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Beowulf

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Posts posted by Beowulf

  1. Actually, I missed this before. I'm confused on, if it's set up as a trip manuever, what OCV would be used?

    I don't like this as a trip manuver unless the character is activly throwing a stick or wire to trip the person. This is static and left behind, so a manuver doesn't fit.

     

    This is clearly a triggered OAF. The game mechanic is the other person is prone and needs time to get up if they hit the trigger, and if they fall. I am swinging back to calling this an entangle. Literally that is what it does, it entangles the feet for an instant only and can be broken casually if you are strong enough. Entangle is perfect, the size of the entangle reflects the strength of the string.

  2. In a heroic game you don't pay for equipment.  So it doesn't matter exactly how it's built.  Do you build a chair with 0 End Telekinesis, only to keep a person's butt off the ground?  Or is it just a chair?

    That works for chairs and tables but I am having a harder time with doors. Thinking of an independent OIF forcewall.

     

    Also, I am trying to build a car points wise, and am having some trouble with the cylinders. They are 2rPD but crits keep damaging them. How should I model lower octane fuel?

     

    Actually, I find the tripwire question kind of interesting. A gadgeteer in a supers game should be able to have an effective version of this in his toolkit, and I'd go for an entangle to represent it.

     

    If it was a heroic or normal game I'd skip modeling it and just let it exist, as you suggest.

  3. Markdoc, while I really think you have vastly overestimated the variaty of spells the caster will have  access to, and the configurations of them, you make some really good points.

     

    On reading the discussion above the following seems prudent.

     

    Metal disrupts the flow of magic energy. -1 to magic skill for each 1 rPD of metal armor. -1 for each peice of metal jewlery touching the skin.

     

    So overall for magic:

    Mana battery is required.

    - Full night sleep required to recharge it.

    - Extra time to recover the battery (To be determined)

     

    Magic is a VPP limited to 40 points to start.

    - Requires a skill roll at -1 for every 10 active points in the spell.

    - Skill roll will be at an additional -1 for each point of resistant defense, and -1 for each piece of metal (jewlery, weapon etc) in contact with the caster's skin.

    - Characters can deliberatly move up the time chart for a bonus to the magic skill roll.

    - Side effects is an ego blast on failure

    - incantations, full phase to cast

    - Can only change the VPP by studying for one hour per 10 active points

    - Must study magic from a book or scroll

    - Spells can be reaserched with a magic skill roll. One week of uninterupted research is required per 10 active points in the spell. Success is tested with a magic skill roll as thought he spell is being cast, except the difficulty check is at -3 per 10 active points. Spells subject to GM approval.

     

    Lot of rules there but nothing that seems hard to keep track of... or is there?

  4. Healing is another topic to be considered. Do magic healers exist? How quickly can they heal an injured person?

    Now THIS I am wrestling with.

     

    I am thinking of reducing recovery rate of the mana batter, or requiring healing spells to have charges represented by some magical reagent to focus the healing power... not sure. The ability to auto heal everyone within 10min of an encounter being over is a real concern.

  5. We just sorta house ruled everyone speed three and I keep monsters and such between 2-4 speed mainly 2 for groups like goblins and rarely 4-like the wererat.

     

    Yea, the speed thing really has me thinking if I need to let that go. Having everyone speed 3 and 4 with no 1 or 2 is a bad distribution, and takes away from the variety that would make things interesting. Making 2 the norm, 3 unusual and 4 exceptional just makes sense to me. But some people may chafe at that. Probably better to explain to the group the deal with speed in the campaign and try to come to an understanding.

     

    I would expect that the damage, defenses, and CV caps would carry through to spells as well as equipment.  And if you turn yourself into a flying howitzer, you won't have points for any defenses.

    Yea, I think this will be fine. Sure, they can research all these spells and eventually they will be insanely powerful, but to start with they just won't. People won't be eager to jump in to the role, but it will be there.

  6. This, OTOH, I can see being a giant problem from the very beginning. A 40 point VPP like this would enable a starting wizard to ...

     

    Thank you for the feedback. Good notes, and good things ot consider.

    Regarding the magic comments, I think you may have overlooked the spell mechanic. They have the VPP, but the pool can only reflect known spells. If they have a fly spell in their spellbook, then great. If not they are going to need to do a lot of work.

     

    They will start with the ability to choose three spells. Anything else they want to come up with will be the result of game play and fortune. My expectation is that the wizard with the 40pt VPP will pick an offensive, defensive and utility spell to start... or perhaps three smaller utility spells and pick up some martial skills.

  7. "- Speed cannot be purchased by new characters."

     

    Expect a lot of DEX 20 characters since it is the only way to get more than SPD 2 without a spell, starting.  Or can people simply not buy full points of SPD?

    My hope was to avoid speed creep. Keep most people at speed 2, let speed 3 and 4 show up much later in the game as the character's powers grew. Doesn't sound like something to legislate. Permitting people to buy up to the next level is a good compromise. That way all the DEX's will be 13 or 17 instead of 20, so there will be a little variaty.

  8. One of my concerns was a wizard making the warrior irrelevant, and the pool + mana battery matches the way magic works in the world. I think the solution is to have no cap on the VPP while carefully monitoring the spells available. This lets a late game wizard really feel the power, but I can keep the DC in line with what the warrior types can do by watching which spells become available.

     

    This sounds really risky but doable.

     

    Martial arts giving that extra edge makes sense to me. The experts who are breaking the CV ceiling are the ones who have put in the rigrious training, and european sword training is as much of an art as something eastern.

  9. Good points. Martial arts would be permitted, and manuvers would let the person exceed the CV or DC limit.

     

    I am considering allowing overall skill levels to break that limit as well.

     

    Can't think of any talents I am worried about at the moment.

     

    Limited powers will be on a case by case  basis. The player will either find an existing spell, which is going to be one I already have approved, or we will agree on the design, so conditionally I will say that any of the 'risky' powers would be approved.

     

    Character classes will be based on the classics, with standard such as limited life support for elves, low light vision for dwarves, and adjusted NCM for each race accordingly.

     

    Also thinking I should increase the starting points to 100 base + 50 disads

  10. Hi everyone, I have gone through the boards and looked through FRED trying to come up with a good magic system and have good general game balance. I hope I can outline it here and get some feedback.

     

    - Standard 75pt + 25 points of disadvantages, no more than 20 points for a single disadvantage.

    - NCM is in effect, the maxima can be exceeded by no more than five, and only for a single defining characteristic for new characters. Further increases will be dictated by game circumstance.

    - Speed cannot be purchased by new characters.

    - Maximum CV is 12 typical range is 4 - 6

    - Typical DC is will be 3 to 8, max DC is 12

    - Typical armor will be 3 to 6 rPD

    - Combat luck can be bought only once

    - Powers cannot be used to simulate skills to start

     

    Magic system:

    - Mana battery required, full night sleep required to recharge it. it will be possible to find external independent focus batteries in game.

    - Magic is a VPP, requires a skill roll, side effects (ego blast on failure), incantations, full phase to cast. limited to 40 active points to start. Can only change the VPP by studying a new spell from a book or scroll.

     

    What am I missing? Any big mistakes or imbalances?

  11. I am trying to simulate an old west duel. The idea is to resolve this in stages, the Face Off, the Stare-Down and the Draw.

     

    When the fighters enter the Clinch, each is considered to have a held action resolved by either drawing the weapon or quick drawing their weapon skill v.s. skill style. If one person does not have quick draw they have a -4 penalty when resolving the skill v.s. skill check.

     

    Face Off:

    The fighters square off against each other and reveal their intended weapon for the fight.

    Stare-down:

    In this phase both make a presence attack. they gain +1 to their draw for every two points of success.

    Clinch:
    The participants in the duel assign their skill levels. This is also the last chance to submit/surrender/end the duel peacefully

     

    This is also the time that one of the participants may try to bluff the other person into drawing first, usually so they can claim self defense. This is a bluff attempt that is strongly affected by the Clinch presence attack.

    Draw:
    Draw has handled skill v.s. skill. If the winner beats the opponent by five or more, the opponent's weapon is still holstered and is considered covered by the winner. 

  12. The idea is the character would be able to inscribe a dart gun with a symbol that would let him change the dart he is shooting. He shoots one dart that is poison, the next dart shoots through a wall to a target.

     

    I was thinking the root mechanic would be 1d6 rka with a variable advantage, or perhaps it is a transform on the dartgun which is triggered when fired... not really sure which approach works, and how to manage the character points spent on the rune.

     

    Sorry if the above is unclear, my head is muddled on the subject right now.

  13. Re: Longest Running Thread EVER

     

    We've been getting a lot of that. The good ones who adopted from us, contact us first, like we asked them to.

     

    The ones that dump them in city parks or take them to the local high kill shelter, I'm not fond of. Thankfully, all our animals are chipped on the way out and we're first on the list to contact.

     

    Glad to hear it. Abandoning an animal... look I am not saying there can't be extenuating circumstances but that is a living creature you are taking personal responsability for. It is hard to imagine a decent person just leaving it.

  14. Re: Longest Running Thread EVER

     

    Well' date=' it's a bit of PC Speak, but it works. ;)[/quote']

    yea, I kind of refused to use that phrasing for just that reason, but in the end I like my pets better than many people, including some relatives.

     

    Thing is though, having kids, the pets are in a clear and firm second place. push comes to shove, such as dire financial conditions and the pets go. Here is to hoping that never ever happens.

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