerous (Skyrealms of Jorune Conversion) ? I might play such a character someday, now that the idea is in my head.
  2. Re: Making Hero 6E More Dangerous (Skyrealms of Jorune Conversion) ? There seems to be general agreement on that point; the argument seems to be about what the rules should be, rather than what the rules are.
  3. Re: Making Hero 6E More Dangerous (Skyrealms of Jorune Conversion) ? I missed that nuance. My bad.
  4. Re: Making Hero 6E More Dangerous (Skyrealms of Jorune Conversion) ? Both IndianaJoe3 and Manic Typist, as quoted below:
  5. Re: Making Hero 6E More Dangerous (Skyrealms of Jorune Conversion) ? Another Option: Increase Weapon Damage. Adding 5 dice to Killing Damage and 15 dice to Normal Damage would have characters out for a while or worse from a single hit.
  6. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? Gapsqueezing Power Stem (or better yet, gapsqueezing-only Limitation on Shrinking). Adder for Teleport: Usable with Move-By, Grab-By, Move-Through.
  7. Re: Hmmm. More on Special Effects The Limitation value for Flash Defense would depend on Sense Group effected. While -1 is appropriate for Sight (blinding flare), and at least defensible for Hearing (crackling flames), and Smell/Taste (smoke up your nose), Radio and Mental would logically get a higher Limitation.
  8. Re: Breakable vs. unbreakable Focus Paying points to make a limitation less limiting is appropriate. Whether the point cost fits is not clear, but the basic concept is fair enough.
  9. Re: Mental Powers: Roll for Effect First I like this, but would balance it by making mental attack powers have normal range modifiers.
  10. Re: A dozen and onre Idea Warning: After looking at these ideas, I decided not to worry about acceptability to hypothetical GMs, just about getting them accurately within the rules. GM (and player) discretion advised. Telepathy; Trigger (affected by mental power) automatically resets each time it activates; Only to break a victim free of mental powers; Self Only Buy the Multipower with “Counts against Power Pool’s Pool Limit”. Enhanced Senses: Detect Attack, Discriminatory, Analyze, 360 Degree Arc, Range, Sense Enhanced Senses: Detect Defense, Discriminatory, Analyze, 360 Degree Arc, Range, Sense Clairsentience with Detect Attack, Precognition; Only One Phase Ahead
  11. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? How about similar treatment for Physical Manifestation?
  12. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? The rules do say that you get the points back (6E1 page 98). However, the rules do not seem to say when you get the points back. While it would vary by genre and playing style, some suggestions would be useful here.
  13. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? That would mimic One-Way Transparent to some attacks pretty effectively, but I don't see any way to make it mimic Two-Way Transparent.
  14. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? By being transparent to some, but not all attacks.
  15. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See? A sample set of everysuper powers. Suggestions for simplifying Adjustment power wearoff. The 5 points per turn can be annoying, especially if different powers with different wearoff rates are involved. Mind Scan/Telepathy Belongs to Different Sense Group Modifier to make Growth or Shrinking that doesn’t affect mass. Modifier to make Shrinking that only affects mass. Two-Way Transparent for Barrier (As One-Way Transparent, except both directions) For Mind Control: Controlled Actions use Controller’s Phases Making different dimensions effectively Desolid to one another, and Affects Physical World therefore be needed to benefit from Transdimensional. Splitting Focus into its component parts. Requires A Roll: Having the roll based on the target’s characteristic. Rules for temporary death, for those campaigns in which such is appropriate. Rules to discourage pushing; possibly STUN loss equal to the END cost. Rules for sleep deprivation
  16. Re: Critical and Altered Maths I reccomend making triples a critical on a success and a fumble on a failure. In my experience with this system, checking whether a roll of 3d6 is triples is very easy.
  17. Re: DCV vs. beneficial "attack" As far as I know, there were never official 5E rules for this. Here are possible house rules: 1. If the defender ('player B') is unaware of the 'attack', then whether she considers it beneficial is irrelevent. 2. If the defender would like to be hit, she may either 2a. voluntarily lower her DCV (which also lowers it for all other attacks including hostile ones) or 2b. use the mechanics for Dive For Cover: Protecting Other Characters, but with the defender being both victim and interposer.
  18. Re: House Rule Limitation: Latent -- Advice? Thanks for all the advice and help in defining the purpose behind this Limitation. I will at minimum be making some changes (for example, that list of suggested Limitations has to go) but am not yet convinced that Latent is actually redundant. Two points still concern me here: Latent can be partially bought off, or bought off on some powers it was taken for but not others. The discussion so far is assuming the extremes (no points available at all, or enough to buy it off entirely) and ignoring this middle-ground If some characters can spend points in mid-game more readily than others, the former characters have a significant benefit. I do not want all characters able to randomly buy off Limitations mid-game, nor do I want to provide this benefit at no point cost. So what should the point cost be, based on what factors?
  19. The Limitation as I have it currently written up. Any possible problems I might have missed? Latent Value: See Text. A power with this limitation is restricted (usually heavily) until this limitation is bought off. However, this limitation may be bought off in mid-game (at any time – restrictions on the character are irrelevant). The temporary restrictions should be written up as Limitations. Any Limitation except ‘Latent’ is allowed, but particularly appropriate Limitations include 0 DCV Concentration, *10 Endurance Cost, Only When Improved By An Adjustment Power, Never On, No Conscious Control, 8- Jammed Activation which Must be rolled each Phase, and Extreme Side Effect. The temporary restrictions need not all be bought off at once. To determine the value of Latent, total the values of the component temporary restrictions as Limitations, and divide by 2. When evaluating the game balance of a Latent power, don’t forget that the limit will be bought off in mid-game.
  20. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See? The sudden arbitrary change in weapon damage you describe sounds like an arbitrary GM ruling. As such, the GM can prevent it by not making the arbitrary ruling. If I should GM a game inspired by The Mouse That Roared, bows would certainly be more effective than guns. Because doing so would help with that “Mouse That Roared” feel. And someone from the future with a photon gun showed up, I wouldn’t consider that a reason for either bow or gun damage to change. Why would it be?
  21. Re: Based on Constitution Discrepancy I asked Steve Long some relevant questions: http://www.herogames.com/forums/showthread.php/81918-Some-Questions-Related-to-Based-On-Con Based on that and the above discussions, this is my new opinions: Normal Range (-1/4) (6E1 page 154) Alternate Combat Value (-0) (6E1 page 318) Attack Versus Alternate Defense (-1) (6E1 page 325) Perceivable (-1/2) (6E1 page 387) Subject To Range Modifier ( -1/4) (6E1 page 388) Works Against CON, Not EGO (-1/4) (Seems About Right) Responds To First Person To Give Relevant Command/Statement (-1/4) (Seems About Right) Total (-2 1/2)
  22. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See? I don't see how using different builds for the same weapon would "defeat the point of a universal system". On the contrary, requiring a one-size-fits-all build -- for anything -- makes the system less useful as a tookit. Weapons, like magic, super-science, and psionics, should be build as they fit the character, setting and genre. Whether that results in identical phenomena having different builds in different campaigns should not be an issue. At all.
  23. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See? I would like to see writeups of normal equipment, such as a camera, a cell phone, and a backpack.
  24. 1. Is commanding a Based on Con Mind Control target (for example) a ‘no time’ action, like a Presence Attack? 2. When a character with ‘Based On Con’ Mind Control (for example) get first chance to command the target, or are there DEX rolls to see who commands first? 3. Can a gagged or silenced character use a Based on Con Mind Control in hopes that an ally will command the target? 4. Is Based On Con Telepathy (for example) automatically blocked by Mental Sense Group Darkness (for example), or can some other Sense Group be specified? 5. Do Based On Con Mental Powers affect Desolid Characters? 6. Is an EGO+10 result on Mind Scan sufficient to attack with a Based On Con Mental Power thought that Mind Scan? 7. With regard to question 6 above, does it matter whether the Mind Scan is Based On Con or not?
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