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Steve Long

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  1. Like
    Steve Long got a reaction from Vanguard in Pushing in Heroic Campaigns   
    He can Push for 8 points of STR in this situation. He can Push for up to 5 Character Points' worth of an ability (STR, in this case) just for succeeding with the EGO Roll. If he succeeds by a greater margin, he can exceed that amount as indicated in the rulebook.
  2. Like
    Steve Long got a reaction from Stagliano in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  3. Like
    Steve Long got a reaction from Chris Goodwin in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  4. Like
    Steve Long got a reaction from SteveZilla in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  5. Like
    Steve Long got a reaction from Khas in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  6. Like
    Steve Long got a reaction from mallet in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  7. Like
    Steve Long got a reaction from Ninja-Bear in Steve Long still answering questions?   
    No worries -- I'm still providing official answers to rules questions, and even working on some stuff to be published (such as an Advanced Player's Guide III, mostly composed of answers I've provided here). And of course I'm working on some projects of my own, such as Mythic Hero (which you can read more about in a pinned post on the Discussion board, if you're interested) and some short PDF products. Y'all can't get rid of me that easily.
  8. Like
    Steve Long got a reaction from mattingly in Steve On The BAMF! Podcast   
    That was Andy who did that. It was such a clever idea, and he was so into it, that I had to run with it.
  9. Like
    Steve Long got a reaction from Hermit in Steve On The BAMF! Podcast   
    Earlier this week I taped an episode of the BAMF! podcast, in which I and superhero gaming luminaries Steve Kenson and Christopher McLoughlin talk about superhero RPG design and related topics. Enjoy!
     
    BAMF! Podcast: Steve Talks Superhero RPGs
  10. Like
    Steve Long got a reaction from mattingly in Steve On The BAMF! Podcast   
    Earlier this week I taped an episode of the BAMF! podcast, in which I and superhero gaming luminaries Steve Kenson and Christopher McLoughlin talk about superhero RPG design and related topics. Enjoy!
     
    BAMF! Podcast: Steve Talks Superhero RPGs
  11. Like
    Steve Long got a reaction from SteveZilla in Mental Damage Shield and Telepathy, Mind Link   
    I want to rephrase your question to state it in a way that I think gets at the heart of the issue:
     
    Q:  According to 6E1 322, a Mental Damage Shield has to be built with the Limitation Mental Contact Only (-½). What does “mental contact” mean, and how is it established between two characters?
     
    A:  “Mental contact” means any form of contact or connection between two characters that takes place mentally rather than physically. This can include attacking a character with a Mental Power, being attacked by a Mental Power, establishing a Telepathy, Mind Link, or Telepathic Mind Control “link” between two characters, and so on. If there’s any doubt as to whether mental contact occurs between two characters, the GM has the final say on the issue.
     
    However, in the case of Mental Damage Shields specifically, there’s another Limitation to keep in mind:  No Range (-½). Since a Mental DS has No Range, any form of “mental contact” that involves the character with the Mental DS using a Ranged power will not activate the Mental DS. This includes the character with the Mental DS using a Mental Power to attack another character, to establish a telepathic link, and so on. (If he were to use one of those powers at No Range, perhaps while touching the target, then the GM might rule that the Mental DS activates.) But if another character makes a Mental attack on the character with the Mental DS, that’s sufficient “mental contact” to activate the Mental DS, even if the Mental attack were made at Range.
  12. Like
    Steve Long got a reaction from Christopher in Reducing tiny Endurance   
    Reduced Endurance (0 END) costs +1/2, regardless of the END cost of the underlying power. As usual, though, the GM can change this if he thinks that value is too high (or too low).
  13. Like
    Steve Long got a reaction from Christopher R Taylor in Reducing tiny Endurance   
    Reduced Endurance (0 END) costs +1/2, regardless of the END cost of the underlying power. As usual, though, the GM can change this if he thinks that value is too high (or too low).
  14. Like
    Steve Long got a reaction from Mister E in Paralyzing Venom   
    I don’t normally answer “how to” questions, but for once I’ll make an exception. Here’s how I’d do it:
     
    1. Buy an Entangle with Takes No Damage From Attacks (+1).
     
    2. Apply addtional Power Modifiers that allow the Entangle to work against CON rather than STR.
     
    That second step is a little tricky, though. One option is to adapt the Based On CON (-1) Limitation, which ordinarily only applies to Mental Powers, to this ability.
     
    But here’s another option. I swear to 3d6 random gods of your choice that somewhere in one of the 6E books we published rules for using alternate Characteristics for things like this (and various other powers), but damned if I can find them right now, and I don’t have time to keep looking. So, what I’ve appended below are optional rules for escaping Entangles using alternate Characteristics that we published in Digital Hero #5. I’ll consider putting these in APG3 (unless, of course, someone points me to where the “using alternate Characteristics” rules are already in print).
    Here ya go:

    Entangles Affecting Characteristics Other Than STR
    Under the standard rules, a character breaks out of an Entangle using STR. 6E1 217 provides rules for creating Entangles that require EGO to break out of instead of STR. It’s possible to extend the reasoning behind “Mental Paralysis” Entangles to create Entangles affecting other Characteristics.
     
    Doing this requires a Power Modifier, Works Against [CHAR], Not STR. This Modifier may be an Advantage or a Limitation, depending on whether, in the campaign, the average character is likely to have the affected Primary Characteristic at a lower or higher level than STR. If it’s likely to be higher, Works Against [CHAR], Not STR is probably a Limitation; if it’s likely to be lower, it’s probably an Advantage. This takes into account not only Characteristic cost (expensive Characteristics are likely to be lower than STR), but the nature of the campaign and types of characters in it (in a psionics campaign, EGOs are usually higher than STRs). The value of the Modifier depends on the average relative level of the two Characteristics, as indicated by the accompanying table.
    [[BOX TEXT]]
    WORKS AGAINST [CHAR] SUGGESTED VALUES
    Affected Characteristic Is,
    On The Average...        Suggested Value
    Much higher than STR        -½ or more
    Slightly higher than STR        -¼
    Equal to STR            -0
    Slightly lower than STR        +¼
    Much lower than STR        +½ or more
    [[END BOX]]
     
    Here are some guesstimates of these values for “average” HERO System campaigns, with descriptions of possible special effects. The number in front of the slash represents the value in Heroic campaigns, the number after the slash the value in Superheroic games. Many of the suggested special effects require the Takes No Damage From Attacks Advantage.
     
    Works Against DEX, Not STR (-0 / +¼):  This might represent energy bonds that can’t be broken, only wiggled out of, coils that stretch so much they’re unbreakable but which the character can squeeze out of, and so forth.
     
    Works Against CON, Not STR (-0 / +¼):  This might represent paralytic attacks such as some venoms and nerve strikes — it’s not the strength of the character’s muscles or will that governs how long he’s paralyzed, but his hardiness and fitness.
     
    Works Against INT, Not STR (-0 / +½):  This might represent psychic attacks that put the victim in a “mental maze” he has to “escape” from before he can act, or a puzzle so absorbing a character can’t do anything but try to figure it out until he somehow forces himself to look away from it.
     
    Works Against EGO, Not STR (+¼ / +¼):  This represents “Mental Paralysis,” as discussed on 6E1 217.
     
    Works Against PRE, Not STR (+¼ / +½):  This might simulate the ability to inspire unwavering awe, or a terror attack leaving the victim so frightened he can’t move.
     
    Works Against BODY, Not STR (+½ / +½):  This might represent attacks similar to Works Against CON.
     
    A character attempting to break out of one of these “exotic Entangles” may use his “Casual” Characteristic, in exactly the same way that Casual STR works against normal Entangles. This costs END at the standard rate of 1 per 10 Active Points used (including the base points the character gets “for free” in the Characteristic). An exotic Entangle functions in all ways as a standard Entangle (it reduces the victim’s DCV to zero, and so forth). Depending on the special effect involved, another character who wants to “attack” the Entangle to free a trapped comrade may actually have to try actions other than attacking (such as slapping the victim’s face, splashing water on him, or shouting out clues and encouragement).
     
     
  15. Like
    Steve Long got a reaction from Mister E in Multiple Sticky Attacks   
    Good question. I can see some great drama in this situation — can Our Hero get the victims to the hospital before he collapses himself?!?? Tune in next week!
     
    In this situation, the character is affected by the Sticky attack one time for each affected victim he comes into contact with. But as always, the GM can adjust this based on common sense, dramatic sense, and special effects if he sees fit. For example, maybe instead of four individual attacks the character takes the base attack, then adds +1 DC for each affected victim that he touches. GMs are smart, they can figure out all kinds of fun possibilities.
  16. Haha
    Steve Long got a reaction from Tech in Breaking Someone Else Out of a Grab   
    It's definitely possible for a character to try to break a Grabbed character out of the Grab -- see one of the examples under "Multiple Grabs," 6E2 63, for an example of how this is done.
     
    And yes, a character can try to break a telekinetically Grabbed character out of the Telekinesis Grab. In this case, use the telekinetic character's DCV to determine whether the character can "hit" the TK with his Grab to apply STR to break the Grabbed character free.
     
    Example:  Zomgar (currently DCV 8 taking all modifiers into account) is a super-alien leading an invasion of Earth. He uses his Telekinesis (40 STR) to Grab Facepuncher, a superhero who's fighting the alien invaders. When Facepuncher isn't able to break free from the Grab on his own, his ally the Silver Sentinel decides to help out. He has STR 60 to apply against the Telekinetic Grab's STR, but first he has to Grab the Telekinesis. To do this he must hit Zomgar's DCV 8. Assuming he succeeds, the odds look good that Facepuncher will soon be free to continue doing what he does best -- punching the face of evil!
  17. Haha
    Steve Long got a reaction from BoloOfEarth in Breaking Someone Else Out of a Grab   
    It's definitely possible for a character to try to break a Grabbed character out of the Grab -- see one of the examples under "Multiple Grabs," 6E2 63, for an example of how this is done.
     
    And yes, a character can try to break a telekinetically Grabbed character out of the Telekinesis Grab. In this case, use the telekinetic character's DCV to determine whether the character can "hit" the TK with his Grab to apply STR to break the Grabbed character free.
     
    Example:  Zomgar (currently DCV 8 taking all modifiers into account) is a super-alien leading an invasion of Earth. He uses his Telekinesis (40 STR) to Grab Facepuncher, a superhero who's fighting the alien invaders. When Facepuncher isn't able to break free from the Grab on his own, his ally the Silver Sentinel decides to help out. He has STR 60 to apply against the Telekinetic Grab's STR, but first he has to Grab the Telekinesis. To do this he must hit Zomgar's DCV 8. Assuming he succeeds, the odds look good that Facepuncher will soon be free to continue doing what he does best -- punching the face of evil!
  18. Like
    Steve Long got a reaction from HeroGM in Paralyzing Venom   
    I don’t normally answer “how to” questions, but for once I’ll make an exception. Here’s how I’d do it:
     
    1. Buy an Entangle with Takes No Damage From Attacks (+1).
     
    2. Apply addtional Power Modifiers that allow the Entangle to work against CON rather than STR.
     
    That second step is a little tricky, though. One option is to adapt the Based On CON (-1) Limitation, which ordinarily only applies to Mental Powers, to this ability.
     
    But here’s another option. I swear to 3d6 random gods of your choice that somewhere in one of the 6E books we published rules for using alternate Characteristics for things like this (and various other powers), but damned if I can find them right now, and I don’t have time to keep looking. So, what I’ve appended below are optional rules for escaping Entangles using alternate Characteristics that we published in Digital Hero #5. I’ll consider putting these in APG3 (unless, of course, someone points me to where the “using alternate Characteristics” rules are already in print).
    Here ya go:

    Entangles Affecting Characteristics Other Than STR
    Under the standard rules, a character breaks out of an Entangle using STR. 6E1 217 provides rules for creating Entangles that require EGO to break out of instead of STR. It’s possible to extend the reasoning behind “Mental Paralysis” Entangles to create Entangles affecting other Characteristics.
     
    Doing this requires a Power Modifier, Works Against [CHAR], Not STR. This Modifier may be an Advantage or a Limitation, depending on whether, in the campaign, the average character is likely to have the affected Primary Characteristic at a lower or higher level than STR. If it’s likely to be higher, Works Against [CHAR], Not STR is probably a Limitation; if it’s likely to be lower, it’s probably an Advantage. This takes into account not only Characteristic cost (expensive Characteristics are likely to be lower than STR), but the nature of the campaign and types of characters in it (in a psionics campaign, EGOs are usually higher than STRs). The value of the Modifier depends on the average relative level of the two Characteristics, as indicated by the accompanying table.
    [[BOX TEXT]]
    WORKS AGAINST [CHAR] SUGGESTED VALUES
    Affected Characteristic Is,
    On The Average...        Suggested Value
    Much higher than STR        -½ or more
    Slightly higher than STR        -¼
    Equal to STR            -0
    Slightly lower than STR        +¼
    Much lower than STR        +½ or more
    [[END BOX]]
     
    Here are some guesstimates of these values for “average” HERO System campaigns, with descriptions of possible special effects. The number in front of the slash represents the value in Heroic campaigns, the number after the slash the value in Superheroic games. Many of the suggested special effects require the Takes No Damage From Attacks Advantage.
     
    Works Against DEX, Not STR (-0 / +¼):  This might represent energy bonds that can’t be broken, only wiggled out of, coils that stretch so much they’re unbreakable but which the character can squeeze out of, and so forth.
     
    Works Against CON, Not STR (-0 / +¼):  This might represent paralytic attacks such as some venoms and nerve strikes — it’s not the strength of the character’s muscles or will that governs how long he’s paralyzed, but his hardiness and fitness.
     
    Works Against INT, Not STR (-0 / +½):  This might represent psychic attacks that put the victim in a “mental maze” he has to “escape” from before he can act, or a puzzle so absorbing a character can’t do anything but try to figure it out until he somehow forces himself to look away from it.
     
    Works Against EGO, Not STR (+¼ / +¼):  This represents “Mental Paralysis,” as discussed on 6E1 217.
     
    Works Against PRE, Not STR (+¼ / +½):  This might simulate the ability to inspire unwavering awe, or a terror attack leaving the victim so frightened he can’t move.
     
    Works Against BODY, Not STR (+½ / +½):  This might represent attacks similar to Works Against CON.
     
    A character attempting to break out of one of these “exotic Entangles” may use his “Casual” Characteristic, in exactly the same way that Casual STR works against normal Entangles. This costs END at the standard rate of 1 per 10 Active Points used (including the base points the character gets “for free” in the Characteristic). An exotic Entangle functions in all ways as a standard Entangle (it reduces the victim’s DCV to zero, and so forth). Depending on the special effect involved, another character who wants to “attack” the Entangle to free a trapped comrade may actually have to try actions other than attacking (such as slapping the victim’s face, splashing water on him, or shouting out clues and encouragement).
     
     
  19. Thanks
    Steve Long got a reaction from TranquiloUno in Paralyzing Venom   
    I don’t normally answer “how to” questions, but for once I’ll make an exception. Here’s how I’d do it:
     
    1. Buy an Entangle with Takes No Damage From Attacks (+1).
     
    2. Apply addtional Power Modifiers that allow the Entangle to work against CON rather than STR.
     
    That second step is a little tricky, though. One option is to adapt the Based On CON (-1) Limitation, which ordinarily only applies to Mental Powers, to this ability.
     
    But here’s another option. I swear to 3d6 random gods of your choice that somewhere in one of the 6E books we published rules for using alternate Characteristics for things like this (and various other powers), but damned if I can find them right now, and I don’t have time to keep looking. So, what I’ve appended below are optional rules for escaping Entangles using alternate Characteristics that we published in Digital Hero #5. I’ll consider putting these in APG3 (unless, of course, someone points me to where the “using alternate Characteristics” rules are already in print).
    Here ya go:

    Entangles Affecting Characteristics Other Than STR
    Under the standard rules, a character breaks out of an Entangle using STR. 6E1 217 provides rules for creating Entangles that require EGO to break out of instead of STR. It’s possible to extend the reasoning behind “Mental Paralysis” Entangles to create Entangles affecting other Characteristics.
     
    Doing this requires a Power Modifier, Works Against [CHAR], Not STR. This Modifier may be an Advantage or a Limitation, depending on whether, in the campaign, the average character is likely to have the affected Primary Characteristic at a lower or higher level than STR. If it’s likely to be higher, Works Against [CHAR], Not STR is probably a Limitation; if it’s likely to be lower, it’s probably an Advantage. This takes into account not only Characteristic cost (expensive Characteristics are likely to be lower than STR), but the nature of the campaign and types of characters in it (in a psionics campaign, EGOs are usually higher than STRs). The value of the Modifier depends on the average relative level of the two Characteristics, as indicated by the accompanying table.
    [[BOX TEXT]]
    WORKS AGAINST [CHAR] SUGGESTED VALUES
    Affected Characteristic Is,
    On The Average...        Suggested Value
    Much higher than STR        -½ or more
    Slightly higher than STR        -¼
    Equal to STR            -0
    Slightly lower than STR        +¼
    Much lower than STR        +½ or more
    [[END BOX]]
     
    Here are some guesstimates of these values for “average” HERO System campaigns, with descriptions of possible special effects. The number in front of the slash represents the value in Heroic campaigns, the number after the slash the value in Superheroic games. Many of the suggested special effects require the Takes No Damage From Attacks Advantage.
     
    Works Against DEX, Not STR (-0 / +¼):  This might represent energy bonds that can’t be broken, only wiggled out of, coils that stretch so much they’re unbreakable but which the character can squeeze out of, and so forth.
     
    Works Against CON, Not STR (-0 / +¼):  This might represent paralytic attacks such as some venoms and nerve strikes — it’s not the strength of the character’s muscles or will that governs how long he’s paralyzed, but his hardiness and fitness.
     
    Works Against INT, Not STR (-0 / +½):  This might represent psychic attacks that put the victim in a “mental maze” he has to “escape” from before he can act, or a puzzle so absorbing a character can’t do anything but try to figure it out until he somehow forces himself to look away from it.
     
    Works Against EGO, Not STR (+¼ / +¼):  This represents “Mental Paralysis,” as discussed on 6E1 217.
     
    Works Against PRE, Not STR (+¼ / +½):  This might simulate the ability to inspire unwavering awe, or a terror attack leaving the victim so frightened he can’t move.
     
    Works Against BODY, Not STR (+½ / +½):  This might represent attacks similar to Works Against CON.
     
    A character attempting to break out of one of these “exotic Entangles” may use his “Casual” Characteristic, in exactly the same way that Casual STR works against normal Entangles. This costs END at the standard rate of 1 per 10 Active Points used (including the base points the character gets “for free” in the Characteristic). An exotic Entangle functions in all ways as a standard Entangle (it reduces the victim’s DCV to zero, and so forth). Depending on the special effect involved, another character who wants to “attack” the Entangle to free a trapped comrade may actually have to try actions other than attacking (such as slapping the victim’s face, splashing water on him, or shouting out clues and encouragement).
     
     
  20. Sad
    Steve Long got a reaction from Christougher in Constant, Uncontrolled or Both?   
    OK, I finally had time to get back to this. Sorry for the delay!
     
    1. I’m not sure I understand this question. How would having an Uncontrolled CE power (that affects electronic devices) interact at all with a Multipower of magnetic blasts? Are you saying you think the CE should affect some (or all) of the magnetic blasts, thus reducing them in effectiveness?
     
    2. Again, not entirely sure I understand what you want to know. CE is a Constant Power, so the CE part of the bubble remains in effect as long as Bipolar pays END to maintain it. If he doesn’t, it stops working. If (as I suspect) you want the CE to last as long as the Entangle, you definitely need Uncontrolled (or some other game element that synchs it up with the Entangle).
     
    3. Assuming the GM allows Bipolar to have a 0 END Uncontrolled power, this form of the power is certainly likely to last longer, and without any need for Bipolar to focus on it. Otherwise, again I’m not entirely sure I understand what you’re asking — what do you think should happen?
     
    4. A Damage Shield already has to be bought with Constant. If Bipolar makes it Uncontrolled, then Uncontrolled’s effects apply:  the feeds the DS a set amount of END, and when that END runs out the DS stops working.
     
    5. Well, again, I can’t say much other than:  if Bipolar makes it Uncontrolled, then Uncontrolled’s effects apply:  the feeds the Barrier (or Blast) a set amount of END, and when that END runs out the Barrier (and all associated effects) (or Blast) stops working.
     
    As an aside, I’m not sure Blast, Constant, AoE, Explosion is what you want. If you want anyone touching the Barrier to suffer the effects of the Blast, then buy it as a Damage Shield that covers the Barrier, or as an Area Of Effect (Line) that’s Linked to the Barrier.
     
    I hope those answers help! I’m guessing that I didn’t entirely follow your assumptions and what you were really asking, so one or more follow-up questions will probably be necessary. If you post them, it might help if you explain (1) what exactly you want the power to do, and (2) what you think will happen if you apply Uncontrolled (or whatever). Thanx!
  21. Like
    Steve Long got a reaction from Brian Stanfield in Dimensional Lock   
    The difficulty here arises from the fact that we need another tool in the toolbox -- Stops Teleport + Transdimensional isn't going to get you what you want. Instead, we need a new Advantage:  Cannot Be Escaped With Extra-Dimensional Movement (+1/4). That solves the problem nicely.
     
    Alternately, the GM might allow a character to create an Anti-Dimensional Travel field using Change Environment. Establish a cost for that effect (let's say 20 points, just off the top of my head), apply Area Of Effect, and voila.
  22. Like
    Steve Long got a reaction from Tom Cowan in Dimensional Lock   
    The difficulty here arises from the fact that we need another tool in the toolbox -- Stops Teleport + Transdimensional isn't going to get you what you want. Instead, we need a new Advantage:  Cannot Be Escaped With Extra-Dimensional Movement (+1/4). That solves the problem nicely.
     
    Alternately, the GM might allow a character to create an Anti-Dimensional Travel field using Change Environment. Establish a cost for that effect (let's say 20 points, just off the top of my head), apply Area Of Effect, and voila.
  23. Thanks
    Steve Long got a reaction from BoloOfEarth in Dimensional Lock   
    The difficulty here arises from the fact that we need another tool in the toolbox -- Stops Teleport + Transdimensional isn't going to get you what you want. Instead, we need a new Advantage:  Cannot Be Escaped With Extra-Dimensional Movement (+1/4). That solves the problem nicely.
     
    Alternately, the GM might allow a character to create an Anti-Dimensional Travel field using Change Environment. Establish a cost for that effect (let's say 20 points, just off the top of my head), apply Area Of Effect, and voila.
  24. Like
    Steve Long got a reaction from Starshield in Steve At MAGLabs (Sept. 7-9, Alexandria, VA)   
    On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy!
     
    MAGLabs (Sept. 7-9, Alexandria, VA)
  25. Like
    Steve Long got a reaction from eepjr24 in Multiple HtH Attacks   
    Per 6E2 102, when a character uses an HA with Advantages that directly affect the damage he does, you use the HA as the base attack and have STR add damage according to the rules on 6E2 96-102. Thus, the STR added is adjusted to take into account the Advantages on the HA. So your example — 20 STR applied to HA +4d6 with +1 worth of Advantages — is correct:  the character described does 6d6 Normal Damage with Penetrating (x2).
     
    The issue becomes a little trickier when a character has one or more additional forms of HA that could add into the attack, and which either don’t have the Advantage(s) on the first HA, or have different Advantages. (Note:  I keep thinking that I’ve written about this before, but if so I can’t find it. I reserve my right to change my answer if necessary. ) First, of course, the GM has to determine whether the two HAs can both work together. The default answer is that two different HAs can work together (but the character only adds his STR once to the overall damage, not to each HA individually). However, the GM is well within his rights to rule otherwise if the two HAs don’t seem “compatible” based on common sense, dramatic sense, special effects, and other considerations. Taking your example above (a “Speed-Punch” and a Club), some GMs might rule that they’re compatible, while other GMs might not — I can see arguments both ways.
     
    If the two HAs are compatible, this raises the (potentially extremely complicated) issue of which Advantages apply and how you calculate the overall damage. I could easily spend the rest of the afternoon writing about all the possible combinations and now things play out, and frankly, even as much as I love the HERO System I have better ways to spend my Labor Day afternoon.  I will consider this issue further and write about it in APG3, but in the meantime the best advice I can provide is for the GM to use his best judgment to make PCs fun to play without unbalancing the campaign.