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Gauntlet

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Posts posted by Gauntlet

  1. You could write it up as follows:

     

    Cost: 167                                         

    Writeup: Ghost Barrier: (Total: 187 Active Cost, 167 Real Cost) Barrier 10 PD/10 ED, 5 BODY (up to 10m long, 3m tall, and 1/2m thick), Affects Physical World (+2) (147 Active Points) (Real Cost: 147)

    and

    Desolidification (affected by Magic) (40 Active Points); Linked (Barrier; -1/2), Only Makes Barrier Desolid (-1/2) (Real Cost: 20)

    END: 19

     

    There would be one problem though, as technically even if you purchase Desolidification that does not protect you in any way you still have to put the Affects Physical World (+2) on all of your other attacks. So this type of power would be EXTREMELY EXPENSIVE!!!

  2. 15 minutes ago, sevrick said:

    Looking for Extradimensional Space in HD but it doesn't seem to be there.

     

    There is no Extradimensional Space as you do not need to create it. You just use Extradimensional movement and declare where it is going which can be absolutely anything. So you can state that it is a small extradimensional space that is 8 hexes wide and has a ladder going up to its exit.

  3. On 4/12/2018 at 3:14 PM, phydaux said:

    See, that doesn't make and sense.  If I inflict twice someone's BODY in one attack they aren't disabled, their DEAD.  

     

    Not always, should your character have 10 BODY and take a 12 BODY hit to the hand, he/she will take 6 BODY which will not kill him/her but with disabling and impairing rules you take before or after the multiplier, whichever is more so that 12 BODY still removes the hand even through it does not kill the target. Also, should the character be able to regenerate from Death, then you can state that taking their head off (causing more body to their head then they have in Total FULL BODY) would kill them permanently even though their Regeneration can Regenerate from death (i.e. have purchased the 20 point extra for Regeneration labeled "Resurrection"). If you take "Resurrection" you must still state a way that the character can be killed.

  4. One other thing, while it is nice to be able to always know how to write up any item in your game, always remember that many times it is not needed. For many magic items that are not combat related, just stating what they do is perfectly okay. The truly only worth of knowing their exact point value is so that you know the exact point value of your player characters including any items they carry.

     

    My true point is, "Don't let anything like this cause you stress and make it harder to enjoy your game."

  5. I do have to say one thing that I Extremely like about Hero Games, they pretty much support all of their older versions. I mean what other game will allow you to easily just go and purchase any version you want, not just the current one. They may not always be printed versions, but who cares, I usually just use electronic versions anyways as it is easier for me to get the info I want on my laptop then trying to get it from a book. The games I run usually are in 5th Edition and occasionally 6th Edition but I still use a ton of the info from 2nd, 3rd, and 4th Editions.

  6. Plus, any character can decide what their mind type if based on their character. A character who is a Werebear may state that even though they may act like a human their mind type is animal. I have a character like that, when in human form he has a human brain and when in Bear form, he has an animal brain. Plus, the type of brain has nothing to do with how smart you are or how well you think, it just is a listing of your type of mind.

  7. I am also finding that if you are putting the extra to the healing power so that it damages Undead, then it cost probably at least double making it rather expensive to heal your fellow teammates and cost more END (Unless you wish to make it cost no END but that makes it cost even more). And something else to add, if your game requires characters to make magic rolls then it doubles the penalty if not more as that is based on the total cost of the spell.

  8. 18 hours ago, unclevlad said:

    Is this really going to be frequent?  I'll grant, if it's a known weakness, that helps...but what percentage of opponents can cast a healing spell?

     

    Is it greatly impairing?  Yeah, if we try to translate it to active points on the healing spell, it's a lot...but...from the undead's perspective, how much damage are we really talking about, what's the likelihood of even knockdown?

     

    Next rules question...what's the defense here, against the BODY and STUN?  

     

    I bring these up to point out...building the complication is just plain MESSY.  These aren't hard questions per se, but I will always prefer a simpler approach where they don't need to arise.

    First, I have never seen a party in any Fantasy game that didn't have a healer, so yes it definitely can be frequent. Of could, if you run a game where you do not have healers, then reduce it.

     

    Second, knockdown on average is three hexes per dice after the first two dice. This is going with the 2d6 that is taken away from the knockback. So if the player spent 30 points or more for his base healing, it will probably due knockback on an average roll.

     

    Third, as for Defense, it is a disadvantage, there is none.

     

    Fourth, how is building a complication harder to do then a power. In truth, it is extremely easier.

  9. 1 hour ago, unclevlad said:

    Maybe, but note that this won't help with knockback, which is the stated goal.  And...what kind of damage, how much?

     

    I had added that you can also state in the Undead's Complication that they also take knockback from the heal. The Complication would be as follows:

     

    20 Physical Complication: Healing Spells Do Damage Rather than Heal (No Defense) and Do Knockback as Well (Frequently; Greatly Impairing)

     

    And as for BODY wise for the damage/knockback, it would be the exact same amount as BODY Healed. 

  10. Would it just be simpler to just add a disadvantage to undead stating that they take damage from standard healing spells/powers. Heck if you want then to take knockback from the healing then make that a disadvantage on them as well. This is something that should be handled by the GM, not the player.

  11. 2 hours ago, LoneWolf said:

    This can be summed up as “having a higher DEX does not mean you act first; it means you get to choose when you act”.   

     

    This is Very Very Very Very True and the way it should be. I hate it in D&D where if you hold your action it changes you in the list of when you go, making it so that if you hold your action you are penalized for it.

  12. Another option could be to use Damage Reduction Stun Only while only allowing a limited amount of PD/ED to be purchased and not allowing Armor and/or Combat Luck. Damage Reduction without being valid against Killing Attacks and with the "STUN Only -1/2" Limitation isn't too pricy. You could even include the Limitation "Must be Aware of Attack -1/4". The costs below.

     

    Combat Roll - Low

    Physical Damage Reduction, 25% (10 Active Points); STUN Only (-1/2), Must be Aware of Attack (-1/4)

    6 Points


    Combat Roll - Medium

    Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2), Must be Aware of Attack (-1/4)

    11 Points


    Combat Roll - High

    Physical Damage Reduction, 75% (40 Active Points); STUN Only (-1/2), Must be Aware of Attack (-1/4)

    23 Points

     

    You could even have it purchased as a Custom Talent rather than as a Power.

  13. Not sure about the short games for me and my group. Problem is that we spend at least an hour (or three) just Bull S%$#ing before gaming. We normally start the session at 3, but don't start gaming until 5 or 6, and we usually go until 1 AM to 3 AM. But of course we don't have any problems with people who just can't be there for those hours, so if you come in late or leave early, not a problem.

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