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Everything posted by Christopher R Taylor
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Power Level of the WoW Characters.
Christopher R Taylor replied to JohnnyAppleseed098's topic in Champions
What? He really likes Naga. Who am I to judge? -
Yeah I'd treat it as surprise: half DCV, half location penalties, etc. House Rule: I treat surprise attacks differently. Instead of doing double stun, I have them go against half CON. That way the target is more easily stunned but not knocked out. Reasoning? When you walk into the cupboard door by accident, you're not knocked out cold, but it hurts a lot and stuns you.
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SPD and the NCM-Capped Superhero
Christopher R Taylor replied to Scott Anderson's topic in Champions
I always cut the complications/disads level back from recommended levels. Anything over 100 and many characters start getting stuff just to get the points instead of to define the character. Some take more than they need and 100 points is too few, but most of the time its a struggle to even get 100 for many players. -
Power Level of the WoW Characters.
Christopher R Taylor replied to JohnnyAppleseed098's topic in Champions
I agree, ultimately in WoW the NPCs have access to things that PCs don't and are just a little more powerful than the PCs, whatever power level they happen to be at. They don't usually do more damage, but they can do it in ways that the PCs cannot (archmage Khadgar blowing up the dam, Thrall blowing the entire ocean full of Naga, etc). -
How else are you gonna get that 110 pound girl on the firefighting squad to comply with federal regulations these days?
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Its like Democracy: the worst system of government on earth, except all the others. Point builds don't generate balance perfectly, but they generate balance better than every other kind of system.
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I think stuff like Deadly Blow was just made up to simulate things in D&D to make the crossover more comfortable for players and GMs, but I do not use them in my games.
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Power Level of the WoW Characters.
Christopher R Taylor replied to JohnnyAppleseed098's topic in Champions
You used to be able to train some really horrific stuff into Stormwind, not sure any more. -
Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Right, Dodge ends your phase because its assumed you're busy dodging and hence not doing anything else. Plus, its a balancing issue: you get +3 DCV but that's paid for by not being able to take any further actions without stopping that DCV bonus.- 105 replies
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Seems to me that none of the basic combat maneuvers need to be rebuilt; they're already in the game. Block, dodge, set, haymaker, etc all are part of the rules as a basic system. All Martial Arts does is make them better.- 105 replies
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Political Discussion Thread (With Rules)
Christopher R Taylor replied to Simon's topic in Non-Gaming Discussion
The Free Market at work -
Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Well its good to study the other frameworks for limitations and structures. For example: what are the limitations on Power Pool that make it have a discount over buying every power you can think of in a list? What are the limitations on Multipower? Because with that as a basic foundation it gives us the concepts to use for a new framework. For example, Elemental Control was rejected because it didn't really actually limit anything but just gave people free points to offset the cost of some build concepts.- 105 replies
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
I disagree with the first, because I think a framework that only can do one thing has no place in the hero toolkit; it should work well with martial arts, but be applicable to other concepts, such as spell systems, skill trees, etc. Certainly lit should be limited in some ways like other frameworks - require GM permission to put some things in. But the rest is just an attempt to duplicate martial arts as it is now structured, and I think that's not going back far enough. Whatever we call the framework, it should be more flexible, then can be limited to specific concepts when used for martial arts.- 105 replies
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Disabling a location agree that it would be necessary to make sure that it either doesn't apply to some things (stats, for instance) or it is no more cost effective than, say, "only in Hero ID."- 105 replies
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
As they are presently priced and function, martial arts are a good deal ,but not overpowered. To me that means slightly cheaper than they should be, but not much - maybe a point or two at most. For example, Legsweep (3 points) is massively valuable, but if it was more than 5 points, probably not worth buying.- 105 replies
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Well, and again, he didn't run in with two swords flailing, he used them as described above several times by various people: offhand is used primarily for defense, feint, distraction, and alternate attack.
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Right we need to make sure we don't create another Elemental Control that just gives people cheap stuff for the sake of making it cheap. At present, neither power pool or multipower really does what we need for martial arts.- 105 replies
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Balancing Fantasy Hero is much the same as with Champions, you just have to think in much humbler terms. Your damage class output is going to be more along the lines of 6 rather than 12. 30-40 active points is a lot for a spell. Having 10 resistant defenses makes you very difficult to harm.
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Yes, it makes them require less strength to do the same damage. not exactly going to be a problem, is it?
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
That's easy enough to modify Have it require a roll (successful to hit roll), limit how often it can go off (or put a modifier on the hit roll by each successive counterstrike) and you've got a maneuver that doesn't require a trigger, functions the way people figure a counterstrike ought to, but is limited to a reasonable martial arts function. The thing is, creating the maneuvers doesn't really quite do what I had in mind. All this does is simulate each maneuver in combat through the powers, which is fine, but martial Arts functions as a power framework: its specifically built to be cheaper to better simulate a specific set of limited actions with a tight concept. I think we need a new power framework that works for martial arts -- and for other structures such as "skill trees" and related magic systems.- 105 replies
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Yeah while intellectually I like that idea, its way too much work and too complicated to be worthwhile.
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Having Trouble Visualizing Explosions
Christopher R Taylor replied to Rhino's topic in HERO System Discussion
I prorate my explosions to the dice to make life easier for the math; a 6d6 blast can have 3m (-2d6/m), 6m (-1d6/m), 12m (-1d6/2m), etc. Odd shaped radii is just asking for trouble. -
Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
Damage shield does fine for a counterstrike, just build an attack that the counterstrike consists of with a damage shield so it goes off immediately. Its just going to be spendy.- 105 replies
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OK that makes an even bigger problem because then you can't port between genres or games. Now each game has its own different ruleset. And supers just exaggerates the problem; its still an issue if you wanted the guy that can lift a horse. Now he can lift a goat.
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Rebuilding Martial Arts From Scratch
Christopher R Taylor replied to Lucius's topic in HERO System Discussion
I built 0 cost martial arts maneuvers for my fantasy hero campaign for everyone to use if they wanted. Sure, you don't hit as hard or accurately, but you can try any of the maneuvers. That seems like a good place to start: how to build the very basics.- 105 replies
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