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Thia Halmades

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Everything posted by Thia Halmades

  1. Re: Can you see where I'm coming from? As a general commentary on this thread: Sean, that makes three. I've often struggled with this (and I think I'm thinking of the thread you mentioned, can you link back to it? I'm not sure if it's the one I made a similar comment about to this effect) and never quite pieced together the ... "why" of this. Lay on Hands: Touch (you feel me put my hands on you) and Sight (I'm clearly healing you with Holy Power, whatever) and... what, smell? sound? What does healing TASTE like? Sword: All swords go 'swish' as they pass through the air? Cool. Guns! We all know I love guns. Sight: The slide slams back and the gun goes off and the bullet comes out, it goes BANG and it smells of cordite. It hits you, it hurts. What if it didn't hit you? Does it not count? Sight, Smell, Sound, Touch. Great. So can I drop one off automatically? I agree that it works in theory, but Superman's freeze breath is visible (a cone of cold) and makes a sound (whoooosh) and has a tactile effect (hey, that's cold) but again, it's a Superheroic thing, and likely should not be part & parcel of the game rules as a whole.
  2. Re: Giant Robot RPG (carry over post to SH from DC) So now, I've had a lot of time to think. I've done a lot of internal design since originally fiddling with this, and I'll hopefully have the time to post some new material soon.
  3. Re: What are your HERO stats like? Stands quietly in the corner, hand over his face, muttering "Oh, this can't end well..."
  4. Re: Healing Flash or transform damage And thus the loop begins! Again, I agree, but this is [this whole heavy minutiae breakdown discussion] why I stand by the canon. While I can look at it and go "Eh... sure" I also don't know that I agree that just because you have "heal" you should be able to make it all go away. Heal for one die sits right between Energy Blast and RKA in terms of "one die." A one die HEAL Normal Damage BODY is. HMM. Canonically more expensive than Energy Blast! Problem solved. Thanks! And I stand by my gut instinct, that I would enforce this normally.
  5. Re: Requires Skill roll with multiple skill levels Also, don't forget that while in this example, RSR bought up to Whatever for 14- is only a -1/2 penalty on the skill, but costs BANK when building the character. RSR can improve, etc. (as presto noted) but is also inherently more expensive. If you buy another, bigger power, you need to ALSO sink points to RSR to keep it up. Activation Roll bypasses that.
  6. Re: Triggered Weapon Takeaway Of course not! It's the part where you say Transform -- you, into you without a weapon.
  7. Re: VVP or Multipower Thia's pimpin' the Santa Hat. I have my speed back, bay-bee!!
  8. Re: Triggered Weapon Takeaway If the GM doesn't care, that's an issue. If he won't change his mind, eh, that's on the GM. But as has been said on this board many, many times: Use the Rules as Written (RAW). Then, if something is truly broken, hey, you can always adjust it. But for someone with a perfectly valid concept to NOT be able to do it within the confines of the rules, and to have the GM then say "Oh, but if you build some weirdo power it's okay," seems backwards to me.
  9. Re: VVP or Multipower Wow, second time today. Negative, Ghost Rider. There's a modifier called "Variable Effect," that allows you to adjust the number of things you can modify with Aid. By itself, yes, it's Aid a Thing. With Variable Effect, you can Aid [a single thing, one at a time] or [a bunch of things at once]. Very useful widget.
  10. Re: Triggered Weapon Takeaway Wait... okay, maybe it's me. First, HM, nice build, as always. Second, more importantly: 1) I believe Trigger actually says "should not be used with 'when attacked,'" but I may be misremembering that. 2) Multiple Power Attack is built to do precisely what you want, without spending some gawful number of points on a super powered edition of it. 3) Does the GM understand the Multiple Power Attack rules? We just had a similar conversation in my own group about them, and my PC, Karas, uses them like it's going out of style. You can execute two martial maneuvers as part of one MPA, and it cites "take away and leg sweep" as an example. If you executed a Sweep, that's multiple damage-dealing attacks, but something like this is really... well, it seems that the GM has taken away the ability to do this in the simplest most effective way possible. In other words: We can build the crazy weird version, but it's not actually REQUIRED if you go by the RAW. Yes, Multiple Power Attack is a groovy, nasty rule in the right hands. But if the GM knows and uses the rules, it's actually well balanced and adds to the cinema.
  11. Re: Math question... *passes HM the Easy Button* Here ya go. He's completely right; you don't need 10 powers; just one power with the appropriate advantage.
  12. Re: Blast with Fade That's possible, I could be underpricing it. I had forgotten about the Continuous bit, so that would put the base to ... eh, +1 1/2. I dunno. That almost seems OVER priced. But yes, Sean has the right of it, I expunged all the in between and said "POOF, Advantage that does it all and makes sense." I think at 1 1/2 it covers everything, with a 'cost break' for both: -- The inability to adjust it; Continuous you can keep using it until you run out of END, here it's set in place -- The massive price jump in Active is going to (at minimum) double the END cost, so I'm not concerned with that, and -- It loses its effect over time; its set in place, and if you want it to go longer, you have to pay for that. I'll agree with Beast that +3/4 my be underpriced, but I don't know if 1 1/2 isn't overpriced for what you're really doing.
  13. Re: Triggered Weapon Takeaway I'm curious, maybe I missed the boat here: Why isn't this being done as a Held Action (Full Action), Wait to be Attacked, whatever, then do a Multiple Power Attack, with Martial Maneuvers, Take Away followed with a Strike?
  14. Re: Blast with Fade Hmm. Or, Custom Advantage, "Fade Out." Fade Out: +3/4; an effect with Fade Out remains Active and in place (like uncontrolled/Red END 0) but loses one DC effect/phase, every phase (like Flash). This can be moved by adding duration (1 DC/2 phases, +1/4 and so on, per canon) or faster (2 DC/phase -1/4). You can also put on Delayed Fade Start, as Delayed Fade Rate for the same values. I used +3/4 because while Uncontrolled + Red END are +1, those are "open" and this effect is both initially pre-defined AND loses efficacy over time and on set phases (as opposed to the user's phase). That's my solution, and I'm sticking to it. So: Fading Flame, 10d6 EB, Explosion (+1/2), Fade Out (+3/4) (112 Active Points); Gestures (-1/4), Incantations (-1/4), OIF (Spell Component Du Jour, -1/2), Concentration (-1/4) (50 Real Points). This spell lays down a blanket of fire, which then burns until it cools down on its own (in this example, 10 phases). Using KSs/my d20 conversion method, this clocks in as a 6th level spell (30/1st, 45/2nd, 60/3rd, 75/4th, 90/5th, 105/6th, 120/7th) To give another example: Area Denial Round, 6d6 RKA, AOE Radius (+1), Fade Out (+1 3/4; Delayed Fade Out Start, 1 minute, +3/4 (I think, without my book), Delayed Fade Rate, 1 DC/2 Phases +1/4), Penetrating (+1/2) (292 Active Points); 4 Expendable Charges (-1 1/2), OIF Bulky (-1, a heavy munition), Dropped (-1/4) (78 Real Points). So this version just obliterates a zone, and then fades out, afterglow style.
  15. Re: Mind Control - how much is glowing eyes worth? And here I thought mental powers, by nature, were invisible to the sight group? Well, to be fair, I tend to bend this rule regardless, since I consider getting wailed by the attack (touch/tactile) to count, and then it's usually Visible and Audible. For example: The big chain goes SWOOSH SWOOSH SWOOSH and you can see it in a split second before it unpolitely forces your head to turn 90 degrees. I swear there's a power set where that doesn't apply. Hrm. *wanders off to puzzle*
  16. Re: Healing Flash or transform damage I don't think I'd ever put All or Nothing on a Heal, but there are considerations when it would be appropriate (such as Blindness/Deafness). Those are generally healed back by Transforms, however. Others Only is a standard limitation (-1/2) and to heal Flash damage... hmm. Well, a Flash is 5 points/d6. To simulate that, I'd purchase Healing, Only to Heal Flash Damage (-1). Then every point of BODY would heal back one Phase/Point of Flash damage.
  17. Re: Blast with Fade Oh, ha ha, very funny. Point being, I think that in this instance, "fade" would then not be an advantage (such as Lingering, which I originally used mistakenly) and that indeed, this would go more along the Uncontrolled/Red END line with a limitation, "fade out," -1/4 per die of effect fade.
  18. Re: Blast with Fade Wow. You're totally right and I'm completely wrong. Lingering does not do what I thought it does; it makes a spell AVAILABLE (such as Flaming Sword) but not ACTIVE (such as Napalm). That was me. My bad.
  19. Re: Time Stop (its harder than it sounds) Actually, this proves my point exactly. There just isn't one canonical method. So many options it makes me giddy.
  20. Re: Blast with Fade No argument, on the surface, but the core of what I resolved as to "how Thia would do it" is as a scalable modification to Lingering. Normally, linger is BLAH per extension, then it gets modified for the Fade Out. Continuing Charge is moot in that regard, Lingering handles the whole thing.
  21. Re: Blast with Fade Actually, I would build this completely differently, to be honest. I think that ghost-angel really hit the nail on the head initially when he mentioned Lingering. The Advantage Continuous isn't really needed on an AOE; that's just a Continuing Charge. Anyone who steps in the field is subject to the effect so long as they're in the field, that, to my understanding, is the big advantage of having an effect be AOE. So now, instead of standing AOE, you want an AOE that fades over time. The two things that spring to mind are then: Gradual Effect. Which this isn't; this effect starts at full power and then fades out, so that's closer to Lingering in my mind. A specifically modified lingering. Now, instead of Continuing Charge on your AOE, you'll build your Instant with Lingering (keeping it around) and then give it a new, -1/4 additional limitation, "Fadeout." Very Occam's Razor solution, I know, but it seems to be the most straightforward. Since this is really a Lingering (the effect stays) and it gets weaker over time. If it oses 1 DC/phase, that's -1/4, and so on. So a full 3 DC per phase is -3/4, and so on. I believe that solves the issue and scales easily. No muss, no fuss.
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