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Utech

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Posts posted by Utech

  1. Re: Thoughts on the Speed Zone

     

    Would it be possible to just limit the amount of damage a speedster could do in the Speed Zone?

     

    Mechanic: attacks made in the Speed Zone do 75% less damage than attacks made out of the Speed Zone.

     

    Advantage: Attack does 50% less damage in the Speed Zone +1/2

    Advantage: Attack does 25% less damage in the Speed Zone +3/4

    Advantage: Attack does normal damage in the Speed Zone +1

  2. Re: RKane_!'s heretical and Audacious Block variant

     

    I respect your input as a fellow fight enthusiast.

     

    Thank you.

     

    I would look though to martial arts competitions where it isn't as "pretty" as a choreographed fight. The current rules support cinematic action just fine. I am looking more towards down and dirty fighting and a more realistic version.

     

    I'm afraid I was not clear, then. I choreograph realistic-looking fights. Not pretty ones. Down and dirty is exactly what I was describing.

     

    You see it in UFC matches or street fights where the person just keeps his gloves up , just enough to reduce incoming blows and slightly deflect them, but if enough of those blows are taken to the same limb, bruises form. Damage occurs but LESS damage occurs than overall than if the blow had landed where it was intended.

     

    Ah, I think I see the problem. You think what they are doing is Blocking the attack. I disagree. In game terms they are using extra PD with RSR. They are not successfully blocking the attack if they are taking damage.

     

    With some further thought' date=' what if we could just say that a successful Roll with a Punch maneuver also allows the attacker to choose the Hit Location as it is the intervening limb he is sacrificing but with LESS knockback rather than more that you would normallyt get from that maneuver.[/quote']

     

    I don't think that would be either realistic or desirable from a game design perspective. But you may feel otherwise. Carry on.

  3. Re: RKane_!'s heretical and Audacious Block variant

     

    I sometimes work as a fight choreographer. I'm afraid your ideas on Block just don't track with the way I choreograph fights.

     

    In any fight I choreograph, a defender would never perform a successful Block that resulted in injury to the defender. I have found this simple in choreographing fights with

    no weapons

    knives

    rapiers

    double rapiers

    rapier and dagger

    sword and shield

    sword and cloak

    broadswords

    small swords

    quarterstaves

    and any combination on that list (quarterstaff vs broadsword, etc)

     

    It seems to me that what you are describing is the result of a failed block. Many times I have choreographed a fight in which someone performs a desperate block that partially deflects the blow, but not entirely. In game terms I would call this the GM narrative of a failed block with a low roll for damage.

  4. Re: What fundamental thing would you change about the Hero system?

     

    Ditch the quarter system for valuing Advantages and Limitations and replace it with decimals. This would allow for greater variation on the values for different Advantages and Limitations.

     

    For example:

    Reduced Endurance Advantage

    • Half END cost is a +1/4 Advantage and might become a +.3 Advantage
    • 0 END cost is a +1/2 Advantage and might become a +.6 Advantage
    • Costs Endurance Only To Activate is a +1/4 Advantage and might become a +.4 Advantage.

    This would reflect that Half END and Costs END Only To Activate are not really equal advantages. Costs END Only To Activate is generally more of an Advantage and should be valued accordingly.

  5. Re: Ego Attack: What am I missing?

     

    By the same logic' date=' it isn't limiting the other half the time and a limitation that isn't a limitation isn't worth points.[/quote']

     

    You might want to look at the Limited Power Limitation on page 298.

     

    How did you go from the stats you presented to your conclusion?

     

    I've already explained this before. To repeat:

     

    Most campaigns feature nearly all player characters with a higher DCV than ECV but nearly all average folk with roughly equal DCV and ECV scores. I call it a -1/2 Limitation. If you lose other benefits that are usually assigned to Ego Attack then the Limitation would, of course, be worth more.

  6. Re: Ego Attack: What am I missing?

     

    When I read Steve's response' date=' I took it to mean you can't just add a modifier to EGO Blast and call it good.[/quote']

    Ah! You misread. He said nothing of the sort. You certainly can add a modifier to Ego Attack. There just is no official modifier for it yet.

     

    Now you say I want a car' date=' so I've put wheels on a horse, but the way I read Steve's response, he's outlawed cars so can anyone figure out a better way to get one?[/quote']

    Several suggestions made already. To repeat mine: Works vs. DCV is a -1/2 Limitation on Ego Attack.

     

    Reasoning:

    Comparing DCV/ECV in example characters in 5ER, pages 343-346 and sample characters in 5ER, pages 496-537 suggests that Works vs. DCV is a Limitation on Ego Attack about half the time.

     

    Randall Irons 5/4

    Small Child 3/2

    Senior Citizen 3/4

    Average Person 3/3

    Noteworthy Normal 3/3

    Skilled Normal 4/3

    Competent Normal 5/4

    Taurus 8/4

    Eagle-Eye 8/4

    Hardpoint 8/5

    Maelstrom 8/4

    Slash 6/3

    Darien the Bold 5/3

    Belakar 5/5

    Yeung Li 6/4

    The Verdict 6/4

    Alena Drake 6/5

    Jessica Fivedawns 5/4

  7. Re: Phenomenal Cosmic Power... itty bitty rules question

     

    So' date=' I added a succor linked to the 0 END UBO (which actually averages more than you'd be able to push), and I think that nicely fixes the problem of not being able to push a power that's 0 END. [/quote']

     

    In games I run that would be a lot better than being able to push a power! I rarely allow players to push their powers. NPCs never do. Basically the same rules as 5ER page 427.

  8. Re: Ego Attack: What am I missing?

     

    Energy Blast, AVLD (Ego Defense) +1 1/2, Invisble Power Effects +1, No Range Modifier +1/2.

     

    This makes 1d6 of this power cost 20points. Why does Ego Attack only cost 10points?

     

    (bold mine)

     

    I don't know that anyone has actually answered this directly. I'll try...

     

    Ego Attack and Energy Blast are two different powers. They have different costs and different mechanics.

     

    You seem to be trying to add Advantages to an Energy Blast in hopes of creating an Ego Attack. But that's like putting wheels on a horse when what you want is a car. It just doesn't work.

  9. Re: Ego Attack: What am I missing?

     

    While this is true, we DO have a rule that states an attack based on ECV is a +1 advantaage, and an attack versus mental defense is a +1 1/2 advantage. Given the varying prevelance of mental defense in the three campaigns you cite above, should these not also be varied in cost?

     

    Many, if not most, abilities vary in ultility between genre and campaigns. I don't see the fact that this one might also vary in utility being a good reason not to have a baseline price.

     

    Fair enough. I assume that most campaigns feature nearly all player characters with a higher DCV than ECV but nearly all average folk with roughly equal DCV and ECV scores. I call it a -1/2 Limitation. If you lose other benefits that are usually assigned to Ego Attack then the Limitation would, of course, be worth more.

  10. Re: Ego Attack: What am I missing?

     

    Works vs DCV could be either an Advantage or Limitation on Ego Attack depending on your campaign.

     

    Campain 1: All mentalists. Nearly all characters have a higher ECV than DCV. Thus Works vs DCV is an Advantage. Likely valued somewhere between +1/4 and +1.

     

    Campaign 2: Lots of mentalists mixed with lots of non-mentalists. Probably a wash. Thus Works vs DCV is (you call it) a +0 Advantage or a -0 Limitation.

     

    Campaign 3: Very few mentalists. Nearly all characters have a higher DCV than ECV. Thus Works vs DCV is a Limitation. Likely valued somewhere between -1/4 and -1.

     

    So I guess it is not all that surprising that there is no offical ruling on how to do this. :rolleyes:

  11. Re: Cumulative to the Max

     

    I think what you've described is best handled by the Standard Effect Rule applied to a power with the Extra Time Limitation.

     

    If you really want to go with a mental power that is Cumulative, does nothing until it reaches the level you want and is able to become undetectable, I'd say you've got yourself an Advantage, not a Limitation. As long as the target is not aware that he is being attacked this is a pretty sweet deal for your character. I'd call it roughly equal to the Advantage, Invisible Power Effects at the +1/2 level.

     

    If the target is fully aware that he is being attacked then I'd say it is worth something. Depending on how often mental powers show up in your game it could be worth anywhere from -1/4 to -100.

  12. Re: Delusion disads

     

    I was in a campaign which included a DNPC called Gamma Lad.

     

    Gamma Lad was a young boy who had been exposed to gamma radiation. He then simply assumed that he had been granted super powers. Those powers were unfortunately (he felt) not self evident. No rippling muscles. No feathery wings.

     

    So Gamma Lad kept trying to discover his super powers by doing things like leaping off of tall buildings. Stepping in front of speeding trains. Walking into infernos. Trying to disarm bombs.

     

    Naturally the truth was that Gamma Lad did not have any super powers.

     

    Gamma Lad was an excellent DNPC but I have no idea if he could possibly have been played as a PC with the same level of enjoyment.

  13. Re: Entangling giants

     

    I don't think the issue here is with the Entangle. It's with the Growth power. If the Giant wants to be nearly invulnerable based on his size' date=' buy defensive powers linked to Growth (or straight powers if he's always that big). If he wants better immunity to an Entangle, buy extra STR, only to enhance casual STR for breaking entangles.[/quote']

     

    You raise a good point.

     

    My first reaction is to say that you are completely right. And I would encourage players who wished to have a character with the Growth power to pick up defenses along the lines you've laid out.

     

    My second reaction comes from thinking about building a character who is always big. That character usually ends up with a bunch of points in disadvantages for being so big. If a player with a character who is always big wants some special advantages for being so big (some resistance to toxins, many Entangle sfx, etc) and is willing to forego the usual disadvantage points for being big, I might rule that the advantages and disadvantages are a wash.

  14. Re: END to activate

     

    Given access to ECs' date=' I'd say the limitation version was worth +0, and I'd be inclined to either limit the advantage to certain Body affecting power, as formerly, or simpy do away with it.[/quote']

     

    I've sung this tune before. :rolleyes:

     

    Couldn't agree more.

     

    While I do think it is possible that the END Only to Activate notion (Limitation and Advantage) is a good one, I don't think it is priced right. I think the value of the Limitation is closer to -0 than it is to -1/4 so I end up calling it -0. Unless the system goes to decimals for Limitations/Advantages I don't think there's a good way to balance all of the Limitations/Advantages.

  15. Re: Entangling giants

     

    I think this all depends on the story you're telling.

     

    If Glue Girl has been squirting her opponents left and right and hardly facing a challenge, then surely Monstrous Man should be that challenge! Her standard tactics are just not good enough. She's got to think of a new way to handle the problem.

     

    If there are plenty of other targets available and Glue Girl has some teammates this would be a great time for her to say, "Geez! There's no way my glue can stop Monstrous Man. He's all yours, Captain Alpine!"

     

    If Glue Girl is working alone and really needs to take down Monstrous Man pretty quick because he is -- oh, I don't know -- about to step on a bus full of nuns, then I would rule that her mighty glue gun works just fine on the dastardly dude. If Glue Girl's player had the presence of mind to suggest that she was doing as Manic Typist suggested, then she should not only find her entangle working just great, I'd probably give her an experience point just for the creative thinking.

     

    Of course there are infinite story possibilities so there are definitely going to be plenty of other possible results to the Glue Girl vs Monstrous Man scenario. And that's a good thing, yes?

  16. Re: The Power of Presence

     

    I suppose the obvious answer to the problem of PRE Attacks being too useful is to simply cap PRE. I don't see anything wrong with the GM taking a look at your example character, Sean, and saying, "Interesting. No. Drop his PRE down to..."

     

    Should you wish to go the Disadvantage route, an extreme PRE that causes others to want to kill you could really get ugly. After all, it has already been pointed out that PRE Attacks do not have a clear time limit... Imagine racking up new Hunteds after every fight. Imagine your character calling out your enemies and then finding out that since the battle was broadcast on CNN, every villian in the world with cable TV is on their way to beat the snot out of you...

     

    Sounds like the beginning of a campaign to me. :)

  17. Re: What's the big deal?

     

    Growth' date=' Shrinking and DI are simply adjustment powers![/quote']

    I much prefer this approach to trying to make Growth a Limitation on Strength. I think that Growth, Shrinking and Density Increase are all very special -- very distinct -- Powers.

     

    Naturally you should do whatever works for you. But as for general changes to the system, I would much rather see Powers reworked and kept individual Powers than see them folded into other Powers or Characteristics.

  18. Re: Hit from behind

     

    I used to assume (incorrectly) that if you have two characters 10 hexes apart' date=' both with the same SPD, if the character with the higher DEX decides to do a Move-by, Move-through, or just close to HTH range and Punch, that the lower DEX character could get off a Ranged attack while the higher DEX character was moving.[/quote']

    This seems like a perfectly reasonable ruling for some games, some characters, or the special effects of some powers. If it works for you then by all means.

     

    Here are some situations in which you might want to rule the other way:

    Situation 1:

    High Dex Guy is a speedster. Boy does he run fast! Matter of fact, his full combat move is 40 inches. That 10 hex distance from Low Dex Guy is nothing but a chuckle. The GM rules that LDG is just too slow to fire at HDG before HDG gets his move and attack.

     

    Situation 2:

    HDG is one heck of a nasty brick. He just picked up a van and smashed it down on LDG's good buddy. Several times. The van is destroyed and buddy is definitely headed for the hospital. HDG smiles, wags a finger at LDG, says "Now your turn!" (putting his high PRE to work) and leaps at LDG. The GM rules that LDG is just too unsettled to fire at HDG before HDG gets his move and attack.

     

    Situation 3:

    HDG and LDG are nearly evenly matched knights. HDG raises his sword and charges! LDG reaches for an arrow... The GM rules that LDG cannot possibly get the arrow out and in place, the bow pulled back and aimed in time to fire at HDG before HDG gets his move and attack.

     

    Naturally you could reverse all of these situations and rule the way you have been:

     

    Situation 1:

    Low Dex Guy is a speedster. Boy does he run fast! Matter of fact, his full combat move is 40 inches. That 10 hex distance from High Dex Guy is nothing but a chuckle. The GM rules that LDG can easily fire at HDG as HDG gets his move and attack.

     

    Situation 2:

    LDG is one heck of a nasty brick. He just picked up a van and smashed it down on HDG's good buddy. Several times. The van is destroyed and buddy is definitely headed for the hospital. LDG smiles, wags a finger at HDG, says "Now your turn!" (putting his high PRE to work) and waits for HDG's leap. The GM rules that HDG is unsettled and LDG can fire as HDG gets his move and attack.

     

    Situation 3:

    HDG and LDG are nearly evenly matched knights. HDG reaches for an arrow... LDG -- his sword at the ready -- charges! The GM rules that LDG crosses the distance and attacks just as HDG fires.

     

    What will really decide you is dramatic and common sense. If you want a default ruling go with what your guy tells you is right. Inform your players ahead of time and you're golden.

  19. Re: Exploding Duplicates

     

    Here's a little extra wrinkle...

     

    What if the duplicates can recombine at range only when they take X amount of damage? The rest of the time they need to be right next to each other.

     

    In other words, how might you buy the ability to recombine at range but not as a matter of choice? No Conscious Control only on the ability to recombine at range?

  20. Re: Synergistic Meld

     

    Here are two methods that might work for you.

     

    The first is...

    1. Think about the largest number of creatures that are likely to meld together in your game.
    2. Create a character sheet for that melded Alpha creature.
    3. Give the Alpha Duplication with the number of duplicates set to the number of creatures needed to make Alpha.
    4. Define some of the Alpha's Powers, Characteristics and what-have-you as "Not while composed of less than [Alpha # of creatures - 1] creatures."
    5. Define some of the Alpha's Powers, Characteristics and what-have-you as "Not while composed of less than [Alpha # of creatures - 2] creatures."
    6. Continue until you are down to the last "base" creature, OR... Smack yourself in the head and say "Oy! This is a lot of work!"

    If you fall into the "Oy! This is a lot of work!" camp, then you probably want to just...

    1. Think about what Powers, Characteristics, etc you want to imcrease when the creatures meld.
    2. Once you have decided that, ignore all this business about writing up the Alpha and just rule that: All creatures function as duplicates of some Alpha creature. They can combine just as though they had the Duplication Power. When they do so, the resulting meld has these extra Powers, Characteristics, etc...

    Season with time limits to taste.

  21. Re: Affects Solid World

     

    As a GM I would have to take a long, hard look at the character and have a long, deep conversation with the player before I would ever allow a build that would even approach this sort of problem.

     

    This seems to be an obvious attempt to "win" the game without playing it. Something I have no interest in -- no matter how much logic goes into supporting it.

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