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JasonPacker

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Everything posted by JasonPacker

  1. I voted Rules are Rules, as it was the closest to my way of thinking, which actually marches closely with many others on the board here. The rules are there for a reason. Use them as written. Add rules for things that aren't covered by the existing rules. Then play with the rules you have. I'm always surprised when I hear people say they handwave things to keep them "fun" - fast, smoothly flowing, without delays in play, those are things I get, but playing by the rules as written is already fun, isn't it?
  2. Some manner of social complication is warranted, whether it be "he's a wizard and could go bad" or "he's a wizard who has already gone bad"
  3. My mind definitely went to the Transform Side Effect - one with a cumulative effect, so that the first few spells do nothing, then suddenly you've accrued enough points to have added a 10 or 15 point psych lim. Maybe have it heal like BODY until the threshold is hit, upon which point some sort of permanent corrective action is required to remove the complication.
  4. BODY damage is too severe (yes, it takes a while to heal that stuff up!) but STUN or END damage is too ephemeral - "give me a second to take a recover or two..." in all but the lowest-powered games (and even those, in non-stressful situations). Add in the vague "lasts as long as appropriate" for non-damage effects, then coupled with "about as long as it would take to heal that many points of BODY" and we're back in the territory of "I botched one spell, and I'm going to look like a rat terrier mix for three weeks..."
  5. The closest you get is a Held Action, where you can interrupt and attack someone as they come into range. This only allows it to happen once, and only after you've effectively given up acting proactively instead of reactively. I've considered using a limited form of SPD just for such things. Make the character SPD 3, but buy +3 SPD, "Only for attack of opportunity" which are automatically held and used only if someone tries to sneak past.
  6. Those of us who played the older versions probably remember when hit locations were added, but Sean's post above is the first substantive explanation for why it might be dangerous/genre-breaking to do so, and I'm still digesting the consequences. It would almost demand sectional defenses for superheroic games, to provide the Brick with an easy means of having a hard head. Also probably needs some GM oversight on preventing PSLs from eliminating more than half the aimed shot penalty for location.
  7. You may want to be more explicit that the 8-10/20/21+ breakdown of characteristics is for the first six, not for things like OCV and SPD, lest anyone get confused. And if you're allowing flexibility in how they're being used, more detail on CLs and how they're used.
  8. I am fond of the "fan theory" that the little boy at the end of Captain America I, the one playing at being the Captain with his garage can lid shield, is little Phil Coulson. But wait, you say, that'd make him remarkably older than he appears in the modern movies and show. Well, what if he was one of the experimental subjects in attempts to reproduce the Super Soldier serum? It didn't quite have all the same effects, but a remarkable hardiness, longevity and enhanced senses of loyalty to his country and his fellow man might have been the result.
  9. Would you allow someone to buy "+1 level with All Combat, only to increase OCV (-1)" or "+1 level with All Combat, only to increase DCV (-1)"? Be much the same thing without the CV associated with it...
  10. Yeah, I think I'm going to need to know what you'd replace OCV, DCV, MOCV and MDCV with, exactly.
  11. For your own situation, Lucius, does Turakian Age provide a Language Table akin to the one on 6E1 80 for the languages presented in those rules? Between that, and Linguist, it might just be cheaper to put a few points into the Mother Tongues and a single point at best in each of the others and see what that winds up costing you.
  12. Dunno if there's an 'official" answer to this, but I'd not add much for the stockless - maybe two or three STR to the requirement for 12 gauge, and then reduce it by one if the folding front grip is employed.
  13. Depending on the nature of the transformation you're intending, this could be as simple as Resistant Defenses with the special effect that there's a field that transforms any attack (that doesn't exceed its defense value) into something harmless. If you intend to be able to have it be a defense that can transform the attack into something useful to you later, that sounds like it might be a linked power.
  14. Also of relevance - are you looking for an active or passive defense? Active might be either of these, but if it's something that can be set to "on" and forgotten, any of the actual defense powers could have the necessary SFX for what you're intending.
  15. Yeah, I was thinking more "10d6, decent odds of doing more than 10 BODY per hit, PD 10 on a Safe Door (6E2, 171)" and you get a safe door that can be worn down in a matter of minutes by a trained martial artist with average strength. Remove the Haymaker and you still have 6d6, which can in extreme cases damage that safe door, eventually reducing the BODY to zero. Wish there was a mechanical way to represent that, rather than the GM Invoked Reality clause.
  16. And in their defense, I would love a game that could anticipate every contingency and not force me to rely on that rule as often as possible.
  17. Oh thank god. I was sure I'd seen both of these things before, but I was AFB and debating with someone who tried to convince me that Hero did a terrible job with physical attacks against inanimate objects.
  18. I feel certain this has been covered, but searching has proved less than fruitful. Has there been any discussion about the radical damage associated with Offensive Strike + Haymaker (+8 DCs)?
  19. Well, that's unfortunate - from my point of view, of course - feels like a step backwards, to the days of Champtions/Fantasy Hero/Danger International. I was actually pretty pleased with Basic and what they did with it - but then, already having 6E1 and 6E2, I wasn't really the target audience.
  20. Oh, I suspect it all comes down to folks wanting a "best way" to handle the seeming paradox of your move/turn increasing with SPD. A lot of the problems go away if you start using segmented movement, but it does introduce a good bit of extra overhead.
  21. I really like this, and I'm not sure why I never thought about it. I did some figuring on the actual costs to maintain 24 meters of movement per turn, using the RAW rules, to provide a counterpoint to the suggestion from TheRealDeal. This makes SPD cheaper in the long run, if you keep your movement the same, but it does get more expensive as you go increase SPD to the logical max at 12. Apologies if the software trashes my table... SPD Running Net Cost Cost / Point of SPD > 2 1 24 2 NA 2 12 0 NA 3 8 6 6 4 6 14 7 5 5 23 7.67 6 4 32 8 7 4 42 8.4 8 3 51 8.5 9 3 61 8.71 10 3 71 8.88 11 3 81 9 12 2 90 9
  22. Just for reference, it's APG 160-1 where this issue is discussed, under Segmented Movement and specifically Decoupling Movement and Speed.
  23. I think I'd go with the 1d6 K, with the caveat that STR can not add to damage.
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