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JasonPacker

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Posts 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. 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.

  3. 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..."

  4. 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.

  5. One problem in superheroic games with a Hit Location chart in Hero is that, assuming you are allowed to aim, you are swapping skill for power: someone with a decent OCV martial artist or blaster can often hit the low DCV Brick type in the head, effectively hugely increasing their damage output.  That is not balanced as putting in the hit location chart changes the cost/utility of OCV and DCV.  (It is much less of a problem in heroic games because the CV difference is usually much less.)

     

    Then you wind up with people buying +DCV only to negate aimed attacks, and you are running into logical inconsistency.  The hit location chart was not designed for use with superheroic games.  that does not mean you can not use it, just that you should be aware of the consequences.

     

     

    Not only was the Hit Location Chart not designed for superheroic games, it didn't even exist when Champions originally came out.  It was added for the heroic level games.  It is highly recommended to not use it with superheroic games.  

     

    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.

  6. 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.

  7. 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.

  8. I had intended it to be set to "on" and be forgotten. Does Damage Shield affect ranged powers?
    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.
  9. I have all the muscle tone of over-cooked spaghetti and I've kicked in metal doors set in metal frames. The catch was engaged, but not the deadbolt, like bigbywolfe stated.

    Flying_Spaghetti_Monster_2111.jpg

    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.

  10. Lisiteing to this now as I type in the public libary. So far, I'm "less than 3" for it.

     

    Wow...almost half done, and all the focus is on 6ed, and nothing mentioned about Champions Complete. Why?

    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.
  11. Maybe I am just not getting something yall are discussing here but it seems like people are going through massive hoops and suggesting tons of house rules and entire house systems for something that isn't broken. I don't get the aversion to selling back some of the free Run/Swim if you want to keep your per turn movement the same. Yes, it makes that extra SPD slightly cheaper (slightly) but then you ARE making it less valuable (since you no longer get to move that extra amount for free anyway). The aversion to selling back stats from 5E came from the fact that you could basically get certain stats at a HUGE discount by selling back their granted figured characteristics that could make the primaries almost free. Since buying up your SPD doesn't in ANY way increase your Run/Swim (it just lets you use it more often) you don't have the issue that was present before.

     

    What strikes me as funny is that this is the opposite of the NORMAL SPD vs Movement argument, which is about SPD being a cheap way to INCREASE your movement after a certain point.

    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.
  12. There IS a really really easy, book-legal way to deal with this.

     

    When you buy SPD up to 3, buy Running DOWN to 8.

     

    When you by SPD up to 4, buy Running DOWN to 6, and perhaps buy Swim down as well. Leaping is probably not as much of an issue.

     

     

    When a player buys their SPD up, tell them they must buy their Running down if you feel that's necessary, or else remind them that they are also increasing their velocity.

    Personally, on the Heroic level, I almost always buy Running down somewhat but not necessarily down so far as to not be able to outrun a normal. I think a hero SHOULD be able to outrun a normal, even if they shouldn't quite be moving at half again the speed.

     

    I don't know why people keep overlooking the fact that you can buy movement Powers down as well as up, but I suppose it's not that obvious especially as you can't do it in most games. But it's something I strongly recommend.

     

    Lucius Alexander

     

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    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

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