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Steve Long

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Everything posted by Steve Long

  1. Here's how I wrote that question up for the next edition of the Rules FAQ. Note the last sentence. Generally speaking, to do what you're describing, I think it would make more sense to buy Area Of Effect (Line) and Link it to Flight -- sort of like the third option for "Charging Slash" described on page 38 of Ninja Hero. You can read more about mobile area-affecting powers in the Rules FAQ under "Area Of Effect," IIRC.
  2. I'm not sure where you're getting the idea that "does no STUN" would be a -3/4 Limitation. A quick search of the Powers chapter and the Rules FAQ doesn't turn up any reference to that. Before I answer, I'd like to know where you got that information, in case I'm overlooking something or have somehow allowed a factoid to leak out of my pointed little head. So, if you could, please post a follow-up.
  3. First, there’s an unspoken assumption in your question that I should address. You mention applying Damage Shield to a Persistent Power. The rule as written doesn’t mention Persistent; it says only that the power must be Constant (either inherently, or because Continuous has been applied). As the text on 5E 165 notes regarding Persistent, GMs should be wary of Persistent Attack Powers, due to the potential game balance problems they pose. The one relevant published example I can think of offhand, Feuermacher’s “Fiery Form” power, has both Continuous and Persistent. Therefore, as a default rule, if a character wants to have a Persistent Damage Shield, he still has to make it Continuous if the power’s not inherently Constant. However, the GM may waive this rule if he thinks doing so won’t cause game balance problems. Now, moving on to your question, it seems to me that the solution is that you should make the power Constant (Continuous), not Persistent. What you’re describing is the way a Constant power works, not the way a Persistent power works. Applying Persistent simply because “it’s cheaper” and then trying to back-door your way to a Constant-like effect really isn’t proper. Just apply Continuous.
  4. Someone asked a question about Sweep and multiple-Power attacks a day or two ago; it's still available here on the boards. Having one weapon in each hand is certainly a valid "special effect" for a multiple-Power attack, generally speaking. The GM can forbid this if he prefers characters to use Sweep or thinks it could otherwise cause game balance problems.
  5. The Rules FAQ, available on the FAQ page, has a question about this in the section under "Elemental Controls."
  6. Andy showed up to tonight's game, and what did he have? The copy of TE that the printer overnights him when it finishes a book. I was very jealous. But hopefully my copies will arrive later this coming week.
  7. No -- as the text states, the determining factor is whether the attack could, if a high enough roll were achieved, do BODY damage. It doesn't have to actually roll that high. As long as it has the potential to roll that high, it ablates some of the defense.
  8. Page 2 of 5E. There are also some Rules FAQ questions on the subject.
  9. 1. OCV is meaningless; the character can’t act. His DCV would be 0, and Hit Location modifiers halved. 2. If a character has 0 SPD, Persistent Powers such as many defenses remain in effect. Persistent Attack Powers don’t shut off, but they can’t hurt anyone because the character cannot take any actions. (The GM could make an exception for, say, a Persistent Damage Shield if he wanted to.) Constant Attack Powers shut off; the character cannot maintain them.
  10. Just an alert for the DH subscribers -- the Shades Of Black playtest document is now available, complete with maps! This is our first scenario playtested, so the process is a bit different than normal. Please read the introductory instructions carefully, and e-mail me if you have any questions. In particular, we're hoping to get a lot of people to actually playtest the adventure -- run it in their own campaigns, or as an impromptu one-shot campaign. That's more helpful for adventure products than any other type of book. Looking forward to hearing your thoughts!
  11. Just an alert for the DH subscribers -- the Shades Of Black playtest document is now available, complete with maps! This is our first scenario playtested, so the process is a bit different than normal. Please read the introductory instructions carefully, and e-mail me if you have any questions. In particular, we're hoping to get a lot of people to actually playtest the adventure -- run it in their own campaigns, or as an impromptu one-shot campaign. That's more helpful for adventure products than any other type of book. Looking forward to hearing your thoughts!
  12. As a default rule, no; that seems too likely to cause game balance problems or slow down play. But the GM can certainly allow it if he thinks it’s appropriate and fair.
  13. Then you generally shouldn't be posting questions on the Fifth Edition questions board -- my answers might not make much sense to you. 4E questions work better on the "HERO System Discussion" board.
  14. I told them I wanted to run a game -- in fact, my weekly updates on the website even list the name of the game in the section on conventions. But I don't know when they're planning to slot it in. Fair warning, though -- don't expect any big elaborate thing. It's a pretty simple adventure I run at cons for fun with an emphasis on ease of play and action. I usually just draw the maps up right at the table.
  15. I would consider what you're describing a valid multiple-Power attack, but not because of the differing special effects. I'd look more at the fact that the two powers are separate and distinct weapons, even though both are guns built with EB. Obviously one of the things a multiple-Power attack does well is allow things like two-gun fighting and so on, so purely on the basis of common and dramatic sense I'd suggest allowing this. Some of the confusion is my fault, since I don't differentiate "Power" and "power" as well as I should have in that section, I think. However, you are the GM. If you're not comfortable with that or prefer to go strictly by the interpretation you describe, you should do what you think is best for the game.
  16. Again, read 5E 150. It answers these questions by referring to "walls and other barriers." You could certainly apply the Advantage to a Force Wall, for example.
  17. While I'm at it, I'll spin straw into gold, too. Seriously, some powers simply aren't balanced for game purposes, and really can't be made balanced without ruining them. What works in a comic book, where the writer controls what the main characters do, doesn't always work in a game (where the "head writer," the GM, has virtually no control over what the main characters, the PCs, do). I definitely expect the book will have a "Rogue Touch" sort of power, at least insofar as stealing powers, but the aim is going to be to simulate a particular ability properly, not to "balance" it at the expense of creating what I want to present. In my experience, the best way to "balance" that sort of power is to only allow a player mature enough to use it properly to build a character with it. I've gamed with people who I wouldn't hesitate to let have this power, because they'd only use it once every few games (at most) and only when it was truly "in character" to do so. I've gamed with other people who I wouldn't let have this power if they paid me, because they'd use it every chance they got in complete defiance of common sense or genre conventions. OK, minor digression over. Back to work on Force Powers. Please keep the suggestions and ideas coming!
  18. It's a fantasy equivalent, more or less, of the Champions Battlegrounds product we have slated for release roundabout this June. It's a collection of interlinked scenarios, each centering around a map or maps GMs can make repeated use of if desired. In the case of FH Battlegrounds, it will also have a bunch of generic maps for prominent fantasy locations in the back.
  19. Because I tend to think the former is more restrictive of a flying vehicle than the latter is of a character. As usual, it's an easy change to make if you prefer some other arrangement.
  20. Don't use Hardened. Use the Cannot Be Escaped With Teleporation Advantage on 5E 150.
  21. I'd buy the power in two parts. Figure out how big you want it to be at night. Buy half that unLimited. Buy an equal amount with a -1 "Not During The Day."
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