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TheRealDeal

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Everything posted by TheRealDeal

  1. Regarding the KA Stun Multiplier in RAW 6E, it is only 1d3 (1d6/2) for attacks that Do Not Use the Hit Location Chart. If you still want to use the Hit Location chart, nothing has changed from 5E. If you want to keep the KA Stun low for Hit Locations, you need to impose a mandatory Limitation on all KA's something like Decreased Stun Multiplier, so at least the Hit Location StunX will be more in line with 1d3.
  2. It would be more helpful if you can give the points of the main PCs and their damage and defenses to compare. I find that sidekicks are often best in support role, so one with an Aid power that boosts the main heroes, or who specializes in Grabs so they Grab a foe just long enough for a main PC to smack them (at 1/2 DCV), or who Trips or uses Flash attacks against enemies, anything to make it easier for the main PCs to smack them. This way they help but still leave the actual victory to the main PCs. Also, sidekicks are good for those heroic moments when the GM lets them abort to a Dive for Cover to actually dive in front of a main PC to take the hit and keep the main hero on their feet.
  3. One idea you could work with is to have Killing Attacks do a flat x2 STUN, but only for that BODY that gets through to the target (so you multiply by x2 AFTER Resistant Defenses have been applied). This STUN would not be further reduced (in this rule the Normal Defenses are totally ignored by Killing Attacks, adding IMO a neat flavor to the game). This makes Killing Attacks deal less STUN than Normal Attacks, but more BODY as intended. If you have no Resistant Defense at all, then yes, in that case, Killing Attacks are better than Normal, but only in that case, which I think is as it should be. It also means if your Resistant Defense totally negates the Killing BODY damage, you suffer no STUN at all (it bounces off). So it makes Killing Attacks really feel different than Normal ones. If you want a chance for some STUN to be done without BODY for Killing Attacks (which IMO kind of distorts their flavor), just say you use x2 STUN as per RAW or this new method STUN, whichever is more. Most of the time if you deal no BODY you will still deal no STUN even under RAW, since I think most targets have less Resistance Defense than Normal Defense, meaning x2 STUN would also be blocked as long as the Normal Defense was equal to or higher than the Resistant one. (Note: you could still use this system by rolling the 1d6/2 for the Stun multiplier, just apply that to the Body that gets through as above) Examples: ​Defenses (10 PD and 0 rPD) DC 6 (6d6 N, 2d6 K) -> Avg: 21 Stun N / 7 Body K Normal Attack - No Body & 11 Stun Killing Attack - 7 Body & 14 Stun DC 12 (12d6 N, 4d6 K) -> Avg: 42 Stun N / 14 Body K Normal Attack - 2 Body & 32 Stun Killing Attack - 14 Body & 28 Stun ​DC 24 (24d6 N, 8d6 K) -> Avg: 84 Stun N / 28 Body K Normal Attack - 14 Body & 74 Stun Killing Attack - 28 Body & 56 Stun Defenses (10 PD and 5 rPD) DC 6 (6d6 N, 2d6 K) -> Avg: 21 Stun N / 7 Body K Normal Attack - No Body & 6 Stun Killing Attack - 2 Body & 4 Stun DC 12 (12d6 N, 4d6 K) -> Avg: 42 Stun N / 14 Body K Normal Attack - No Body & 27 Stun Killing Attack - 9 Body & 18 Stun DC 24 (24d6 N, 8d6 K) -> Avg: 84 Stun N / 28 Body K Normal Attack - 9 Body & 69 Stun Killing Attack - 23 Body & 46 Stun Defenses (10 PD and 10 rPD) DC 6 (6d6 N, 2d6 K) -> Avg: 21 Stun N / 7 Body K Normal Attack - No Body & 1 Stun Killing Attack - 0 Body & 0 Stun DC 12 (12d6 N, 4d6 K) -> Avg: 42 Stun N / 14 Body K Normal Attack - No Body & 22 Stun Killing Attack - 4 Body & 8 Stun ​DC 24 (24d6 N, 8d6 K) -> Avg: 84 Stun N / 28 Body K Normal Attack - 4 Body & 64 Stun Killing Attack - 18 Body & 36 Stun This decreases the utility of Killing Attacks for dealing Stun damage, but if you face foes with high Normal Defense but much lower (or no) Resistant Defenses, KA becomes better. It makes KA superior against automations and objects, but if your goal is to KO a foe, Normal Attacks are usually better. If you want to represent a Killing Attack that does a lot of Stun also, you can just give it Increased Stun Multiplier, and the above system handles it just fine, making Killing Attacks with that advantage deal basically equal Stun to Normal Attacks provided the target's ratio of defenses is 2/1 Normal/Resistant. So you can tweak it that way. It becomes a nice way for Villains to damage Heroes in a more Lasting way (since Body does not recover like Stun does), but not threaten to Stun them with the attacks quite as much. This may lead to Heroes deciding to retreat due to the threat of being killed by Body damage, and not being Stunned out so they can actually make good on that retreat.
  4. Your idea of a Transform seems the best bet IMO. Just have the Transform end by "target is actively awakened (shaken, kicked or hit, but not enough to harm them, etc), or suffers any BODY/STUN". This would make it not useful as an attack, but more of a way to escape. So you Transform the target into itself but simply from awake to sleeping. I would think the 10 AP per 1d6 would be enough for this, given how easy it is to end it.
  5. Are you just trying to "transform" the attack into something harmless? If so, use Dispel with the special effect that you are transforming it into something harmless to you.
  6. One way to model objects so they resist "normal" damage better is to give them all (by default as a house rule) an extra amount of PD/ED equal to their normal rPD/rED. This way, they resist "normal" damage attacks with essentially twice the defense, but killing attacks still affect them normally. This would help keep punches and the like from doing what you do not want them to do to metal doors.
  7. Yes, yes indeed, the easiest approach is usually the best. Just build your Shape Change power will all the gizmos you want and all the adders and such, and then just apply the Limited Power limitation to it defined as you just explained (maybe a -1/4?). No need to try to get medieval on Hero Designer (hasn't it been through enough already?) if you just go with Mr. Alexander's idea above. [h=3]Palindromedary[/h] A depiction of "stick figures" hunting a double-headed "Palindromedary" camel. A breed of two-headed Camel, so named due to their curious resemblance to Sarah Palin. Presently extinct. They were most commonly found on the Iberian peninsula. Crude cave drawings depicting Palindromedaries being hunted by Stick Figures were discovered in 2003 by a pair of Danish archaeologists on holiday, who promptly swore themselves blue in the face that no, they had not been drinking, and the drawings were not in red crayon. Subsequent radiometric dating proved that they were in fact in crayon, but had been drawn 4,057 years in the future. It is speculated that Palindromedaries were vicious spitters, in part because of their affinity for chewing tobacco.
  8. Not sure if I should start a new thread, but since this seems to fit, I will ask it here. How would one build a power that allows you or another ally you target to recover from being Stunned? Something like +1 SPD, only to recovery from Stunned, UOO? Is that too simple? Any better way?
  9. The idea, I think, is that if you had a Limit (Only Male Characters can Take It), it would not be a limitation at all, since the one who can use it, uses it unlimited, and no one else can take it at all. As for this being a comparison of merit, I think it was a use of hyperbole, to jokingly say that the bolded limit in the post is not much of one. However, is this not just like the Linked Limit, which basically says the Linked power only works when used with the Power to which it is Linked, and not by itself? If so, it seems valid, since Linked is -1/2 I think, right?
  10. You have to know your players, really. If you know that your players are motivated by this extra CP approach, and will really improve like you want, great. If, however, you know it really will not change them as you hope, and in the end, it will just be another thing to track, and lead perhaps to an equality in CP you did not want, well, you should find another approach. One thing to remember as a GM, once you give something to players, it is very hard to take it away again. So make sure this is really something you think will work, because it will be hard to take this away once you realize it is not working, players get used to things and do not like being weakened. Adding something that is seen as neutral is usually fine to players, and if seen as an advantage, it is almost always accepted, but when seen as a weakening, it is resisted.
  11. Coming from my D&D side, I might suggest a different tact. I found that rewarding with XP (or CP in HERO) tended to cause a divide between the players, and eventually one PC would be higher level than others, causing game balance issues. Maybe not as bad in HERO, but the idea I used for D&D was to just give out the same XP to all, keeping them advancing the same rate, but reward good play with another bonus. So, for HERO, perhaps you can say each time a complication comes up you can give that character, um, what to call it, lets say a Fate Point. Each Fate Point can be cashed in during the game, but only if GM approved, and only if it advances the drama, to do a list of things you set up. Here are some simple default examples: 1) Allow an Abort to a Defense even during a Segment when you already took an action 2) Allow an Abort to a Defense AFTER the attack has already hit the character, this allows them to in effect cheat fate and "see a bit ahead" and now choose to Abort to defend. 3) Allow an "Attack" action not to count as one, thus, allowing the player to use 2, 1/2 Phase actions to make 2 attacks, without using Multiattack. 4) Allow an immediate Recovery to be taken that imposes no penalty on the character (they just regain their REC in STUN and END for free, no suffering 1/2 DCV and all that) as a free action 5) Allow an immediate recovery from being Stunned as a free action These are some ideas. It gives players a reason to want them, and then, they have a reason to make good on their complications. They are mostly defensive uses, I would avoid allowing too many offensive ones, but that is up to you (like using a Fate Point to turn a hit into a critical hit, or turn a miss into a hit, or choose the hit location, if used, etc.) You may want to set a cap, maybe 3, and say no character may hold more than 3 Fate Points at a time, if they end a gaming session with 4 or more of them, they lose all but 3 of them. This encourages their use and prevents obsessive hoarding of them by paranoid players.
  12. I am just coming back to HERO, and even before I did not play it much, so I am still green in certain areas, but I like to see what others have to say and even more have experienced when trying different takes on the system. I come from the D&D Forums at Wizards of the Coast, and let me say, if you want to see nasty and downright mean, head over there and be amazed. These forums are much more mature. What you thought might be adversarial, I really did not notice all that much. I think it is just being passionate about a hobby you enjoy and if you are not careful it can come off in unintended ways. I am sure your palindromedary will keep you in line if you get too rowdy. I just need to try to catch up to you insane post count people, sheesh, I think I have no hope...
  13. I was continuing a response from another post so it was not clear, but basically I was just talking about Run so I did not need to keep repeating (and Swim, Fly, Teleport, Tunneling, Swinging), but the idea applies to all forms of movement. You do not need to make this a characteristic if you do not want to, keep it as a power, my point was just to make the characteristic or power as the case may be into a definition of movement per Turn not movement per Phase. So if you buy Flight, you buy how many meters you can fly in a Turn. Same with all the others. This means the cost of all these powers would be halved if you use this approach, so FlightT (which just like RunT means Flight in meters per Turn) would cost 1 point per 2m. Then you use these characteristics or powers, which are now all on a per Turn basis, and divide them each by SPD to get how far you can Run, Swim, Fly, etc. per Phase. What this system would be trying to accomplish is to decouple SPD and movement rates. Obviously SPD and movement is always coupled, because movement is an action, BUT, SPD and movement RATE can be decoupled this way. You still take a 1/2 Phase action on your Phase to move, but to get the answer to "How far can I move in a Phase?" you take your Turn based movement mode/power and divide it by SPD. Thus, movement rate (in meters per second, lets say) is no longer determined by SPD, but only by the characteristic or power itself that allows you to move that way in the first place. Your SPD only tells you how many smaller chunks you can break that single Turn based move into, and how big each chunk can be, but you still cannot move faster overall (on a per Turn basis) than your Run, Swim, Fly, etc. Characteristic or Power which you would have bought for X points. Thus is 2 characters both buy Flight 24m and pay 12 points for it (using the new system cost which is half the RAW cost), and Character A has a SPD of 3 while Character B has a SPD of 6, they both are just as fast as the other, neither can out fly the other in terms of a straight line dash type race. In this case, they both fly at a speed of 24m/12 seconds per Turn = 2 m/s. The SPD 6 guy, however, has an advantage over the SPD 3 guy. The higher SPD guy can change direction and react to other characters moves or actions more often and with greater granularity. He has twice the SPD and thus twice the maneuverability of the SPD 3 guy, even if both have the same top speed. In this case, the Phase based Fly would be: 24m/3=8m for SPD 3 guy and 24m/6=4m for the SPD 6 guy. So the higher SPD can break his movement into more (smaller) chunks that still add up the same total top speed (turn based value) which is what they purchased in FlightT. This gives the SPD 6 guy more maneuverability and allows more mid-Turn corrections to movement in reaction to other character actions. So this system allows you to compare the top speed of any character for any move power at a single glance and you pay points for how fast you can move in that mode. Your SPD would not increase your ability to move faster, just allow you to be more maneuverable when you do move. Currently, in RAW, you are not paying for top speed, you are paying for the speed per action you can use (Phase based movement). This means, your SPD will change your top speed. All the new system does is approach it from a Turn based perspective, and say that points should be proportional to the absolute output of the power you bought, in this case, movement rate, and so by making move powers Turn based you get this. Keeping them RAW as Action (or Phase) based, means your points spend on the move power is not proportional to how fast you can move, but SPD factors into this in a way you have to calculate to see. I am not saying it is better, it is just an alternate way that may appeal to the OP. As a side note, this issue would come up with any power that stacks with itself in the way movement does. Most do not stack with themselves in this way. Damage powers do have this issue as the damage they deal does stack, however, the target gets to apply defenses on each attack, and movement does not run (pun intended) into this issue of a defense that reduces it in general. So this is why high SPD attackers need to balance their DCs against lower SPD ones to some degree, but movement is much more glaring in this respect since movement usually applies in full each time it is used and continues to stack with itself in that you add the meters you move now to those you already moved previously to see where you end up, without any reduction in between.
  14. If you use RAW, that is how your do it, multiply Run x SPD to get Turn Based, or just use Run which is already Phase Based. I was hoping to elucidate on the idea of breaking Run from SPD by creating a new characteristic, I called it RunT, which is what you would buy up with points, and represents how many meters you can move in 1 Turn. Just as in RAW, Run has a default of 12m, but is defined as how far you can move when you use a Phase to move, so also the new RunT would have a default, 24m in this case, which is defined as how far you can move in a Turn if all you did was move. But, because it is much easier to resolve movement within each Phase, since that is where each character determines what action choices they make and many effects resolve within the Phase structure, you then take this RunT and divide it by SPD to get a value for how far you can move in each Phase. It seems to be doing this, whatever other baggage may come with it regarding point costs and such as discussed in the posts above, does let you keep SPD as written and also now have a Turn Based approach for buying movement, still allowing you to then break this Turn based movement back up into Phase based chunks since this is how HERO works best, IMO, when you resolve actions in a Phase, and not try to create some other means to resolve them. When someone asks you, "How fast can you run?", you answer them with Turn based movement in effect, which translates into a MPH rating. You would not answer them with a Run value in meters as current HERO has Run being purchased. Since this requires you to also multiply by SPD to get the true speed you run at. So because it seems more natural to express Run in terms of a fixed value on a per time basis like is done in pretty much all expressions of speed in the real world, this is why Turn based Run is a bit more intuitive and natural to use and to have this be the characteristic to buy. Phase based Run is indeed needed to make action resolution work best, since HERO measures it in Phases, not Turns, but you can easily convert from Turn based Run (RunT) to Phase based Run by just dividing by SPD, much like skill roll = 9 + CHAR/5. As discussed, you can achieve this by just requiring players to sell off Run when they buy up SPD, but it is not quite as "pleasing" to the purist, at least IMO, as it is a bit clunky to have to sell back points, even if it works just fine. If you wanted to build a character that is weaker than the default normal with 0 points, then selling back points becomes a more understandable thing to do. But if this is not a result of being weaker (or in this case slower) than the typical normal, but instead is a result of purchased SPD also giving you at the same time more Run that you did not necessarily want to have for your character but comes automatically with any SPD you buy, then it becomes clunky to have to sell it back. That is the only reason to bother with this new system of RunT, since it does mess with the point cost structure a bit, and may lead you to discount SPD from 10/point to 5/point, which may have other unintended consequences. If you keep SPD the same, you end up having faster movement cost more in the new system, which may be OK for you, but it is something you should be aware of.
  15. I do not think it has to be broken for folks to make a house rule, if they think that will make their experience of the game better. Most all of the need for house rules in HERO by now (6E) are for this reason, personal flavor. I am pretty sure there are only a handful of house rules that deal with things those players think would count as broken for their group, so most of what is discussed on the forums in this regard is for personal feel and flavor, offering suggestions as to ways to make your experience perhaps a little better. Some may not like certain ideas, in fact I would think most readers would not like many of the ideas posted, but if a few find them useful and improve their experience, it is worth it, IMO. This particular discussion seems to me to be about a sort of purist approach to characteristics. Trying to keep them independent of each other as much as is possible. So since SPD and Run are not "purist" in this sense, because they interact with each other, well, at least Run interacts with SPD, a purist might want to see that decoupled, even if it is just as easy to sell back Run to achieve the same end. It is more a feel issue than a "real" issue. Does it add its own different complexity? Yes, but a purist may be very happy with that, if it makes his level of satisfaction higher. More of an aesthetic thing. I have heard similar talk of splitting DEX into 2 new stats, each just 1 point, one determines your DEX for initiative and the other more or less determines your DEX for skills (this is an oversimplification, but serves for my brief example). So this is just another issue of some people who want more granularity or more separation of characteristics from each other for their own personal reasons. It seems like it was a big step for 6E to ditch figured chars. I think they got a lot of heat for it from what I read from old edition lovers. This may mean some of the ideas discussed here as house rules may turn up as core in 7E or later. Depending on how much it messes with the HERO system and how it is perceived by those who love it.
  16. And what do you know, here we are with another Figured Characteristic! Yes and no. It is figured, though not RunT but rather how you determine your Phase Based move (which is what you meant, I know), since it is RunT/SPD, the figured part. However, no, in that this is one "figured" stat you cannot buy up or sell back directly like you can with all the others. It is more like Skill = 9 + CHAR/5, which you cannot directly sell back or buy up, you instead buy it up with another thing, Skill Levels. So it is more like a calculated result, rather than a figured characteristic. It is really the ability to sell back for points figured characteristics that marks them as "problems" in my mind. Run and Swim work like this in RAW, you can sell them back when you buy higher SPD if you do not want your PC to be able to run as fast as a car moves.
  17. To the other part of the OP's question, yes, if you keep taking Stun damage before your DEX each and every Segment you get a Phase in and you are Stunned and want to recover from it, you will keep being denied that recovery. Yes, this sucks for you:) Yes, a smart foe can basically keep jabbing you with held actions that go on your Segments (assuming they have your SPD or better) and doing some Stun and keep you Stunned, until you drop. This is RAW, welcome;) If you do not like this, just house rule it away. I personally allow the target to make a CON or EGO check when this happens (-1 per 2 BODY or 5 STUN taken) to still recover. As a GM I try to be nice and avoid doing this to PCs with Mobs, but I usually do not mind if they attempt this against one of the Mobs. If they are obnoxious about it, they know I can always start doing it back to them, and I control more creatures than they do:)
  18. I agree totally about being careful before using any new rule, but I think the OP was willing to try something new since he did not like the feel of increased SPD automatically increasing move rate as well. I wanted to point out the implications of greater point costs for using a Turn Based system over RAW, but use at your own risk:) However, regarding the comparison of SPD with Blast, or skill checks, these are a bit different in that they do not stack with themselves usually, so making 3 blasts of 8d6 does not mean you make 1 blast of 24d6, a much more powerful situation. But Run and other movement does stack with itself. That is the issue the OP is encountering. So if I have a Blast 10d6 and SPD 2 and make my SPD 4, I can use my Blast twice as often, but the defender still gets full defense against each. So it is a far cry from staying at SPD 2 and having instead a Blast 20d6. However, Run does stack like this, so having a Run 12m as SPD 2 and then making SPD 4 does mean I am now twice as fast at running, rather than just being twice as fast at reacting and taking actions but still keeping a top speed the same. The stacking of movement is what the OP is not liking, and so the Turn Based approach, while it has its own things to be aware of, does take care of this without requiring selling back of Run and such. I personally would just say keep RAW and just enforce a player to sell back Run and Swim if their SPD increase really is just a special effect of a ninja like reaction, able to act more often, but still not able to run faster than the 65 MPH speed limit on most freeways! This is cheaper overall for the players, and achieves the effect. But if you like a default ascetic that by default handles this without need for a sell back requirement, and are willing to accept a higher overall cost associated with it if you want to truly be faster moving (unless you take up a discount to SPD of 5 per point, which has its own implications), the Turn Based may be for you. Some GM out there may like that this system costs you more to move faster than RAW. It may have a better flavor actually for a lower power heroic setting where higher move rates should be out of most character's reach, and if they do have access to it, it will cost them more to get it. Superhero games would not want to use it as higher move rates are part of the genre in general and you do not want to be charging more points for it, and making SPD 5 points per +1 SPD is probably a bit too much of a discount that may in those settings throw balance out of whack.
  19. I probably did not explain it well, as I am new to HERO more or less, but my intent was to keep Phase Based movement as per the normal rules, nothing changes mechanically, only how the movement is purchased and how the Phase Based movement is calculated changes. So using this method, you need to create a new Stat we will call it RunT (for Run per Turn). You buy RunT (and all other move modes) at what amounts to half the cost in RAW (2m per 1 point), and you get a default amount of RunT = 24m (double the RAW 12m default). Then, for actual play, you calculate your Phase Based Run, call it Run just like in RAW, by taking RunT/SPD (round as per normal HERO guidance to the nearest 1m). Thus this system plays exactly like RAW, it is Phase Based movement, all is the same, you simply determine your Phase Based movement differently, it is a calculated value now (RunT/SPD) rather than a directly purchased one. You directly purchase RunT instead in this new system. This way, all characters can compare their move rates directly, comparing their RunT values. Their SPD makes no difference, it just determines how often they can react between moving within a Turn and thus gives them better maneuverability (especially for those with a turn mode), and they do not have to commit all their movement in large chunks at a time, but can be more responsive, moving in response to enemy moves assuming those enemies have a lower SPD. This also makes the OPs complaint go away from a systematic point of view, since it does not require that he check on each character selling back Run, but rather it takes care of itself by default now. If you want to be faster in terms of move rate (RunT), and not just more maneuverable (SPD) but at the same move rate, you need to buy up your RunT directly. This allows you to create a very fast character who is very clunky in being able to react to changes in movement by buying up their RunT and keeping their SPD low. Or you can make a slower character who is much more maneuverable, by having a lower RunT and higher SPD. You can do this in the RAW system as well of course, but it requires selling back Run which is sort of the thing that 6E got rid of with no more figured characteristics, so it seems in keeping to get rid of it here also, if you are so inclined, but using this modified system. Edit: This system does make it more expensive than RAW to have fast characters, so be aware of that. It should not be a big problem if you are in Heroic SPD values of 2-4, but higher SPD makes buying fast characters cost more points. For example, a RAW SPD 3/Run 12m costs only 10 points (for the +1 SPD). In the new system you spend 10 points for the +1 SPD and also spend 6 more points to buy your RunT from 24m to 36m so you get the same 12m Phase Based movement as the RAW case. Here is a table showing the cost under each system for a Run 12m (Phase Based) character so you can see how it gets more expensive: SPD / Cost RAW / Cost New 2 / 0 / 0 3 / 10 / 16 4 / 20 / 32 5 / 30 / 48 6 / 40 / 64 ... 9 / 70 / 112 ... 12 / 100 / 160 So for a SPD 6 you pay 24 extra points in the new system to keep moving at 12m per Phase, or 72m per Turn. You are 3 times faster than the default, but it comes free (with the SPD) in RAW yet costs you 24 points in the New system. Just FYI, something to consider. The same happened when 6E dumped figured stats, all of a sudden converting from 5E cost you a bit more in 6E (a lot more in some cases). So if you use this system, you may want to compensate by making SPD cost only 5 points per +1 SPD. This will still make the New system a tad more expensive, but it would only be 4 points extra at SPD 6, rather than 24 points extra.
  20. True, and the OP may not have realized that, good call. However, I was also pointing out that just as 6E did away with figured characteristics, and thus got rid of the sell back loop of infinite points, the same applies here with regard to SPD and Run (and other movements as well, but I just use Run as the example for all other move modes to follow). Currently, in essence, Run is a type of figured statistic. You are able to move faster (in terms of MPH) as you increase SPD without touching Run. Just as say your END went up without touching it in 5E when you increased CON, so your movement rate goes up as you increase SPD without touching Run. Just as you pointed out, you have to sell back Run to keep your move rate at the same value when you increase SPD. The method I mentioned above, which I think was mentioned in some HERO book somewhere if I understood one of the posters above correctly, though I am not familiar with it, would in essence decouple Run from SPD like 6E has done for the figured characteristics. Basically using the method above, your Run (and all other move modes) is Turn based, and is set at a default of double the current Run default (to account for the default SPD 2). So default Run in the Turn Based system is 24m. This does not change unless you buy it up explicitly. You then calculate your Phase Based movement by just taking this Run and dividing by your SPD. Thus as your SPD changes your Phase Based move rate changes automatically with it, always keeping your overall movement rate (the Turn based one) the same. This lets SPD represent how many actions you can take and react to, and lets your movement speed be determined separately by your Run value, and the two no longer mess with each other but are separate things. In your example, using the default HERO, if you wanted to keep your move rate (Turn based) the same but went to SPD 4, you need to sell back 6m of Run which gets you back 6 points. Thus the 20 points you spent on getting +2 SPD really only costs you 14 points. If you sell back Swim also, that would be 4m of Swim sold back, getting you 2 more points, so your +2 SPD costs you in effect only 12 points. In the alternate system I mention, this is not the case, and your +2 SPD costs you a full 20 points, and you end up with the same move rate (Turn based) as the default system. So the current system basically has made SPD cheaper by 40% because they have not decoupled Run and Swim from it. By using the method above, the OP can avoid the need to deal with the sell back thing, and in effect makes SPD cost more to buy as well, but this would be in the spirit of 6E after all, since they basically did this for the other figured stats.
  21. Have it do torch damage, since the flare fire is smaller than a torch but hotter. 1 pip to 1d6 K. If the attack hits the Head, perhaps also give it a a flash of the same amount, 3d6 flash for a 1d6 K flare attack.
  22. From what I have read in these very forums (cannot find the actual thread, seems the forum search engine crashes on me each time), the 6E Drain is actually more potent than the 5E version. For one it now has range, whereas the 5E version did not. So DEX and EGO and END becomes easier to drain in 6E due to their lower cost compared to 5E. DEX costs 2 in 6E vs. 3 in 5E. EGO is 1 vs. 2 and END is 1/5 vs. 1/2. Although for END, in 6E it counts as a defense characteristic, so it effectively counts as if it costs 2/5 which is still a bit cheaper than the 1/2 in 5E. Thus, if anything, Drain becomes more powerful in 6E, not less. You can also link a Drain Power Defense to your Drain if you want to simulate a Drain that is taxing (was going to say draining) to the defenses of the target. They resist in full the first time, but then they lose some Power Defense from the linked Drain Power Defense, and next time cannot resist your main Drain quite as well.
  23. In general, you can think of it like this: 1) Piercing Attacks: tend to leave a small external wound in order to seek to penetrate deeper into the body to harm internal organs. 2) Slashing Attacks: tend to leave more extensive/larger external wounds usually to cause more pain and more severe, immediate bleeding, but tend not to penetrate as deeply, unless the area hit was thin or weak enough to cut through completely (like severing an arm). 3) Blunt Attacks: tend not to break the skin quite as much but cause severe bruising and seek to break bones and perhaps hope the force knocks the foe back/down and may cause internal bleeding indirectly, through breaking bones that then rip into internal organs, or just the overwhelming force of impact breaks internal blood vessels, etc. So I would say bullets are piercing attacks.
  24. Turn based is probably the best way IMO. Just put a limit on your Run, Swim, or other move modes (not jump) that says Only Useable 1/Turn (-1). So the Base Run is 12m, you just convert that to Per Turn by assuming the base SPD 2 and thus you have a Base Run of 24m/Turn. Because of the -1 limit, each +2m of Turn based Run costs 1 point. Then to determine how much Run they get per Phase, just divide this Turn based Run of say 24m in the Base case, by their SPD. This way if you are a SPD 3 you have a Run of 8 m per Phase, if only a SPD 2 you have a Run of 12m, while a SPD 4 has a Run of 6m per Phase. But this way all characters have the same comparable Turn Based Run value which they divide by their SPD to get their personal Phase Based Run value. This is sort of like what 6E does with figured characteristics. By uncoupling them, you have to buy them up independently. So here, by decoupling Run from SPD, making it Turn Based, you no longer get extra Run by just buying up your SPD, now, if you buy up your SPD, your Phase based Run will actually drop, unless you separately buy up Run to compensate, assuming you wanted it to keep pace.
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