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  1. Re: Rules Question: Basically why bother with CSLs? [6E] So wait, If I have a 3pt CSL that works with tasers/punches/kicks, can I only use it to defend against attacks from a taser, or only use it to defend against all HTH attacks when I attack with a taser, or both, or neither? Similarly my 5pt CSL with small firearms. Can I add it to DCV against all firearm attacks even if I don't use a firearm in the same turn? Can I add it to my DCV against all attacks (or all ranged attacks) on a turn in which I attack with a firearm?
  2. So I'm new to this system, and have been clogging your delightfully helpful forums with nooby rules questions. Since I don't seem to be breaking any posting guidelines and you seem happy to keep answering, I'm going to keep asking. I am a bit confounded by CSLs, and think many other noobs would be as well. I was able to find this thread submitted to the wrong forum: http://www.herogames.com/forums/showthread.php/78462-Why-buy-CSL but nothing else on the subject. Many of you seem to swear by getting combat skill levels for your combat based characters. As far as I can tell CSLs are basically OCVs and DCVs with some advantages/limitations. I can see the obvious advantage of taking a 2pt CSL with 'longsword' since it's basically a really cheap way to up your OCV with a weapon you use often. Is there some limitation or obvious reason not to take a ridiculous amount of these other than "you shouldn't try to break the system"? I took two 5-pt CSLs with 'small firearms' for my FBI-agent type character. Does this mean that each phase she can choose any 2 of "+1 OCV with attacks made using small firearms", "+1 DCV against attacks made by people wielding small firearms", "+1d6 damage with small firearms"? I took two 3-pt CSLs in "Target neutralization". I think this means I pick 3 attacks to get CSLs in (I chose taser, joint-lock maneuver, hold maneuver). Does this mean I can grab +2 to OCV with those attacks one phase, then change them to DCV in the next? If I'm in combat and shooting, can I apply my CSLs in 'target neutralization' to my DCV to protect myself from getting joint-locked and tasered? When I'm tasering someone, can I apply my CSLs with 'small firearms' to get +2 DCV against such weapons (sticking to cover or putting the hold target between me and my enemies). Is this sort of ranged/melee CSL splitting common? A lot of you take 8-pt CSLs in HTH or ranged. This is more expensive than buying OCV and DCV directly, so why bother? Is it just for the versatility? Is it because you are under an OCV/DCV maxima restriction? Is it because you're trying to create a character with specific strengths and weaknesses. Am I just missing something obvious?
  3. Re: Low-point characters, intelligence doesn't benefit knowledges? Thanks for all the advices, you guys are terrifically helpful. I'll be recommending a 150-175ish point range to the GM. Very low point characters sound interesting but we'll be trying a more typical play experience for our first time.
  4. Re: Low-point characters, intelligence doesn't benefit knowledges? The GM/storyteller/whathaveyou made it 75 points based on my suggestion (he wanted us to be believable humans), and I thought that normal, hero and superhero were all intended for player characters. I looked up the value for skilled normals (thinking that hero was for modest superpowers and superhero was for crazy super powers). I was thinking that normal was the category for believable humans. So if we were thinking of doing something along the lines of agents and soldiers and the like but wanted to keep things 'realistic' and within the realm of possibility would you guys suggest "Standard Heroic"? I guess I could recommend he use the chart from 6E1 35 to set maxima if he wants to keep characteristics and abilities humanly realistic? 175 points seemed like a lot to me when you can spend 10 to become many times stronger than an average human, but messing around with builds showed me that those points can get spent fast. An example of a character I want to build with this many points is based on Mulder from X-files. It's a horror themed campaign. So complications don't grant you extra points, they take away some points if you don't choose them. A Standard Heroic character would get 175 character points and 50 in complications, and would lose 25 of their character points if they only took 25 in complications? Thanks for the information.
  5. Re: Low-point characters, intelligence doesn't benefit knowledges? Thanks for the information. When you say 100 points do you mean 100 points + bonus points from matching complications? Because we're built on 50 points, plus 25 matching complications. I think that means you get 75 points if you meet the matching complications points (but no more than that even if you take more than 25 complication points). Since our characteristics are low I'll ask him if we can just switch from 11 to 8+Int/5 for free instead of costing extra.
  6. I'm a little bit new, so I have occasional stupid questions I haven't been able to find in an FAQ. I noticed that for knowledges you can base them on 11- or (9+Int/5)-. It costs extra to use the second option (3pts instead of 2). Many other skills seem to follow this pattern. It makes sense if you're making powerful heroes, the extra cost is worth it if your characteristic is 18 or higher. But in a campaign with heroes based on 50pts, I find it a bit odd. Given the ranges of human intelligence, it seems that a stupid historian and a skilled historian would have about the same capabilities. You need to get towards the legendary level to make a difference. It's a very small difference but it seems weird that spending 5 points on intelligence doesn't affect my character's abilities in historical or occult knowledge. Is this an example of a rule that doesn't work very well for lower powered heroes, or is it just my personal bias coming from other RPGs to assume that characteristics should strongly affect skills? Does anyone have some strongly recommended house-rules that I should be recommending to our GM for a low-powered campaign? (he is also new to the game).
  7. Re: Rules Question: TWF + Rapid attack, is it this simple? Thanks for all the replies. Sorry for my late reply. I submitted this thread and there is a delay before posting because I am new, so in that time I got the question answered on reddit and forgotten about this thread. As a few people pointed out, attacking ends a phase, so you can't spam multi-attacks. This was the mistake I had made.
  8. Sorry if this is an obvious question, but I'm a little new. If I take TWF (melee only) and rapid attack (melee only), Can I make 4 weapon attacks per phase with no OCV penalty? (two attacks per half-phase). It just seems like a large increase in offensive output for a small cost, but then I'm used to other styles of systems like DnD.
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