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Thia Halmades

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Everything posted by Thia Halmades

  1. Re: How i can make The Ravager cows away [takes a long, thoughtful pause] Okay. Write that up, and give me an ingame example of how you envision that working in game, preferably in a vaguely narrative, but phase-by-phase format so I can 'see' precisely what you mean please, bro. I think I want to adopt that, but I want to see what you mean, then add in my thoughts on what else we can do next.
  2. Re: How i can make The Ravager cows away I never said the 'Limited Effect (see text; -1) wasn't in the book; I said that I wouldn't include it, opting instead for the bit where it, you know, only works against Undead. Second, I'm not saying that everything should be resistant, but if you go to d20, there are some Undead that cannot be turned. That's canon to the genre, that happens. "I am the All Powerful Campaign Villain! An Arch Lich with 25 PRE!" "I'm... wow." *shrug* "Turn Undead! 55 PRE!" "Oh noes! My PRE has been doubled and now I'm dead aga... no. Wait. I've been rewritten. I'm powerful enough that I can resist your Holy Power. My minions may not be so lucky, but me? Yeah. That ain't gonna fly, Mr. I Hold Up My Symbol Impotently." What I'm saying is this: Figure out what you're comfortable with the PCs being able to turn, what you feel should be difficult to turn, and what you feel should NOT be turned. Figure out the average PRE of a Turn Undead attempt, and then scale the defenses accordingly. I'm saying take ownership of the campaign, rather than be concerned with "what the book said" or what one variation of the math comes out too.
  3. Re: Horror Hero: Handling SANity Impressive. Most impressive. I'll think on this and see if I have anything to add, but at first blush it looks excellent.
  4. Re: END cost for Defender That's a ridiculous solution. OBVIOUSLY you want to move him to a new dimension, where he has Transform. Sheesh, Hugh.
  5. Re: How i can make The Ravager cows away First, what Hugh said. There, that saved like... 300 words. Second, you have that rogue extra -1, which makes this infinitely cheaper than I would have it, p108 of FH not withstanding. Third, give bigger badder undead PRE Defense. Just because the book says it is doesn't mean you need to adhere to it. Rather than 'nerf' the players (an Americanization meaning to weaken them) instead up the power of some of your Undead. Sure, a Zombie can be turned to dust by making a Double PRE, but the zombie probably has a PRE of what... 10? So fine! Dust some zombos. Lich? PRE Defense. You may also want to either have this Cost END (which it doesn't currently, because it's PRE) in lieu of the random -1 limitation. If you really want it to go the d20 route, you can also give it Charges. And above all: Remember, this is HERO. The whole reason we use this system is so when something doesn't work the way we want, we can fix it.
  6. Re: END cost for Defender Upon further research I have been able to conclude that this particular thread is buggy; clearly, were this thread operating normally, it would be 20 replies long by now and have swiftly degenerated into a discussion on layout, blue lines, and whether Defender should even be paying END for his jet boots in the first place. We apologize for the inconvenience, but a patch is in the works.
  7. Re: Altered Autofire The common sense application here is that if you aren't using the Advantage, you don't take the hit to STR min. But yes, that's a known (and poorly placed) rule.
  8. Re: Heroic Level Hit Locations *coughs politely* Resurrection. One 's.' As you were.
  9. Re: Temporary item enchantment power. ... huh? I think I understood what you said, and if I did, I disagree. If you buy equipment for/through a Base, then the Base gets what it paid for. If it buys 100 Long Swords, it gets 100 Long Swords. It doesn't get 100 Kinda Enchanted Until Removed Long Swords. It gets 100 Long Swords. Now. If any weapon in the base (or any weapon wielded by someone defending the base, within our walls, by our leave, cause we say so, blah blah blah etc etc) is somehow... basier... and more lethal, that's a power the Base must buy, such as: Aid Killing Attack, 5d6 SER (15 Points). Any weapon in the base (-1), UBO (a bunch), Mega Scaled or a retarded size AOE. And if it's "only people loyal to the base owner" (Selective, +1/2) or whatever, it stops randoms from coming in & getting the benefit. But just 'cause don't work 'round here.
  10. Re: What do you call "Four Color"? It's great when my peers save me typing time. QFT.
  11. Re: Armored Cheongsam Well, that's a ball park, innit? The question is, are you using the Hit Location table? That makes it all much easier. Otherwise, you'd need to do math to figure out the exact relationship from one to the other, but yes. 13- or 14- would both handle this adequately, were I to ball park it in my head.
  12. Re: Altered Autofire I recently had this conversation with someone in chat, and gave them very similar guidance; what are you really simulating? Is it putting a silly number of bullets on the target? That's not the Advantage, Autofire. That's actually a special effect, where one 'trigger pull' can be up to five rounds (a burst, if you will) that acts, as Sean said, as a 'beam' of rounds. There's a lot of ways to do this, but the simplest is to define your starting point, in this case, say, 'burst fire: five rounds,' and then add to that the Autofire Advantage. Not all weapons have a single round option, either; in that case, 'burst fire' is your 'single round,' putting 3 rounds on target pretty much instantly, and 'autofire' is then best described as autofiring bursts. It's less about making 'full use of the AF options,' and more about defining what you really want to do with the weapon in the scope of the rules.
  13. Re: 6E art? And as we discussed before, Anime HERO is far too broad reaching, and has way more to do with a look than it does with mechanics. My original point on this was that Anime does not have strong enough genre conventions to warrant a codified text; HERO, as a toolkit, already enables you to do everything you would need. C'mon. Magical Girls alone is a few hundred pages. And that's one subgenre of a subgenre.
  14. Re: END cost for Defender I'll look into that and get back to you, Hugh.
  15. Re: 6E art? I've generally found there are two types of people in the world; people who put things into categories, and people who don't. ... What? No, seriously. There are two general camps when it comes to the art; one, that it's ghastly, repetitive, and even the good B&W material needs to have some new life injected into it. Second, that "we don't buy books for the art." I fall into camp one. I think some of the art is actually good, but there's a lot of filler and none of it really pops. I understand they are using material from COMMO, but I may be mistaken. And, oh, as a sidenote? The Complete Psionics Handbook had very little hand drawn or painted art. Most of that was heavily modified photography.
  16. Re: END cost for Defender See? Instant answer. Just add Forum.
  17. Re: VPP, Extra Capacity? The way Steve Long answered this question when I answered it was this, believe it or not: 90 VPP; VPP can only take up to 45 Active Points (-1). in other words, you're 'doubling' your amount available and hamstringing your power max, effectively making the whole thing "double the total real." Since I'm talking about halving the value, that's a -1 limitation. In the text (and in HERO designer) it gives you the ball parks depending on the utility loss. -1 is 'one half.'
  18. Re: Making Uncontrolled AOE powers not depending on SPD I think Vondy has the best option I've seen yet, which is to allow long term effects to deal damage on the target's turn. I think either way is consistent with the rules, but that one makes more sense to me. Not that my players would let me implement it, but if it comes up, I will change my positioning on it. Diamond Spear is correct, though; if it's going off on every phase, anyone caught in that zone is going to get hammered.
  19. Re: Free equipment side discussion. Yes, but that concept comes both from genre conventions (Supers have higher DEF, Force Fields, etc) and from the mechanics. A ... what, Competent Normal is 25/25? And a Super is 200/150? Just from a raw construct perspective, the idea of a Normal injuring a Super is fairly 'out there,' but there are plenty of characters who can be harmed by conventional weaponry. They're survivability is because they are, first, the heroes of the story, and second, because they have, you know. Super Powers. Again; I'm not saying this wouldn't work for a very specific ... whaddya call it? Bronze? Silver Age? campaign. I'm saying this does not seem like a reasonable application of RAW and ultimately not a question for the System (HERO) but for the genre (Champions).
  20. Re: Free equipment side discussion. I think that's the thing of it; you're talking about this application towards a specific genre (Supers) and I am approaching this in terms of the rules. The toolkit itself does not require this; perhaps a new Champions book may employ something made out of this level of handwavium, but I would not. That focuses my other issue; this is a handwave. Given the option to use the toolkit itself (Damage Reduction) that seems to have been summarily dismissed. So if you don't want to apply a given rule from the text towards the self-imposed problem, that drives this back towards the land of handwave. Supers take half damage from Real Weapon because we say so. Which, again, is fine. But it isn't following a rule, it's a very specific campaign type limitation. I still see no reason to apply this to the game wholesale. As an optional sidebar buried somewhere in a text talking about how to make supers interact with the 'real world,' and as a Campaign Rule they all get DR 50% vs. Normal/Human Equipment? Sure. But as a broad spectrum application? Oh, heck no.
  21. Re: Fallout 3: Postapocalyptica Nolgroth; First, I preferred 'Lightsaber Messiah' to 'Online Gaming Advocate,' but who am I to judge? Moving on. I think it's clear from the beginning of the game that the group you're referring to in your rant is entirely evil; if your skin didn't crawl the first time that snake oil salesman was audible, I'd be shocked. My friend Jason & I looked at each other, eyebrows raised, and went... "Um... that ain't right." As you continue through the game, you'll most assuredly get into 'too much ammo,' and its lack of weight is part of my own rant that I posted previously. Now that my latest major undertaking is complete, I can go back to playing FO3 for a bit, but I wholly expect to enjoy it (I have) and be dissapointed at the end. You, as a PC user (most clearly) have the ability to mod, which is great. Those of us running on 360s can only shake our heads in envy. Me? I hated Oblivion. But I do love me some Fallout. If I can get Oblivion with guns? I'd be very happy.
  22. Re: Almost There! Thing is, I still can't figure out which is the powerful of the two.
  23. Re: coming back to the fold Hey. New people. Check that out!
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