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Surrealone

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  1. Like
    Surrealone got a reaction from Vanguard in Wealth perk use?   
    Unless, of course, Resource Points are being used -- then there's no room for abuse, at all … despite characters not paying "for everything in points".  (Instead, they pay 1 per 5 pts beyond the initial GM allocation of Resource Points, so some amount is free while anything beyond has a price [that isn't one for one]).
  2. Like
    Surrealone got a reaction from Chris Goodwin in Tactics by players, for players, against players   
    I wasn't trying to be ironic. The term "CON-stunned", no matter the reason it's used … is un-necessarily redundant.  Moreover, its use tends to dis-incent use of the correct term "Unconscious" … which doesn't help those new to the game learn RAW, I suspect.

    But we're sort of off-topic and it's my fault.  My apologies for the digression.
  3. Like
    Surrealone got a reaction from dsatow in Tactics by players, for players, against players   
    As opposed to DEX-stunning or STR-stunning them?
     
    Why not just say 'he stunned two of them'?  Am I missing something?
  4. Like
    Surrealone got a reaction from Toxxus in Grab vs. Gestures and Incantations   
    It's situational.  To explain what I mean, for #1 (incantations not being possible in the circumstance you described -- which was a called head/neck shot), I think more than just a called head/neck shot while performing a Grab is needed before you can deem incantations 'impossible'. Specifically, I think someone needs to go for the throat (neck) or the mouth (head) in order to prevent proper/clear enunciation of incantations and, if successful, then (in most cases) it's pretty cut/dry that if the Grab is followed by a squeeze, proper/clear enunciation will not be possible.
     
    Anything less specific than a called shot to the mouth/throat using a Grab maneuver is something I feel gives rise to #2 (incantations are possible but only with great difficulty - requiring an ability/skill check).  i.e. A called shot to the head/neck that isn't specifically to the mouth/throat, so it just generally hits the head/neck and has the called shot effect per RAW.  Once damage is computer, if the hit does significant damage after defenses (GM call on what constitutes 'significant'), I feel it could then result in a skill check to see if the character can continue to enunciate words properly/clearly.

    And then there's #3 (head/neck being squeezed doesn't interfere with incantations).  There's room for this, too.  For instance, where, exactly, is the head/neck of a Doppleganger or a Changeling? Given their abilities to adjust their bodies, if one is incanting, then it's a special circumstance that gives rise to the throat/mouth being successful Grabbed … having no meaningful effect.
  5. Like
    Surrealone got a reaction from Armory in Tactics by players, for players, against players   
    As opposed to DEX-stunning or STR-stunning them?
     
    Why not just say 'he stunned two of them'?  Am I missing something?
  6. Haha
    Surrealone got a reaction from Vanguard in Danger International: Global Task Force Omega vs. the World Terror Front   
    For some reason my mind read the title of this thread as "Dancer International" … a name that gives a completely different perspective on having poles in the batcave, I'd think.
     
    Sorry for the digression, I just figured I'd share. Carry on...
  7. Like
    Surrealone got a reaction from TranquiloUno in Tactics by players, for players, against players   
    Most GM's adhere to RAW, wherein there is no strict requirement to call out what you're holding for. Part of this is just plain old RAW adherence, but part of it is that it tends to make scenes a bit more cinematic, I think.

    Per RAW on 6e2, p20 (italics, underline, and bold added by me for emphasis):
    "A character may choose not to act when his DEX indicates that his Phase begins. He may wait until a lower DEX or until some event occurs ("I wait until he strikes"; I wait until he comes around the corner"). This is known as Holding an Action (or delaying or reserving a Phase). A character may Hold his Action until a later DEX in one of his Phases or until a later Segment. … <snip> A character may perform a Half Phase Action and then Hold a Half Phase. The character is considered "ready" and may perform the Held Half Phase Action later."

    Notice the use of 'or' meaning you can either just wait for a lower DEX (and when you get there, you can even continue to wait again if you want) … or … you can wait until some event occurs.  There's more RAW on the cited page as well that states:
    "With the GM's permission, a character can Hold his Action "generically", without declaring any sort of precondition for acting, and then may perform whatever Action he wants to whenever he wants to." It sounds to me like your GM isn't allowing that.  However, per the above RAW, you can state "I hold my action until DEX 10" and when DEX 10 occurs, you could say, "I continue to hold my action until my normal DEX in the next Segment" … and then when the next Segment arrives … you can keep on repeating.  It'll probably annoy the heck out of your GM (and, if so, expect him/her to eventually rule on it) … but technically, per RAW, it's legal even if you don't have GM permission to hold generically (because holding until a specific DEX on a given Segment is not the same as holding generically; it's actually constrained/tied to a given DEX).
     
    This was spot-on.
  8. Like
    Surrealone got a reaction from Brian Stanfield in Tactics by players, for players, against players   
    Another tactic I like:
    Drain X followed by attacking something affecting X.

    My favourite use of this is with a Mentalist -- specifically because EGO is not considered a defensive stat/power and, thus, is not subject to the halving rule when affected by an Adjustment Power like Drain. As a reminder, there is no cap on the amount you can Drain … and as another reminder, a character with 0 EGO must make a successful EGO roll each Phase to act (failure means s/he can initiate no actions of his/her own). In addition, at 0 EGO, characters follow any orders given to them unless they make successful EGO rolls … and absent orders, will follow their Psychological Complications. This is awesome when multiple conflicting orders are barked at a character, as the character will try to do them all unless s/he makes his/her EGO roll!
     
    Example:
    Psychic Crush (low dice, fully-IPE EGO Drain built as a Damage Over Time effect) followed by Mind Thrust (Mind Control) or some other mental power once the DoT has run its course.
     
    This works very well in low point games where dice caps are low -- allowing one to achieve better mental effects than would otherwise be achievable thanks to the lowering of the EGO stat.  It will easily fit within the dice caps … and NPCs tend to have no or low Power/Mental Defense as well as low EGO. The tradeoff, however, is time … but since this example uses a DoT that's IPE, the mentalist can spread it around early in the scene, then attack when the timing is right in order to maximize effect.
     
     
    This same sort of one-two combo also works well draining PRE (again, not a defensive stat/power and, thus, not subject to halving rule)… followed by PRE attacks.  In fact, if you can muster an AoE PRE Drain (rather than a DoT) within your point caps  … it can be ridiculously effective. Similar to EGO, a character with 0 PRE must make a successful PRE roll each Phase to act offensively or remain in the face of anything threatening (if s/he fails, s/he flees).
     
    Example:
    Fear (moderate dice fully-IPE AoE PRE Drain) followed by Vampiric Majesty (Aid to one's own PRE) [or a violent action, perhaps] combined with a PRE attack
     
  9. Thanks
    Surrealone got a reaction from Brian Stanfield in Tactics by players, for players, against players   
    Most GM's adhere to RAW, wherein there is no strict requirement to call out what you're holding for. Part of this is just plain old RAW adherence, but part of it is that it tends to make scenes a bit more cinematic, I think.

    Per RAW on 6e2, p20 (italics, underline, and bold added by me for emphasis):
    "A character may choose not to act when his DEX indicates that his Phase begins. He may wait until a lower DEX or until some event occurs ("I wait until he strikes"; I wait until he comes around the corner"). This is known as Holding an Action (or delaying or reserving a Phase). A character may Hold his Action until a later DEX in one of his Phases or until a later Segment. … <snip> A character may perform a Half Phase Action and then Hold a Half Phase. The character is considered "ready" and may perform the Held Half Phase Action later."

    Notice the use of 'or' meaning you can either just wait for a lower DEX (and when you get there, you can even continue to wait again if you want) … or … you can wait until some event occurs.  There's more RAW on the cited page as well that states:
    "With the GM's permission, a character can Hold his Action "generically", without declaring any sort of precondition for acting, and then may perform whatever Action he wants to whenever he wants to." It sounds to me like your GM isn't allowing that.  However, per the above RAW, you can state "I hold my action until DEX 10" and when DEX 10 occurs, you could say, "I continue to hold my action until my normal DEX in the next Segment" … and then when the next Segment arrives … you can keep on repeating.  It'll probably annoy the heck out of your GM (and, if so, expect him/her to eventually rule on it) … but technically, per RAW, it's legal even if you don't have GM permission to hold generically (because holding until a specific DEX on a given Segment is not the same as holding generically; it's actually constrained/tied to a given DEX).
     
    This was spot-on.
  10. Thanks
    Surrealone got a reaction from archer in Tactics by players, for players, against players   
    In general, the most effective tactic I've noted when it comes to the management and conservation of one's actions is to half-move using cover … and hold the other half Phase until the very end of the Segment right before the character's next Phase comes up. This provides the following tactical advantages:
    Allows movement toward a target to reduce range mods or close for HTH with that target ... or away from the target to add range mods to the opposition Harnesses the benefits of cover Allows the held half Phase to be used defensively if needed (instead of Aborting) Allows Breakfall to be used to get back on one's feet (thereby preserving DCV) at any time while the half Phase is held (assuming the character is knocked down and not Stunned/Unconscious), while retaining the held half Phase if the roll succeeds Allows one to take a half Phase to get up if knocked down, thereby preserving DCV Allows one to attack immediately after an opponent has performed an attack action, thereby precluding the opponent from Aborting to avoid the inbound attack Minimizes the gap between one's own attack action (after which one cannot Abort) and the ability for one to take a defensive action Allows one to take back-to-back actions, if needed (for example -- if two attacks in quick succession might bring about the end of the fight) The above is especially true of higher-DEX and SPD characters. The scoot-and-shoot-from-cover tactic is also stupidly effective in Heroic level Dark Champions games, where maneuvering and cover matter a lot more due to the lethality of firearms, knives, clubs, and the like.

    Having an odd number of meters for a full move also games the above tactic to maximum effect, as it gives one a 1m longer half-move without having to buy 2x as much of the movement to get it. (That's the Goodman School of Cost Effectiveness applied to catch the round. As a reminder, the Goodman School of Cost Effectiveness was taught within the early editions of the game, so application of its principles are a legit part of the game, too!)
  11. Like
    Surrealone got a reaction from TranquiloUno in Tactics by players, for players, against players   
    Another tactic I like:
    Drain X followed by attacking something affecting X.

    My favourite use of this is with a Mentalist -- specifically because EGO is not considered a defensive stat/power and, thus, is not subject to the halving rule when affected by an Adjustment Power like Drain. As a reminder, there is no cap on the amount you can Drain … and as another reminder, a character with 0 EGO must make a successful EGO roll each Phase to act (failure means s/he can initiate no actions of his/her own). In addition, at 0 EGO, characters follow any orders given to them unless they make successful EGO rolls … and absent orders, will follow their Psychological Complications. This is awesome when multiple conflicting orders are barked at a character, as the character will try to do them all unless s/he makes his/her EGO roll!
     
    Example:
    Psychic Crush (low dice, fully-IPE EGO Drain built as a Damage Over Time effect) followed by Mind Thrust (Mind Control) or some other mental power once the DoT has run its course.
     
    This works very well in low point games where dice caps are low -- allowing one to achieve better mental effects than would otherwise be achievable thanks to the lowering of the EGO stat.  It will easily fit within the dice caps … and NPCs tend to have no or low Power/Mental Defense as well as low EGO. The tradeoff, however, is time … but since this example uses a DoT that's IPE, the mentalist can spread it around early in the scene, then attack when the timing is right in order to maximize effect.
     
     
    This same sort of one-two combo also works well draining PRE (again, not a defensive stat/power and, thus, not subject to halving rule)… followed by PRE attacks.  In fact, if you can muster an AoE PRE Drain (rather than a DoT) within your point caps  … it can be ridiculously effective. Similar to EGO, a character with 0 PRE must make a successful PRE roll each Phase to act offensively or remain in the face of anything threatening (if s/he fails, s/he flees).
     
    Example:
    Fear (moderate dice fully-IPE AoE PRE Drain) followed by Vampiric Majesty (Aid to one's own PRE) [or a violent action, perhaps] combined with a PRE attack
     
  12. Like
    Surrealone got a reaction from Brian Stanfield in Tactics by players, for players, against players   
    In general, the most effective tactic I've noted when it comes to the management and conservation of one's actions is to half-move using cover … and hold the other half Phase until the very end of the Segment right before the character's next Phase comes up. This provides the following tactical advantages:
    Allows movement toward a target to reduce range mods or close for HTH with that target ... or away from the target to add range mods to the opposition Harnesses the benefits of cover Allows the held half Phase to be used defensively if needed (instead of Aborting) Allows Breakfall to be used to get back on one's feet (thereby preserving DCV) at any time while the half Phase is held (assuming the character is knocked down and not Stunned/Unconscious), while retaining the held half Phase if the roll succeeds Allows one to take a half Phase to get up if knocked down, thereby preserving DCV Allows one to attack immediately after an opponent has performed an attack action, thereby precluding the opponent from Aborting to avoid the inbound attack Minimizes the gap between one's own attack action (after which one cannot Abort) and the ability for one to take a defensive action Allows one to take back-to-back actions, if needed (for example -- if two attacks in quick succession might bring about the end of the fight) The above is especially true of higher-DEX and SPD characters. The scoot-and-shoot-from-cover tactic is also stupidly effective in Heroic level Dark Champions games, where maneuvering and cover matter a lot more due to the lethality of firearms, knives, clubs, and the like.

    Having an odd number of meters for a full move also games the above tactic to maximum effect, as it gives one a 1m longer half-move without having to buy 2x as much of the movement to get it. (That's the Goodman School of Cost Effectiveness applied to catch the round. As a reminder, the Goodman School of Cost Effectiveness was taught within the early editions of the game, so application of its principles are a legit part of the game, too!)
  13. Like
    Surrealone got a reaction from assault in Tactics by players, for players, against players   
    In general, the most effective tactic I've noted when it comes to the management and conservation of one's actions is to half-move using cover … and hold the other half Phase until the very end of the Segment right before the character's next Phase comes up. This provides the following tactical advantages:
    Allows movement toward a target to reduce range mods or close for HTH with that target ... or away from the target to add range mods to the opposition Harnesses the benefits of cover Allows the held half Phase to be used defensively if needed (instead of Aborting) Allows Breakfall to be used to get back on one's feet (thereby preserving DCV) at any time while the half Phase is held (assuming the character is knocked down and not Stunned/Unconscious), while retaining the held half Phase if the roll succeeds Allows one to take a half Phase to get up if knocked down, thereby preserving DCV Allows one to attack immediately after an opponent has performed an attack action, thereby precluding the opponent from Aborting to avoid the inbound attack Minimizes the gap between one's own attack action (after which one cannot Abort) and the ability for one to take a defensive action Allows one to take back-to-back actions, if needed (for example -- if two attacks in quick succession might bring about the end of the fight) The above is especially true of higher-DEX and SPD characters. The scoot-and-shoot-from-cover tactic is also stupidly effective in Heroic level Dark Champions games, where maneuvering and cover matter a lot more due to the lethality of firearms, knives, clubs, and the like.

    Having an odd number of meters for a full move also games the above tactic to maximum effect, as it gives one a 1m longer half-move without having to buy 2x as much of the movement to get it. (That's the Goodman School of Cost Effectiveness applied to catch the round. As a reminder, the Goodman School of Cost Effectiveness was taught within the early editions of the game, so application of its principles are a legit part of the game, too!)
  14. Like
    Surrealone got a reaction from TranquiloUno in Tactics by players, for players, against players   
    In general, the most effective tactic I've noted when it comes to the management and conservation of one's actions is to half-move using cover … and hold the other half Phase until the very end of the Segment right before the character's next Phase comes up. This provides the following tactical advantages:
    Allows movement toward a target to reduce range mods or close for HTH with that target ... or away from the target to add range mods to the opposition Harnesses the benefits of cover Allows the held half Phase to be used defensively if needed (instead of Aborting) Allows Breakfall to be used to get back on one's feet (thereby preserving DCV) at any time while the half Phase is held (assuming the character is knocked down and not Stunned/Unconscious), while retaining the held half Phase if the roll succeeds Allows one to take a half Phase to get up if knocked down, thereby preserving DCV Allows one to attack immediately after an opponent has performed an attack action, thereby precluding the opponent from Aborting to avoid the inbound attack Minimizes the gap between one's own attack action (after which one cannot Abort) and the ability for one to take a defensive action Allows one to take back-to-back actions, if needed (for example -- if two attacks in quick succession might bring about the end of the fight) The above is especially true of higher-DEX and SPD characters. The scoot-and-shoot-from-cover tactic is also stupidly effective in Heroic level Dark Champions games, where maneuvering and cover matter a lot more due to the lethality of firearms, knives, clubs, and the like.

    Having an odd number of meters for a full move also games the above tactic to maximum effect, as it gives one a 1m longer half-move without having to buy 2x as much of the movement to get it. (That's the Goodman School of Cost Effectiveness applied to catch the round. As a reminder, the Goodman School of Cost Effectiveness was taught within the early editions of the game, so application of its principles are a legit part of the game, too!)
  15. Haha
    Surrealone got a reaction from Chris Goodwin in Danger International: Global Task Force Omega vs. the World Terror Front   
    For some reason my mind read the title of this thread as "Dancer International" … a name that gives a completely different perspective on having poles in the batcave, I'd think.
     
    Sorry for the digression, I just figured I'd share. Carry on...
  16. Like
    Surrealone got a reaction from Vanguard in Guidelines Block Range Attack   
    Reminder: Aunt May would need a suitable item to use for this (say a silver serving tray?) … unless she bought Deflection.

    I think the entire point of everyone being able to perform a Block against ranged attacks was to simulate the concept of being able to knock arrows away with swords.  The game is, after all, called 'Hero System' … not 'Boring Average Joe/Jane System'. If everyone being able to block ranged attacks isn't your style, as a gentle reminder, the section on blocking ranged attacks found on 6e2 p59 begins as follows (bold/underlining added by me for emphasis): "With the GM’s permission, characters may Block Ranged attacks."
     
    Also as another gentle reminder (one that plays to your tennis ball example), per 6e2 p59, "...the penalties for trying to Block a Ranged attack unarmed are more often incurred, and can be more severe (-4 or worse)."  i.e. You, the GM, are supposed to impose penalties appropriate to the size/speed of the ranged attack being blocked, the means of blocking the ranged attack (e.g. unarmed, with shield, with sword, etc.), and the like.  Using your tennis ball example, what, exactly, is the problem with any unarmed person being able to do it?  Sure, it's hard -- reflect that by assigning appropriate penalties -- and if the person succeeds, then s/he overcame the difficulty.  It's as simple as that.  Why all the fuss on your part? Assign the modifiers, and let the dice be thrown!
  17. Like
    Surrealone got a reaction from bigbywolfe in Guidelines Block Range Attack   
    Every grunt on the field of battle with a buckler or a shield has the potential to avoid arrow-fire by blocking with that shield; you see this in Braveheart (the movie). "Pure … bad … design" was the old way of requiring every single one of them to have purchased Missile Deflection just to have a chance of avoiding arrow-fire.  That was horribly unrealistic.  The current approach allows far more realism than the 4e/5er way did.  Sure, it's unlikely Joe Schlep can knock an arrow out of the way with his buckler, but it's POSSIBLE … without him having 20 CP in Missile Deflection … and the new rules account for that.
     
    You, the GM, are supposed to be the guy who susses out just how possible/probable or impossible/improbable such things are in your game.  It sounds to me like you don't want to.  If that's the case, then don't … and forbid Blocking ranged attacks … but understand that by doing so, you've imposed something unrealistic, since Joe Schlep should have a chance of doing so; however improbable, it is still physically possible in the real world, after all -- without Joe Schlep having the 4e/5er equivalent of Missile Deflection just to have a shot at it (which was even MORE unrealistic, since he always should have had a shot at it).
  18. Like
    Surrealone got a reaction from bigbywolfe in Guidelines Block Range Attack   
    Reminder: Aunt May would need a suitable item to use for this (say a silver serving tray?) … unless she bought Deflection.

    I think the entire point of everyone being able to perform a Block against ranged attacks was to simulate the concept of being able to knock arrows away with swords.  The game is, after all, called 'Hero System' … not 'Boring Average Joe/Jane System'. If everyone being able to block ranged attacks isn't your style, as a gentle reminder, the section on blocking ranged attacks found on 6e2 p59 begins as follows (bold/underlining added by me for emphasis): "With the GM’s permission, characters may Block Ranged attacks."
     
    Also as another gentle reminder (one that plays to your tennis ball example), per 6e2 p59, "...the penalties for trying to Block a Ranged attack unarmed are more often incurred, and can be more severe (-4 or worse)."  i.e. You, the GM, are supposed to impose penalties appropriate to the size/speed of the ranged attack being blocked, the means of blocking the ranged attack (e.g. unarmed, with shield, with sword, etc.), and the like.  Using your tennis ball example, what, exactly, is the problem with any unarmed person being able to do it?  Sure, it's hard -- reflect that by assigning appropriate penalties -- and if the person succeeds, then s/he overcame the difficulty.  It's as simple as that.  Why all the fuss on your part? Assign the modifiers, and let the dice be thrown!
  19. Like
    Surrealone got a reaction from Netzilla in Guidelines Block Range Attack   
    Every grunt on the field of battle with a buckler or a shield has the potential to avoid arrow-fire by blocking with that shield; you see this in Braveheart (the movie). "Pure … bad … design" was the old way of requiring every single one of them to have purchased Missile Deflection just to have a chance of avoiding arrow-fire.  That was horribly unrealistic.  The current approach allows far more realism than the 4e/5er way did.  Sure, it's unlikely Joe Schlep can knock an arrow out of the way with his buckler, but it's POSSIBLE … without him having 20 CP in Missile Deflection … and the new rules account for that.
     
    You, the GM, are supposed to be the guy who susses out just how possible/probable or impossible/improbable such things are in your game.  It sounds to me like you don't want to.  If that's the case, then don't … and forbid Blocking ranged attacks … but understand that by doing so, you've imposed something unrealistic, since Joe Schlep should have a chance of doing so; however improbable, it is still physically possible in the real world, after all -- without Joe Schlep having the 4e/5er equivalent of Missile Deflection just to have a shot at it (which was even MORE unrealistic, since he always should have had a shot at it).
  20. Like
    Surrealone got a reaction from Netzilla in Guidelines Block Range Attack   
    Reminder: Aunt May would need a suitable item to use for this (say a silver serving tray?) … unless she bought Deflection.

    I think the entire point of everyone being able to perform a Block against ranged attacks was to simulate the concept of being able to knock arrows away with swords.  The game is, after all, called 'Hero System' … not 'Boring Average Joe/Jane System'. If everyone being able to block ranged attacks isn't your style, as a gentle reminder, the section on blocking ranged attacks found on 6e2 p59 begins as follows (bold/underlining added by me for emphasis): "With the GM’s permission, characters may Block Ranged attacks."
     
    Also as another gentle reminder (one that plays to your tennis ball example), per 6e2 p59, "...the penalties for trying to Block a Ranged attack unarmed are more often incurred, and can be more severe (-4 or worse)."  i.e. You, the GM, are supposed to impose penalties appropriate to the size/speed of the ranged attack being blocked, the means of blocking the ranged attack (e.g. unarmed, with shield, with sword, etc.), and the like.  Using your tennis ball example, what, exactly, is the problem with any unarmed person being able to do it?  Sure, it's hard -- reflect that by assigning appropriate penalties -- and if the person succeeds, then s/he overcame the difficulty.  It's as simple as that.  Why all the fuss on your part? Assign the modifiers, and let the dice be thrown!
  21. Like
    Surrealone got a reaction from Scott Ruggels in Guidelines Block Range Attack   
    I'd require all shields to be built as a form of Barrier, since that's what shields actually are.  After that, the issue of hiding behind shields to avoid dragon breath, cones of cold, etc. becomes a simple matter of whether the character interposes the Barrier in time (a la a block roll) … and then whether the Barrier provides enough coverage and is strong enough to withstand the incoming damage.  Magical shields should obviously be much tougher than non-magical ones, as should Vibranium shields and the like. If the Barrier breaks, the shield is toast and whatever damage leaks through, the character takes per the usual Barrier rules. I believe this simulates the trope perfectly … while accounting for what happens if an inadequate barrier is used, as well.

    Note:
    A shield for which a character pays points (a la Captain America's shield) could very well be a multipower where the Barrier capability is merely one of several powers.  (Captain America uses his shield offensively and bounces it, so he's probably got attacks in the MP, too.)

    I think you get the idea.
     
  22. Like
    Surrealone got a reaction from Hugh Neilson in Guidelines Block Range Attack   
    I'd require all shields to be built as a form of Barrier, since that's what shields actually are.  After that, the issue of hiding behind shields to avoid dragon breath, cones of cold, etc. becomes a simple matter of whether the character interposes the Barrier in time (a la a block roll) … and then whether the Barrier provides enough coverage and is strong enough to withstand the incoming damage.  Magical shields should obviously be much tougher than non-magical ones, as should Vibranium shields and the like. If the Barrier breaks, the shield is toast and whatever damage leaks through, the character takes per the usual Barrier rules. I believe this simulates the trope perfectly … while accounting for what happens if an inadequate barrier is used, as well.

    Note:
    A shield for which a character pays points (a la Captain America's shield) could very well be a multipower where the Barrier capability is merely one of several powers.  (Captain America uses his shield offensively and bounces it, so he's probably got attacks in the MP, too.)

    I think you get the idea.
     
  23. Like
    Surrealone got a reaction from archer in Buying Down OMCV to Zero   
    Sure there's a downside to doing it -- if you pick up some object that requires decent OMCV to properly target it, the character can make less effective use of that object than others.

    Now if you don't put such objects in your game, that's your call, but a lack of objects doesn't equate to a lack of downside associated with a potential use of such objects, if obtained.  (i.e. There is still a downside -- you've just elected not to leverage it … and that's on you, not the characters, IMHO.)

    Now, that issue aside -- I personally feel like OMCV and DMCV defaulting to 3 was a holdover from 5ER and earlier days … and that both really should have defaulted to 1. I also feel like defaulting both to 1 is a better/cleaner house rule when compared to 'No you can't do that because I just don't happen to like it and I'm too lazy a GM to make the buydown matter in my game.'
     
  24. Like
    Surrealone got a reaction from Duke Bushido in Buying Down OMCV to Zero   
    Sure there's a downside to doing it -- if you pick up some object that requires decent OMCV to properly target it, the character can make less effective use of that object than others.

    Now if you don't put such objects in your game, that's your call, but a lack of objects doesn't equate to a lack of downside associated with a potential use of such objects, if obtained.  (i.e. There is still a downside -- you've just elected not to leverage it … and that's on you, not the characters, IMHO.)

    Now, that issue aside -- I personally feel like OMCV and DMCV defaulting to 3 was a holdover from 5ER and earlier days … and that both really should have defaulted to 1. I also feel like defaulting both to 1 is a better/cleaner house rule when compared to 'No you can't do that because I just don't happen to like it and I'm too lazy a GM to make the buydown matter in my game.'
     
  25. Like
    Surrealone got a reaction from Vanguard in GMing Danger Sense   
    Straight out of RAW:
    "A character with this Talent has a sixth sense about danger." (Source: 6e1 p111)

    You need to GM that as you see fit, with the understanding that it relies on senses the character has unless purchased with the +10 CP option for "perceive any type of danger, in or out of combat, and regardless of whether he could perceive it with his standard senses" -- at which point, it effective DOES operate as a 6th sense.
     
    Most GM's I've seen and/or played under tend to give a basic DS roll (using normal senses) whenever an attack is coming in for which a per roll would not normally be permitted.  An example might be the first shot fired by a sniper at the character.  (Normally someone would not get a PER roll against this … and would be surprised, but someone with DS would likely be given a roll and, if successful, would spot the glare off the sniper's scope or hear the bullet's movement through the air --- i.e. GM explanation as to how it was perceived would be based on the character's senses.)
     
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