Jump to content

dougmacd

HERO Member
  • Content Count

    21
  • Joined

  • Last visited

About dougmacd

  • Rank
    Member

Profile Information

  • Gender
    Male

Recent Profile Visitors

274 profile views
  1. If you look at the Character Ability Guidelines Table in 6E1, page 35, it will give you an idea of how many Damage Classes (DC) is reasonable for a given campaign setting. For example, a standard superheroic game has a range of 6 to 14 DCs. So how many DCs do you get from strength? Look at the chapter Determining Damage in 6E2, page 96. It's basically your strength divided by 5. So: strength 45 = 9d6 damage = 9 DCs strength 50 = 10d6 damage = 10 DCs strength 60 = 12d6 damage = 12 DCs In the games I've played, player characters typically had 9 to 12 DCs, so
  2. The original question was "How do YOU handle limitations that are advantageous?" Some people addressed it directly, while others focused on trying to model the blades specifically. As there has been increasing complaints about a lack of details from me, I WILL BRING ON THE DETAILS! (Many apologies.) There is no campaign or players. This is a thought experiment. ("So I was thinking about limitations...") I only included the power build as a way to frame the question. As such, I don't particularly care about the specific definition of Evil beyond the following s
  3. "A city strength level demon": I have no idea what this means; is this terminology from another game? Does it mean a city-level threat (as opposed to national threat, planetary threat, etc.)? "Punch strong enough to create shockwaves": This isn't a function of strength. It sounds like an attack with one or more of the advantages "Area of Effect (Cone)" or "Double Knockback". "Dent steel with his blows": Let's go with an I-beam, which has 9 PD and 8 BODY (per 2m). It takes 10 BODY to damage and 17 BODY to break. That requires a strength of 50 or more (to deal a 10d6 pun
  4. Thank for the responses. I'm going to follow up on a few of them.... Yeah, the simplest approach is undoubtedly adjusting the limitation to reflect its "real" value. Say 1 in 100 targets are Evil, but Captain Goode would never knowingly use the power except on Evil targets. Is the limitation (-2) or greater becuase there are so few targets she can use it on, or is the limitation worth very little because it does not actually limit Goode's use of the power in any way? I feel like the latter approach makes more sense. (Effectively, the character gets points "bac
  5. It seems I phrased my question poorly. How would you implement an advantageous limitation like "Only affects Evil"? One intended to have no effect if used against its good owner or good teammates. One intended to have no effect on normals (who aren't capital-E Evil). One intended to have no effect on non-sapient things (like animals or objects). Or if you're hung up on the Evil part, how about a different limitation: "Only affects individuals wearing black clothing"? Doug Conveniently, everyone on Team Awesome wears all-white uniforms!
  6. So I was thinking about limitations that technically make a power not work on a whole class of things -- limiting! -- but in practice are always to the player's benefit. For example: Discount Blade of Zz'ria - 2d6 HKA, OAF (-1), Only affects evil (-1) Putting aside the numeric value of the limitation (which obviously depends on the morality the campaign), you can see how this limitation isn't very limiting. Captain Goode was never going to use it on a good person, but now she doesn't actually have to be careful: "Ah, Growing Red wasn't affected by my blade; he must no
  7. I voted "Yes". I've had no reason to make the limitations less limiting than printed. Gestures: If the character takes damage from or is adversely affected by any power that requires an Attack Roll or MCV Attack Roll while he’s Gesturing, the power doesn’t activate or immediately turns off Incantations: If he takes damage or is adversely affected by any power that requires an Attack Roll or MCV Attack Roll while he’s Incanting, the power doesn’t turn on or immediately turns off Doug (At least in 6E)
  8. As a cyclist who prefers not being hit by cars, I'll note "Far too many cyclists, motorists and enforcement officers believe that cyclists need to ride as far to the right as possible, in order to allow a motorist to use the same lane. Neither history nor law support this." https://cyclingsavvy.org/cycling-law/ As someone who doesn't want to derail a humor thread, do you seriously think cyclists are going to stop just because it gets cold? Doug I'll commute as long as it's dry and above freezing... and not a pandemic.
  9. You can also use Combined Attack (6E2 p74, CC p152). Make a single attack roll for the punch and the magic. If it hits, roll the damage separately for each, and apply defenses separately for each. However, if you're talking about creating a new spell called "Lighting Fist" (as opposed to adding an existing magic attack to a punch), go with one of the builds above. Doug I had to bring it up, given the subject line....
  10. That's Þrídrangaviti lighthouse, built before helicopters were a thing: https://icelandmonitor.mbl.is/news/nature_and_travel/2017/05/15/incredible_location_for_a_lighthouse_perched_on_a_r/ https://www.atlasobscura.com/places/thridrangaviti-lighthouse Doug
×
×
  • Create New...