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Agent333

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Everything posted by Agent333

  1. Re: So, how am I supposed to defelect an AE attack? Right, but that's in my game. I'm trying to find out the design philosophy behind forbidding what seems to be a no-brainer ruling about MD w/ AE. SL won't tell me, it's unlikely he'd debate me in a private e-mail chat and whenever someone wants design philosophy answers he says "Go to the Hero System Discussion forum". So, here I am. But thank you, you are correct about allowing Sue to abort to the FW. It makes sense and simulates what I'm after. I'm just being a bulldog about why the MD rules mechanics are not also seen as a viable option.
  2. Re: So, how am I supposed to defelect an AE attack? A bump to hopefully get Sean Waters attention before I have to leave for work
  3. Re: So, how am I supposed to defelect an AE attack? I agree, technically it should change the numbers to OCV 3 vs. OCV 3 in an AE contest. Where I'm having trouble is that, once again, there is a caveat for one type of rule, but the refusal of SL to include that same caveat in a similar rule. In this case, it's the scale and what it technically should do vs. what the game balance issue is. Megahex is the downfall of my thought process here: it comes loaded with the caveat the you cannot use it in less than the minimum scale it was bought. It doesn't make much real-world sense, but it works for the game balance. AS well I think that Missile Deflect is a logical candidate for the AE rule if it has the caveat that it does not scale backwards. IE: you can't reduce an opponents OCV to 3 by slapping AE on it. Perhaps you could deflect multiple attacks without the -2 OCV penalty per attack, but that's no worse than buying up more skill levels I would think. In the DBZ style example I made above I could see a character who had boght his MD with Ranged (another caveat just for Missile deflect where the ranged advantage has been raised to +1) and AE radius to counter the AE EB. I'm puzzled by the logic here is all. So many of these FAQ rulings just don't leave any sauce for the goose.
  4. Re: So, how am I supposed to defelect an AE attack?
  5. Re: So, how am I supposed to defelect an AE attack?
  6. So, I want an Invisible Woman type character to be able to deflect BIG attacks, but any way of using the Missile Deflect mechanic is outlawed by the FAQ. This leaves only Force Wall or an Entagle wall to do the job (a big Dispel or Suppress might do the job as well). So, setting aside the "you can't always get what you want" arguments about Steve's ruling, how come you can't buy Missle Deflect with an equivalent level of AE for the sole purpose of swatting big villain bombs out of the air? This makes no sense to me right now.
  7. Re: Consequences ... OMG! LOL! You are definately not playing in MY Golden Age Champs game. You also wouldn't play with my current group, one of you is bad enough
  8. Re: Hiding from Detect If a Detect were common enough, I would think that a skill analgous to Stealth and/or Concealment might have been developed. A simple Skill vs. Perception roll and voila! Otherwise, I'd use a limited Invisibility as has been suggested.
  9. Re: Game Maps and Counters Exchange Gald you liked the X-men minis, they work well on a Heroclix scale and w/ Heroclix sized hexes(1.5") The second link is still there on my site, but the "save link" option didn't work. You might want to right click on the link, click properties and highlight the destination address. Copy and paste the address into your browser's address bar and click "go". Let me know if this doesn't work. Thanks
  10. Re: Game Maps and Counters Exchange I just saw this thread today and I love the idea. Too bad the early links are almost all dead. Back in my X-men thread I posted a link to most of my X-men paper minis. I've really become a fan of paper minis and actually think that, for me, they capture the flavor of Champions better than a lead or plastic one (after all, we are patterning our characters after drawn pictures). You can find them here. I also have what I call "travel size Champions" that I made. The same pics I use for the minis I shrink to fit on a 1/2" chit. I can carry whole armies of badguys, vehicles, thugs and NPcs in a single folder. Good stuff, and I even have a couple of appropriately sized maps.Get them here and tell me what you think.
  11. Re: Hey Jkeown!! Hey scythe14, Since Jkeown is gonna be tied up I made a reasonable likeness using Hero Machine 2.0 and a little photoshop. Hopefully this can get your friend through the "no avatar blues" till Jkeown gives you the really good stuff. Hope this helps.
  12. Re: Ranged, STR Adds Damage With the possible exception of Martial Arts, wouldn't the skill levels still be limited to the DC of the objects DEF+BODY? Also, MitchellS reminds us that Skill levels only add +3 stun for Supers. That actually would be fine by me and I'd likely use that for a character if CSLs can exceed an objects potential DCs. Still, that doesn't allow my character to truly add +2 DC to an improvised weapon (as per 5ER and FAQ).
  13. Re: Character Design Theory Sean Waters, austenandrews and RDU Neil pretty well encapsulate my design theory. Short but sweet backgrounds can get shoe-horned into any game and since my characters tend to be on the utilitarian side, that works fine for me. Most of my developement happens during the game and usually a GM will let me ret-con any current background into my character if it furthers his game. Not to mention, I've been able to BS background during game play better than sitting at my computer banging out several pages in a night (I'm a slow writer to boot). Case in point: During a D&D game, the DM was bogged down with some details and play had slowed to a crawl. I asked him if we could bump around a half-hour in town while he searched his notes. He said that'd be fine. I asked him if he had stats for a bandit/highwayman, he said yes. I turn to the other players and say; "That bitch, Roselyn! Break up with me, will she? I'll show her! It's been three months now and I want my engagement ring back. She doesn't deserve it! I swore I'd never come back to this town, but now that I'm here, by Crom, I don't care HOW big her new boyfriend is, I'm getting it. Who's with me?" My DMs jaw dropped, but I had given enough background in that short speech that he was able to wing a 45 minute aside to his adventure. When it was over, we were running from a wounded gang of brigands, I was spiting out teeth courtesy of Roselyn's beau and I had my ring back. It picked us back up and we were back on our way to recover the Mage's book. This was the kind of thing that I never could have thought of to put in his background, let alone a 20 page one. But, it was a spur of the moment, utilitary, ret-conned background that gave a new dimension to the charcter and could spin more adventures in future for him. Best thing was, it made the DM a direct accomplice for my background and made us both happy. Perhaps this illustrates the use of an incomplete or brief background as a tool rather than a liability.
  14. Re: Building a Welding Beam My build of Scott Summers (X-men's Cyclops) had a weld in his Multipower. I used a small Transform with the Variable advantage to reflect his ability to weld all kinds of different objects together (It's unsaid, but all things weldable still need GMs approval). link
  15. Re: Ranged, STR Adds Damage Okay, I get the whole "No range of any kind on HA" thing (I won't use it, but I get it). Now my question is this: I've got a brick who likes to pick up garbage cans, sewer lids, etc, to hurl at big-bad-guys. He's good at it, it's his schtick. According to the rules as it stands I could buy PS levels that offset the throwing mods on any object I throw, plus any object I throw can do damage equal or less than my STR (Depending on DEF+BODY). Very cool. Now, one day my character gets the gumption to do more damage with objects he throws since the big-bad-guys are better defended these days. According to the rules I see only three answers to this; one is correct the other incorrect and the last MAY be correct. Incorrect: HA +2D6; Range based on STR (+1/4); OIF any throwable object (-1/2), Hand Attack (-0) This version adds what I had considered the base power for a sewer lid up till now. Whether I smacked you in the face with it or threw it at you, it's HA limited to maximum of DEF+BODY. This concept is based on the Deadly Shot talent found in DC. Correct: EB 12D6; OIF throwable object (-1/2), Range based on STR (-1/4) Damage cannot exceed objects DEF+BODY+2 in DCs (-1/4?) This seems to be what the rules want me to do. Doubtless I could add all sorts of limitations to it, but you get the idea. Upside is that I don't need those PSLs I bought earlier, so maybe the GM will allow me to use those point to buy this. However, the END cost has shifted for me since my STR (in true brick style) was 1/2 END. Now an object thrown costs me 6 END instead of 3, but no more throwing penalties (depending on object) and I gained the 2 DCs like I wanted. Or did I? MAY work: Ranged Martial Art Maneuver that adds +2 DC to damage on thrown objects. Further proof that if your GM allows this then Martial Arts is broken, YMMV. I have to say, if a martial artist cannot add damage to an improvised weapon using his MA, then I wonder just what an improvised object really IS, 'cause it's certainly wasn't built using HERO rules... So, someone please set me straight on this whole "add damage to improvised weapon" thing. If you can: HOW? If not: WHY not?
  16. Re: How do you feel about Superheroes that kill? For my own supers game, I knew that killing would be a big issue. So, I toned the campaign into a pitch-black Darkchamps theme with supers. After a few games, I realized that the PCs were more like a gang of super-villains than heroes. Thing was, it worked and thanks to one of my players actually having CVK, moral conundrums are fun to play out. (This is what happenes when the only game you've played for the last 5 years is Vampire the Masquerade... sheesh)
  17. Re: Character for Review: Pinky
  18. Re: What makes a good villian?? 1st: Shroud is a great character idea. I wish I was running a game that I could cop it and use for myself *sigh* 2nd: Everyone here has covered the bases. IMO, the best villains come down to three things: Motivation, motivation and then you need motivation. After that, they really just write themselves. I've been able to ad-lib a lot of villain dialogue beleivably (note: I didn't say well) because I had a strong grip on what motivates them. 3rd: My own experience for my vampire game was to make an arch nemesis for each player. Each one of them never worked together, but individually they gave the group fits. The biggest reason for this was because I always left enough room in the overall sub-plot for the villains to actually ally with the PCs from time to time (apart from the times the PCs were out-right manipulated into doing what the villain wanted; traps and the like...). They HATED it when the villains, or someone who worked for them, dropped a helpful clue or goaded them into a chase scene that ended tying into another situation altogether. Said situation, if resolved successfully was beneficial to both the PCs and the villain, but the PCs hate doing ANYTHING that helps those guys! Good times...
  19. Re: Character for Review: Pinky First off, I think it's totally adorable you made a comic character with your little girl (HM 2.0 is my program of choice as well ). You definately get a good daddy award from me for that. Second, Pinky ain't no lightweight! She could totally hang out with my 350-point X-men and do just fine. I'd love to hear that you featured Pinky as an NPC in your supers game. I guess the dream would be if your little one gets big enough to actually play the character she made with you. That would be too cool for words! award!
  20. Re: Standard Bricks Tricks MP Thanks to everyone for responding. I was woefully unaware that there was such a concensus about the Naked Advantage. It just deepens my curiosity on the subject and if anyone would point me towards old threads debating this I'd appreciate it.
  21. Re: Standard Bricks Tricks MP Thanks Bloodstone. The Active point limit compared to naked advantage is a sticky point in HERO and it confuses the heck out of me that official characters everywhere do it. I'll give my reasons for some of the things I did, but I can see that there are going to be things I'd have to drop when submitting to a GM (perhaps). When referring to the stun lottery, yeah it very well can be. I bought it since it changes 60 AP of Normal Damage into 60 AP of Killing Damage. It's something I planned on using on unliving objects, but villains would not be so kind. Good point about the equipment carried being damaged. I like that it damages the character at this level since it means that it's a desperation move the brick shouldn't use too often Another confusing bit of the rules where characters w/ Martial Art weapons get a Range Based on Str for themselves, but a larger missile thrown gets different rules. The writeup seems legal enough, but you're right that some GMs are gonna want the EB instead. heh heh... I expect that the punch lands as normal, but the Dispel hits right after. On average it will dispel KBR of -9" or less and do 10" of knockback its own self. This is based on MPA so both attacks should lands simultaneously. I use this construct in lieu of a Double KB naked advantage on STR since that's expensive and in the past hasn't given me enough KB anyway. My mileage has varied. Stricktly speaking, it's a super strength MP and meant to pick up a lot of slack on a character that has already spent about 300 points on other abilities and skills. I too prefer to have combat and movement powers seperate from each other. Here, it's a matter of strategy whether to move this action, do more damage, or be more accurate. Again, thanks for the honest critique Bloodstone. But, unless some others get in here and tell me to straighten up my mess, I'm going to consider it a silent constent (the worst kind of consent; based on assumptions...)
  22. Re: Character for review -- Polaris A very nice "Magneto-lite" character. So long as your GM lets you use that END reserve for your powers, END won't be an issue. Otherwise, it's gonna be tough throwing off all those 7 END powers in 6 phases (and keep up the FF). Only things I would add are a 10D6 EB with zero END on it and a Penetrating RKA (or Major Transform w/ Variable advantage) limited to reshaping metal objects. That is if you have enough points. Also, depending on the GM, Damage Reduction in an EC is a no-no in 5E now. Steve knows why, but I don't. You may be asked to revise this. (Note: if there is an on-line source for the character creation guidelines for GG5 please give us a link. It would help us to head off any submission problems you might have.)
  23. Lately it seems my design of Bricks has taken a shift for the different. I'm not sure if it's the worst or best thing to happen, but since I may post a few of these for review in the future, I wanted to know if anyone has critiques to the following construct. The last few Bricks I've made have been the standard TUB types w/ 60 STR and lots of CON and DEF. In addition I've been unable to stop myself from using a Multipower on each of them to standardize the "I'm super-strong" gimmick. 30 Brick Tricks Multipower (active: 30) 3u. #1) Pushing STR +30; 2x END (-1/2) 6 3u. #2) Rend and Tear HKA 2D6 3 3u. #3) Spearhand Armor Piercing on 60 STR (+1/2) 3 Depending on the character, slots 1 and 2 exchange with the following: Shockwave Explode on 60 STR (+1/2) 3 Debris Toss HA +5D6; Range based on Strength (+1/4), OIF [object of opportunity] (-1/2), Hand Attack (-1/2) 3 Arm-sweep AE: one hex on 60 STR (+1/2) 3 Distance Punch Dispel vs. KB Resistance 5D6; Does KB (+1/4), Double KB (+3/4), No Range (-1/2), Linked with Punch (-1/2) 3 Superleap Leaping +10"; 16x NCM (+20 points) So far, in play, the characters hold up well and REALLY feel like gods among men. Are there any problems you guys forsee with using this MP as a unofficial "standard" for bricks? What would you likely say to a player who brought a charcter to you with a variation of this MP? Many thanks in advance
  24. Re: light saber color signification I wish I could remember the Star Wars supplement that had the different colors for LightSabres, but I think it covered the reason for the red ones (given earlier). However, the colors were limitless (obviously this had to be an RPG supplement and probably unofficial as heck) ranging from yellow to white to topaz and so-on. The most interesting twist (literally) was the use of bi-crystal sabers of different colors to create different blade effects. One was the "Barber-pole" saber with two colors twisting around each other and chasing upward from the hilt. My favorite was the "Lava-lamp" sabre, where one color seemed to lazily "ooze" to one end of the sabre then back to the hilt (whoever thought that one up was on some good Nigh-borg, man)
  25. Re: Best way to Build Cap's Shield? In case nobody has said it about Ki-rin already... http://members.ij.net/captbob2112/trollalert.gif
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