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Steve Long

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  1. Thanks
    Steve Long got a reaction from SteveZilla in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  2. Thanks
    Steve Long got a reaction from Khymeria in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  3. Like
    Steve Long got a reaction from DentArthurDent in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  4. Like
    Steve Long got a reaction from claudio in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  5. Like
    Steve Long got a reaction from Nekkidcarpenter in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  6. Like
    Steve Long got a reaction from Korgoth in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  7. Thanks
    Steve Long got a reaction from Steve in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  8. Like
    Steve Long reacted to Ndreare in 6E Core Rulebook Errata   
    Awesome,
    Thank you.
  9. Like
    Steve Long got a reaction from Xotl in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  10. Like
    Steve Long got a reaction from Khas in 6E Core Rulebook Errata   
    Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today.
     
    If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it.
    6E Errata 2020-02-09.pdf
  11. Like
    Steve Long got a reaction from Bodkins Odds in AOE Accurate Selective   
    Yes. This is what the Ignite spell (FHG 133) does. It uses Area Of Effect (16m Radius Selective; +1) to set on fire any object the caster wants within the defined 16m Radius. Then it also has Area Of Effect (1m Accurate; +1/2) so that hitting each of those objects only requires the caster to hit DCV 3. Otherwise, hitting small targets like candle wicks, torches, a piece of parchment, or the like would become difficult if the GM rigidly applies the Target Size Combat Modifier.
  12. Like
    Steve Long got a reaction from Daisuke in Martial Maneuver: Flying Dodge   
    Flying Dodge is discussed generally on HSMA 245-46. As noted there, a character gets one Full Move’s worth of movement when he uses Flying Dodge. If he’s already made a Half Move, then he only has a Half Move left to use with the Maneuver. See the HSMA discussion for other factors and information.
     
    Regardless of how much movement a character uses with his Flying Dodge, he only gets to move once. He doesn’t keep getting to make a Full Move every time someone attacks him after the first attack that caused him to use Flying Dodge. He maintains the DCV bonus from the Maneuver until he gets to act again (just like with any Dodge-based Maneuver), but he doesn’t get to keep moving around.
     
    If a character uses Flying Dodge and gets hit anyway, he still gets to use the movement he declared as part of the Maneuver. Getting hit doesn’t stop him from moving or cause him to lose any meters of movement.
  13. Like
    Steve Long got a reaction from Gauntlet in Skill Levels, situational   
    It's a fascinating thought -- seeing how each side would react to the other's latest tactic. Sort of like ECM, then ECCM, then ECCCM, ad infinitum.   I'm tempted to try to build a Fantasy setting with magic developed to this extent -- individual "styles" and what have you of combat spellcasting in an effort to maximize your impact and minimize your enemy's. Either that, or maybe work it into my Chaos Blades setting, which is already heavily focused on certain types of combat magic.
     
    In any event, you're certainly making me think, so take 2 XP out of petty cash as your reward.
  14. Like
    Steve Long got a reaction from Stagliano in AOE Accurate Selective   
    Yes. This is what the Ignite spell (FHG 133) does. It uses Area Of Effect (16m Radius Selective; +1) to set on fire any object the caster wants within the defined 16m Radius. Then it also has Area Of Effect (1m Accurate; +1/2) so that hitting each of those objects only requires the caster to hit DCV 3. Otherwise, hitting small targets like candle wicks, torches, a piece of parchment, or the like would become difficult if the GM rigidly applies the Target Size Combat Modifier.
  15. Like
    Steve Long got a reaction from eepjr24 in AOE Accurate Selective   
    Yes. This is what the Ignite spell (FHG 133) does. It uses Area Of Effect (16m Radius Selective; +1) to set on fire any object the caster wants within the defined 16m Radius. Then it also has Area Of Effect (1m Accurate; +1/2) so that hitting each of those objects only requires the caster to hit DCV 3. Otherwise, hitting small targets like candle wicks, torches, a piece of parchment, or the like would become difficult if the GM rigidly applies the Target Size Combat Modifier.
  16. Thanks
    Steve Long got a reaction from Hauer in Drain and aid   
    See the "Adjustment Powers" section on 6E1 135-143. Typically points removed by a Drain (or added by an Aid) are regained  (or lost) at the rate of 5 Character Points per Turn, but there are Advantages and other factors that may affect this.
  17. Like
    Steve Long got a reaction from bigbywolfe in using mind scanning to track a target   
    As discussed on 6E1 263-64, knowledge of the target’s location depends on the strength of the Mind Scan lock-on:  at Greater Than EGO, the attacker simply knows the direction to the target, all the way up to EGO + 20, in which case the attacker knows the target’s exact location. (The GM may also provide further information, such as “He’s not on ground level,” depending upon the strength of the lock-on, as discussed on 6E1 263.)
     
    Me fully getting into the complex subject of “tracking” a mind via Mind Scan will have to wait for APG3, so consider these general guidelines to tide everyone over until then:
     
    1. To “track” a mind that a character has a Mind Scan lock-on to, he must have a lock-on that’s at least EGO +10 strong. A weaker lock-on than that breaks as soon as the target begins to move substantially. Determining what “substantially” means is up to the GM, but I generally consider it to be a significant form/amount of movement. Walking between floors in a building doesn’t count; nor does walking around in a small, defined area (such as a corner park or a restaurant). On the other hand, getting into a car and driving away, the target activating his Flight and zooming off, or teleporting halfway across the city probably are “substantial” enough to break the lock-on. The attacker does not know which direction the target started to travel when the lock-on broke. (Alternately, depending on the situation the GM might let him learn that one bit of information if he succeeds with an EGO Roll at the same penalty to the character’s OMCV from the table on 6E1 261.)
     
    2. If a character has a Mind Scan lock-on of EGO +10 or greater, he is able to track the target as he moves, with a few caveats.
     
    First, if the target moves into an area with fewer (or the same number of) people than the area where the attacker established the Mind Scan lock-on, the attacker can automatically “track” the target without having to make any rolls. (This assumes, however, that the target’s moving at a fairly slow rate of speed, such as walking, or driving in a car at normal urban speeds. If the target’s moving with “significant” speed, see the third point, below, for further guidelines.)
     
    Second, if the target moves into an area with more people than the area he was in when the attacker established the lock-on, the attacker must make another EGO Combat Roll (at the new, harsher, modifier) to maintain the lock-on (regardless of the target’s velocity). If he succeeds, the lock-on remains intact; if he fails, the lock-on breaks (but the attacker is aware of roughly what direction the target was traveling).
     
    Depending on how fast the target’s traveling, the attacker may have to make EGO Attack Rolls on each of his (the attacker’s) Phases to maintain the lock-on. If appropriate, the GM may add up all the people in the areas through which the target traveled since the attacker’s last Phase and use that larger figure to determine the OMCV penalty.
     
    Third, if the target travels with “significant” velocity — such as activating FTL Travel, driving at high rates of speed (60 MPH or more), or Teleporting over a metropolitan (or longer) distance — then the GM may rule that the lock-on breaks automatically. At the very least, the attacker should suffer a large penalty to the OMCV roll to maintain the lock-on:  double (or more) the penalty listed in the Mind Scan Modifiers Table on 6E1 261.
     
    3. In any case described above where the attacker has to make an EGO Combat Roll to maintain his Mind Scan lock-on, if he succeeds with that roll he does not need to re-roll his Effect Roll — all he’s doing in this case is maintaining the existing Effect Roll. However, he may choose to re-roll the Effect Roll (perhaps because he hopes to establish a stronger lock-on to make it easier to keep tracking the target). If he does so, he must accept and use that second result.
     
    I think that covers everything in your question. If not, please PM me or post a follow-up. Thanx!
  18. Like
    Steve Long got a reaction from Mister E in using mind scanning to track a target   
    As discussed on 6E1 263-64, knowledge of the target’s location depends on the strength of the Mind Scan lock-on:  at Greater Than EGO, the attacker simply knows the direction to the target, all the way up to EGO + 20, in which case the attacker knows the target’s exact location. (The GM may also provide further information, such as “He’s not on ground level,” depending upon the strength of the lock-on, as discussed on 6E1 263.)
     
    Me fully getting into the complex subject of “tracking” a mind via Mind Scan will have to wait for APG3, so consider these general guidelines to tide everyone over until then:
     
    1. To “track” a mind that a character has a Mind Scan lock-on to, he must have a lock-on that’s at least EGO +10 strong. A weaker lock-on than that breaks as soon as the target begins to move substantially. Determining what “substantially” means is up to the GM, but I generally consider it to be a significant form/amount of movement. Walking between floors in a building doesn’t count; nor does walking around in a small, defined area (such as a corner park or a restaurant). On the other hand, getting into a car and driving away, the target activating his Flight and zooming off, or teleporting halfway across the city probably are “substantial” enough to break the lock-on. The attacker does not know which direction the target started to travel when the lock-on broke. (Alternately, depending on the situation the GM might let him learn that one bit of information if he succeeds with an EGO Roll at the same penalty to the character’s OMCV from the table on 6E1 261.)
     
    2. If a character has a Mind Scan lock-on of EGO +10 or greater, he is able to track the target as he moves, with a few caveats.
     
    First, if the target moves into an area with fewer (or the same number of) people than the area where the attacker established the Mind Scan lock-on, the attacker can automatically “track” the target without having to make any rolls. (This assumes, however, that the target’s moving at a fairly slow rate of speed, such as walking, or driving in a car at normal urban speeds. If the target’s moving with “significant” speed, see the third point, below, for further guidelines.)
     
    Second, if the target moves into an area with more people than the area he was in when the attacker established the lock-on, the attacker must make another EGO Combat Roll (at the new, harsher, modifier) to maintain the lock-on (regardless of the target’s velocity). If he succeeds, the lock-on remains intact; if he fails, the lock-on breaks (but the attacker is aware of roughly what direction the target was traveling).
     
    Depending on how fast the target’s traveling, the attacker may have to make EGO Attack Rolls on each of his (the attacker’s) Phases to maintain the lock-on. If appropriate, the GM may add up all the people in the areas through which the target traveled since the attacker’s last Phase and use that larger figure to determine the OMCV penalty.
     
    Third, if the target travels with “significant” velocity — such as activating FTL Travel, driving at high rates of speed (60 MPH or more), or Teleporting over a metropolitan (or longer) distance — then the GM may rule that the lock-on breaks automatically. At the very least, the attacker should suffer a large penalty to the OMCV roll to maintain the lock-on:  double (or more) the penalty listed in the Mind Scan Modifiers Table on 6E1 261.
     
    3. In any case described above where the attacker has to make an EGO Combat Roll to maintain his Mind Scan lock-on, if he succeeds with that roll he does not need to re-roll his Effect Roll — all he’s doing in this case is maintaining the existing Effect Roll. However, he may choose to re-roll the Effect Roll (perhaps because he hopes to establish a stronger lock-on to make it easier to keep tracking the target). If he does so, he must accept and use that second result.
     
    I think that covers everything in your question. If not, please PM me or post a follow-up. Thanx!
  19. Thanks
    Steve Long got a reaction from Hauer in How does penetrating officially work?   
    Your GM is incorrect (unless, of course, he wants to change how the Advantage works -- it's his campaign, of course). As described by the rules on 6E1 342, Penetrating means that a certain amount of the damage gets through, based on the amounts shown on the dice. I haven't double-checked the math in the example you gave, but the methodology is accurate.
  20. Thanks
    Steve Long got a reaction from Hauer in Adding damage class   
    As discussed on CC 156, an attack's Damage Classes (DCs) are determined by its Active Points -- 1 DC per 5 points. So let's suppose you have an HKA 2d6. That's 30 Active Points, which means the attack has 6 DCs.
     
    The methods for adding damage are discussed on CC 157. For an HKA, the most common method is Strength (STR) -- for every 5 STR used with the attack, you add 1 DC. So let's supppose your character has 20 STR to use with his HKA. That means he's adding 4 DCs, so his attack has a total of 10 DCs (6 from the HKA, +4 from STR).
     
    An HKA with 10 DCs does 3d6+1 damage (unfortunately CC doesn't explain this anywhere that I can find, but I may have overlooked a chart or rule). So as discussed on CC 156, you roll 3d6 for the BODY damage and add 1 to the total. Then roll 1/2d6 to determine the STUN Multiplier.
     
    Adding damage tends to be one of the trickiest parts of the HERO System rules, so don't worry if you don't grasp everything about it right away. Keeping working with and using the rules, and eventually it will become second nature. The HERO System Basic Rulebook and Volume 2 of the 6th Edition core rulebook both have more information on the subject, including some handy tables that make calculating DCs easier.
  21. Like
    Steve Long got a reaction from Barton in Adding damage class   
    As discussed on CC 156, an attack's Damage Classes (DCs) are determined by its Active Points -- 1 DC per 5 points. So let's suppose you have an HKA 2d6. That's 30 Active Points, which means the attack has 6 DCs.
     
    The methods for adding damage are discussed on CC 157. For an HKA, the most common method is Strength (STR) -- for every 5 STR used with the attack, you add 1 DC. So let's supppose your character has 20 STR to use with his HKA. That means he's adding 4 DCs, so his attack has a total of 10 DCs (6 from the HKA, +4 from STR).
     
    An HKA with 10 DCs does 3d6+1 damage (unfortunately CC doesn't explain this anywhere that I can find, but I may have overlooked a chart or rule). So as discussed on CC 156, you roll 3d6 for the BODY damage and add 1 to the total. Then roll 1/2d6 to determine the STUN Multiplier.
     
    Adding damage tends to be one of the trickiest parts of the HERO System rules, so don't worry if you don't grasp everything about it right away. Keeping working with and using the rules, and eventually it will become second nature. The HERO System Basic Rulebook and Volume 2 of the 6th Edition core rulebook both have more information on the subject, including some handy tables that make calculating DCs easier.
  22. Like
    Steve Long got a reaction from Tom Cowan in Telekinesis   
    I think the "previous answer" you're referring to is this one:
     
     
    That, in turn, led to the statement on APG2 37. Does that answer your question? If not, please PM me and I will edit this answer to address your concern. Thanks!
     
  23. Like
    Steve Long got a reaction from Khas in Telekinesis   
    I think the "previous answer" you're referring to is this one:
     
     
    That, in turn, led to the statement on APG2 37. Does that answer your question? If not, please PM me and I will edit this answer to address your concern. Thanks!
     
  24. Haha
    Steve Long got a reaction from Khas in Multiple Damage Reductions   
    Ha! Sometimes overlooking things, followed by procrastination, pays off.
  25. Like
    Steve Long got a reaction from SteveZilla in Teleportation and Blind Jumps   
    I think what’s causing confusion here is that you’re calculating the Range Modifier on a “personal” scale for a MegaScaled power. As noted on 6E1 340, “the MegaScaling affects the Range Modifier as well.” So if your power has MegaRange (1m = 1 km), Range Modifier penalties begin to accrue at 9 kilometers, not 9 meters as it would with a personal-scale attack. So placing your Gate a mile (approx. 1,600 m) from you entails a Range Modifier penalty of -0.
     
    However, if you can’t perceive the target location with a Targeting Sense (and that’s likely, since few characters can see that far), then the second paragraph you cited above comes into play. Now you’re suffering a -5 penalty to your Attack Roll — which is significantly worse than the -0 you’d ordinarily have.
     
    I think that covers your question, but if I’ve overlooked something, please PM me or post a follow-up question. Thanks!