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Thia Halmades

HERO Member
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Everything posted by Thia Halmades

  1. Re: Setting a real point limit, instead of AP limit I don't normally 'me too' my way up my post count, but I'm with the majority here in thinking this is a bad idea. One clever player later and you have a huge, huge problem.
  2. Re: Build this Spell... Um... how much simpler do you want it to be, though, and still give the full effect? This is a pretty straight forward version, really. It clocks in at a decent AP, it's limited from here to there, and otherwise I don't see any way to "clean it up." So I'm curious what, specifically, you would do differently based on the description given (i.e., I eat brains and see what they saw)? Sure, you can nuance it differently, but to do so you'd just remove the limitations you don't want to pay for.
  3. Re: Telekinetic "Push" Good thing I read the whole thread before pointing this out. Vondy, you are correct. SH uses KnockBACK. Heroic uses KnockDOWN and variations thereof (including the disabling, bleeding yadda yadda). And thanks to whomever's about to get repped for explaining that whole "knockback" thing to me -- I never was bloody clear on how it worked, and the way it was written always seemed insanely complicated and messy.
  4. Re: All Your Base Belong to Us Or. You purchase your base normally, by the normal base guidelines. You then purchase a power for your base. Like Swimming, 1". Now your base moves. *shrug* It costs the same regardless, and it's a SFX at the end of the day. And as Vondy points out, they're both 1:5. And at 512", that's really something on the order of 25"x25" square, isn't it? 22 and change to be technical, but you get the gist. And that'll only be one level, or a sum total of any area covering 512 hexes, depending on the GMs mood. If it were me, it would be enforced as "a sum total of 512 hexes, placed in an area not to exceed 30" by length or width and not to exceed 10" at its highest point, where each hex is counted as a three dimensional space (2m x 2m), giving it a maximum height of 20m (which is fairly high, but not insane).
  5. Re: a little praise Yep. It's good to be t3h k1ngz0rz. And you should post more often. We'd love to mock you. Er. Hear from you. Yeah, that's it... and if you get enough rep, Bill will take your fool head off! Think of the many benefits of membership!
  6. Re: a little praise You're not bitter. You just feel lied too. And you're bitter.
  7. Re: A thought about magic damage Phenomenal point. I hadn't even thought of that. r3ppz0rz.
  8. Re: Necromancy School There's also my own d20 conversions to HERO, that include Necromancy School Spells in each of the 5 levels... and I think that Cleric 1-4 is done and those also have Death/Necro spells in them as well.
  9. Re: Build this Spell... For the changes you want: * Add Side Effect; Long Term Disease (Kuru). Disease will kill you in 20 years if combat doesn't. * Extend the Extra Time. *shrug*
  10. Re: Alien Wars campaign help/talk Smells like... Alien Wars. *looks faint* Sorry, I just never got behind that setting. However, overall, that aside, if you will, and other parenthetical remarks, nothing jumps out at me as being whack.
  11. Re: Stupid EC Question What is this Post Count Padding you speak of? *glances around* I'm not overly familiar with the EC rules myself, VDM, but did you stuff it into HDv3 to see if it worked? Or do you prefer to do your math longhand?
  12. Re: Build this Spell... Woops. I always do that on these. Updated version reposted above. Now includes all sense groups, which I felt that it should. YMMV.
  13. Re: A thought about magic damage I'm in agreement with g-a on this (HA! Who's surprised, raise your hands? No seriously, put 'em up... YOU! In the back! I saw that!) and I would think if you wanted to do it, then you'd want to stick to the RAW in terms of point balance and level it as an HR for +1/2, INT Adds to Damage. I grasp and appreciate the premise of INT = More Powerful, but there are other ways to model it that are less game-bending. Not breaking. I don't think you'd break much of anything, but you'll see a serious upswing skew in Wizard Damage without an accordingly improved ED or rED defense. Currently, the party Druid drops lightning from the sky for 2d6. He fries mooks like I fry eggs. Often, and to tasty, tasty results. So you can do it, but I would not personally recommend it. I'm doing something Similar for Pokemon, however, the reasoning being that in that system, the creatures already have both a "Special Attack" and a "Physical Attack" stat, and the balance works out very differently, as they're all built to fight, basically, from the ground up. Normal PCs are not just cute'n'cuddly fighting machines, so you'll see a difference there.
  14. Re: Build this Spell... 7 Experiences of the Former Mind: Retrocognitive Clairsentience (Sight Group, Normal Hearing, Normal Smell, Normal Taste And Normal Touch), Costs END Only To Activate (+1/4) (75 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, To fully consume the brain of the deceased; -1 3/4), Window Of Opportunity (once per Month; window remains open for 1 Month; Brain must be comparatively fresh; -1 1/2), Only to see the memories of the consumed mind Power loses about half of its effectiveness (-1), No Conscious Control (Only Effects cannot be controlled; The caster cannot always determine which events of the victim's life he sees; -1), Precognition/Retrocognition Only (-1), OIF (Brain of opportunity; -1/2), Only Through The Senses Of Others (Can only perceive what the deceased saw; -1/2), Spell (-1/2), Requires A Necromancy Roll (-1/2), Blackout (The caster effectively "becomes" the victim for the duration; -1/2), Gestures (-1/4), Incantations (-1/4) Let me know if you need anything else.
  15. Re: So, what don't you like about HERO 5th? Ah... I run it RAW, so I have almost zero complaints. And the system is built so that what you don't like, you can change easily enough. So I'd say other than the occasional brain fry moment where I have trouble grasping something, nothing.
  16. Re: Pokemon: Gotta Build 'em All So let go ahead and explain some of the other ideas that I've had while I've been devving this sub-sub-project in the face of deadlines, panicky editors and all the other stuff I'm dealing with. If I avoid one project long enough the solution WILL pop straight into my brain. One change from the core rules I know I'm making in advance; Pokemon already have SPD, PD, ED & STR. That all comes with the territory. In the original I believe it's SPD, Special Attack, Special Defense, Physical Attack and Physical Defense. In HERO one of those is missing -- Special Attack. To that end, I am assigning EGO as the Special Attack Stat. It operates exactly like STR, but for those attacks marked Type/Special. For example: Thunder Punch is marked Electric/Physical. You use STR to attack and PD to defend against it. The danger of ThunderPunch is who can learn it, and that it's a ELEC type attack on creatures that are normally light on elementally aligned attacks.
  17. Re: Pokemon: Gotta Build 'em All Moves are going to be defined by Type (just as they should be) and I'll be consistent, as i'm taking notes. The notes are built off of UEP (Ultimate Energy Projector) since it's basically all pre-written to do this. You can use the rules pretty much RAW. You will notice one change; Fight, for example, is -3/4, where Normal is -1. You'll notice it more as I assign the appropriate types to each power, and there's a master list I'm building as I go.
  18. Re: Pokemon: Gotta Build 'em All Curses. Okay, well, my original work appears to be gone. So here's POWER ONE, from the reboot. Pound: Hand-To-Hand Attack +4d6, 35 Charges (+1/4) (25 Active Points); Normal/Physical Attack (-1), Hand-To-Hand Attack (-1/2)
  19. Re: Pokemon: Gotta Build 'em All LMAO -- okay, well I got an email from DualJ asking if I'd done anything for this, and I know Aylwin13 was interested in it, so I'm going to get back to work since I'm at the wall with most of my other projects.
  20. Re: Y-Wing Evolution The Y-Wing always had that nacelle design though. Hence the distinctive shape.
  21. Re: Converting Palladium to HERO Well, let's save the bashing for another thread. Diamond Spear still owes me a copy of that book, since he made me promise to help him convert the damn material.
  22. Re: Keeping it Real Because Pulp is larger than life, and I didn't want to mix genres. Those characters are built on more points than normals, sure, but they also lived through very dire situations that only Pulp Heroes live through.
  23. Re: Keeping it Real Well, those are really "Pulp" heroes, Nexus -- at least the way I view them. They're definitely "Dark Champion" types. If you want to simulate that, then I would go with: -- Caps at 15 for all stats, with one "super stat" over 15 of player choice (a variant on my usual 15 & 2-at-20 model) -- Resource pools -- Choice of no more than two super-skills to support archetype
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