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Gauntlet

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Posts posted by Gauntlet

  1. On 4/16/2024 at 1:44 PM, Christopher R Taylor said:

    Resistant as an advantage has to end up costing the same amount that Resistant Protection costs.  If it costs 3 points for 2 rDef then it has to cost the same to buy 2 PD and make it resistant.  If you cut the cost of resistant for whatever reason, then Resistant Protection (and probably every other defense) has to be reduced.

     

    Plus, if you want resistant defense that only works against a certain type of attack, then put the limitation on the resistant defense, not just the resistant advantage.

  2. 3 hours ago, Asperion said:

     

    If you have powers through some manner other than conventional human mutation,  then will not show on any detection device.  This will be an example of one thing that remains invisible,  same with Stark's power suit derived powers. Since all his powers come from the suit,  the detectors will register him as normal human.

     

    Of course, there still is the through that cancer is actually a mutation and that in .0000000001% of the instances will actually be beneficial.

  3. Even if a superhero (or supervillain) does get sick the limitations are probably rather low, maybe a 1d6 Drain. Plus, I'm not sure any GM would worry about having characters get the flu anyways unless it is something directly part of the session, and even then I would guess it would be something much worse then the flu.

  4. And to make things worse, what to do if the target has Power Defense through multiple different things (5 points natural Power Defense, 5 Points as part of Force Field, and 5 points as part of worn armor). Now if for some reason all of these are considered part of the group the drain is against, does it drain each one individually or only against one or split against all three?

  5. For curiosity sake, how would other GMs deal with any type of drain that may drain Power Defense as well. One big question is that if the drain is reducing the amount of Power Defense would that mean that it would then cause even more to be drained as there is not as much Power Defense to protect against it?

  6. On 2/6/2024 at 5:45 PM, LoneWolf said:

    If a creature or character has a weakness to decapitation then having some rules for said decapitation is probably a good idea.   Vampires in fiction are often killed permanently if they are decapitated.  If this is not a factor than using the narrative approach is fine. 

     

    Then I would say the best way would to state that the damage would need to be double the total body of the target to the head with attacks that are stating that they are to decapitate. 

  7. On 4/6/2024 at 4:22 PM, Christopher R Taylor said:

    Of course on the show every single episode there was some psychic or exorcist or someone who could sense and block or endanger the ghost, which struck me as bizarrely coincidental.

     

    Of course that was standard in 80s TV.

  8. 20 minutes ago, Chris Goodwin said:

    Should a mage always pay a penalty for casting a spell?  You want the ability to know the secrets of the universe and wield powers beyond those of mortals?  There's always a cost for power.

     

    True, there should be a cost, but at the same time the player should have fun. I have found that it is better to make the penalties be general about the character. I many times if a character is a spell caster then they cannot purchase martial arts as they are spending too much time learning magic to also have the time to learn martial arts. In addition, many magi have physical disadvantages or perhaps purchase down some physical characteristics. I have a tendency to keep players from making a "Fighter/Magic-User".

  9. 2 hours ago, Chris Goodwin said:

    Optionally, a Side Effect decided by the GM at casting time.  "All magic comes with a price!"  It might not be paid by the caster right then, but it will come due at some point, and if the caster can't pay it at that time then it will be extracted in some other way.

     

    Problem I have with this one is that it adds more work to the GM which can make combats incredibly slow, especially if you have multiple magi. Now a random side effect that is rolled by the player may be an idea. But even with this it still could make the combats long and should a magi always pay a penalty for casting a spell, why play a magi?

  10. 51 minutes ago, unclevlad said:

    I

     

    Hard to say 'no' to the extra REC, END, and STUN...especially because they were so expensive to buy up.  It could actually be *cheaper* to buy an END reserve to cover certain things, rather than buy up the figured characteristics.  

     

    In some cases it is a good idea to utilize an END Reserve. I think it is a good idea for END used for spells as it allows a weak individual who cannot run very far still be a great Magi.

  11. 6 hours ago, Doc Democracy said:

    As you might note from my post in the other forum - I think I am reacing towards an Ars magica style solution here.  Ars magica however, for me, had all the trappings of Magic with the underlying philosophy of science.  I have always wanted to play a decent length campaign of Ars Magica but never had the time or the group (or the GM willing to run it for me!).

     

    It is a good game, a hell of a lot better than Vampire the Masquerade. 

  12. 6 hours ago, Steve said:

    Another consideration is how high to buy CON. I’ve seen a number of brick types built with a 40 CON. I get that it’s supposed to represent super-health and tough to stun.

     

    But if the defenses are constructed right, a high CON seems more of a point sink than might be necessary. A 30 CON on a brick with high enough defenses might be reasonable.

     

    Although it’s not RAW legal, I’ve played around with concepts that use the Automaton ability Cannot Be Stunned in various limited fashions instead of buying really high CON.

     

    I definitely have overbought CON. I have one character with a CON of 68. He is not a brick, but one who has an extremely fast regeneration ability making it where he doesn't feel pain and never tires. His regeneration speed made Wolverine's look like he was a normal in his 90s with cellular decay issues.🤪

  13. When running a Fantasy Hero game I always state that all spells must have at least -2 in limitations. I also require that they have the following limitations at all times:

     

    Requires a Magic Roll

    Side Effects

    Incantations and/or Gestures

    Unified Power (though I do allow this to maybe only effect the type of magic that is being suppressed or expelled if the character has multiple types of magic that require different Magic Rolls)

     

    Other common limitations:

    Focus (many times expendable)

    Cost MANA (should the power type be one that does not cost END and 0 END Advantage is not allowed)

     

    I also do not have Magi use their END for their spells. I give them two additional characteristics: MANA and MANA Recovery. These cost the same as END and REC. In addition, should the Magi be using more MANA than they have, when rolling for STUN Damage, they take BODY as well (like BODY damage for a normal attack).

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