Jump to content

Surrealone

HERO Member
  • Posts

    1,462
  • Joined

  • Last visited

  • Days Won

    3

Reputation Activity

  1. Like
    Surrealone got a reaction from SteveZilla in Two fine point questions pertaining to Mental Paralysis   
    Mental Man has an entangle built as follows:

    Mental Paralysis
    ​Entangle 1d6, 6 Resistant Mental Defense, Alternate Combat Value (OMCV Vs DMCV; +1/4), Vs EGO Not STR (+1/4), Personal Immunity (+1/4), Line of Sight (+1/2), Sticky (+1/2), Area of Effect (16m Cone; +1/2), Takes No Damage From Attacks (+1), Invisible Power Effects: Fully Invisible (+1), Backlash (+1/2)
     
    ​Mental Man attacks a 14 EGO mook 3m in front of him, electing to commence the power's cone where he stands (such that Mental Man is within the area of effect) -- knowing that his personal immunity will preclude him from all of his own power's effects.  He successfully positions his cone, and he then rolls to make sure he hits the mook ... and the GM confirms a successful hit on the mook's DMCV.  1d6 is rolled to determine the 'body' of the Entangle, and a 1 comes up on the die yielding a 1 BODY, 6 Resistant Mental Defense Entangle.
     
    Our mook has no mental powers, but has 14 EGO, allowing him to roll 3d6 to try to break out of the Entangle. He rolls three dice with a result of three 6's ... an amazing roll, but only 6 BODY ... which isn't enough to overcome both the BODY and the Resistant Mental Defense of the Entangle, so the mook remains Entangled.
     
    Mental Man then decides he wants to release the mook from the Entangle ... but did not buy the 'dismissible' option on it.  He elects to use his 8d6 Mental Blast to blow the Entangle down, even though it takes no damage from attacks.  His thinking is that the Mental Paralysis power (including all advantages other than Personal Immunity -- such as Area of Effect, Sticky, Fully Invisible, Takes No Damage From Attacks, etc.) is preempted by Personal Immunity and, thus, just as the power did not stick to him ... or affect him while in the Area ... the Takes No Damage From Attacks advantage should be treated similarly and, thus, should have no bearing with regard to his Mental Blast.
    ​Two questions:
    How much Backlash STUN damage does the mook take from his roll of three 6's that failed to break the Entangle? Can Mental Man expend both a Phase and END to attack and potentially break his Mental Paralysis that Takes No Damage From Attack ... because of his Personal Immunity to the power (including its advantages ... such as AoE, Sticky, etc.)
  2. Like
    Surrealone got a reaction from Duke Bushido in Limitation: "Only versus ego entangles" questions.   
    And what, exactly, is wrong with someone deciding something like "I don't want mental entangles to affect me" and then wrapping an explanation around it?  

    I ask because I don't see it as fundamentally any different from "I don't want to be really weak" .... and then buying a pile of STR to represent how strong the person feels the character is ... and then wrapping an explanation around it.

    It's also fundamentally no different from "I don't want lead to affect my vision" and then buying N-ray vision that cannot see through lead ... and wrapping an explanation around THAT.
  3. Like
    Surrealone got a reaction from Ninja-Bear in Limitation: "Only versus ego entangles" questions.   
    And what, exactly, is wrong with someone deciding something like "I don't want mental entangles to affect me" and then wrapping an explanation around it?  

    I ask because I don't see it as fundamentally any different from "I don't want to be really weak" .... and then buying a pile of STR to represent how strong the person feels the character is ... and then wrapping an explanation around it.

    It's also fundamentally no different from "I don't want lead to affect my vision" and then buying N-ray vision that cannot see through lead ... and wrapping an explanation around THAT.
  4. Like
    Surrealone got a reaction from Panpiper in Limitation: "Only versus ego entangles" questions.   
    And what, exactly, is wrong with someone deciding something like "I don't want mental entangles to affect me" and then wrapping an explanation around it?  

    I ask because I don't see it as fundamentally any different from "I don't want to be really weak" .... and then buying a pile of STR to represent how strong the person feels the character is ... and then wrapping an explanation around it.

    It's also fundamentally no different from "I don't want lead to affect my vision" and then buying N-ray vision that cannot see through lead ... and wrapping an explanation around THAT.
  5. Downvote
    Surrealone reacted to Gnome BODY (important!) in Invulnerability   
    But HERO System should be able to deal in Sith.  Or did Star HERO lie to me? 
  6. Thanks
    Surrealone got a reaction from Bruce Wallon in Invulnerability   
    By definition, 'invulnerable' means 'impossible to harm or damage'.  Per RAW on 6e1 p190, "Furthermore, a character must define the special effects of a reasonably common group of attacks that affect him while he's Desolidified." RAW then goes on to provide examples of what is meant by 'reasonably common group of attacks" using a few that have very clear cut special effects.
     
    Put succinctly, Desolidification is NOT a defensive 'I win' button … and it certainly does not provide a defense against all attacks that meets the definition of 'invulnerable' given the above text from RAW … in addition to Mental Powers also applying.
     
    I'm scratching my head trying to figure out the point of playing a character or NPC … in a game … that is 'impossible to harm or damage' (i.e. 'invulnerable'), anyway.  That just seems awfully boring, to me.  If the intent is for a GM-controlled plot device, then treat it like one and don't bother defining it, as GM fiat is fine. Then again, GM fiat is, IMHO, an unnecessary crutch typically wielded by weak-minded GMs .... that's also awfully boring.
  7. Downvote
    Surrealone got a reaction from Gnome BODY (important!) in Invulnerability   
    By definition, 'invulnerable' means 'impossible to harm or damage'.  Per RAW on 6e1 p190, "Furthermore, a character must define the special effects of a reasonably common group of attacks that affect him while he's Desolidified." RAW then goes on to provide examples of what is meant by 'reasonably common group of attacks" using a few that have very clear cut special effects.
     
    Put succinctly, Desolidification is NOT a defensive 'I win' button … and it certainly does not provide a defense against all attacks that meets the definition of 'invulnerable' given the above text from RAW … in addition to Mental Powers also applying.
     
    I'm scratching my head trying to figure out the point of playing a character or NPC … in a game … that is 'impossible to harm or damage' (i.e. 'invulnerable'), anyway.  That just seems awfully boring, to me.  If the intent is for a GM-controlled plot device, then treat it like one and don't bother defining it, as GM fiat is fine. Then again, GM fiat is, IMHO, an unnecessary crutch typically wielded by weak-minded GMs .... that's also awfully boring.
  8. Like
    Surrealone reacted to Steve Long in 6e Errata missing from forums   
    I can't do a thing about the website; that's waaay beyond my computer knowledge.  But I'll mention it to Jason and he can certainly get it fixed. Thanx for letting us know!
  9. Like
    Surrealone got a reaction from massey in Cheesy-munchkiny builds you've seen?   
    You seem to suggest that it's an either/or scenario when, in reality, one can very readily create a character with an eye toward both concept AND efficiency.  This was rather the point of the Goodman School of Cost Effectiveness blurbs -- i.e. They reminded players building to concept not to forget about efficiency.
  10. Thanks
    Surrealone got a reaction from Gnome BODY (important!) in Cheesy-munchkiny builds you've seen?   
    You seem to suggest that it's an either/or scenario when, in reality, one can very readily create a character with an eye toward both concept AND efficiency.  This was rather the point of the Goodman School of Cost Effectiveness blurbs -- i.e. They reminded players building to concept not to forget about efficiency.
  11. Like
    Surrealone got a reaction from Duke Bushido in Cheesy-munchkiny builds you've seen?   
    43 REC bought as a fixed Multipower slot in a shape shifter's Multipower where it could run only one slot at a time -- defined as adjusting physiology to allow for rapid healing.  (The character was an efficient 450pt build in 6e, by the way … and it was the largest of three Multipowers on the character.)
     
    The player would hold through Segment 12 and then, if no action was used, slot the REC and keep holding into the next Turn, thereby leveraging the crazy REC during the post-Segment 12 recovery.  Only when needed, of course.
     
    I admired it from a justification and rules lawyering angle, as it was perfectly legit with a sound basis in character concept -- but it still smelled like Limburger.
  12. Like
    Surrealone got a reaction from Netzilla in Rushed actions   
    I was curious about that too, as I've never seen DEX races, either. Perhaps it's because the GMs I've had tend to take heavy advantage when a character 'drops his pants' (by taking an action on a Phase at his DEX early in the DEX count for the Segment), thereby precluding his/her ability to abort when someone (or several someones) with lower DEX attack in the same Segment … often thumping him/her.
     
    Kick a dog enough when it can't abort … and it begins holding Actions until the last possible moments to use them -- i.e. until the Segment just before an upcoming new Phase, usually.  That's been my experience anyway...
  13. Like
    Surrealone got a reaction from Vanguard in 6E Multiple Attack, No Skill Levels?   
    As a reminder, OCV and DCV are characteristics (as opposed to being figured from DEX in 4e and earlier).  Thus, while you cannot, per RAW, buy Skill Levels with Multiple Attack, nothing in RAW prevents/precludes you from buying +2 OCV and slapping an appropriate Limitation on it … such as "Only Usable When Multiple Attacking. [-1]".
  14. Like
    Surrealone got a reaction from Killer Shrike in Rushed actions   
    I was curious about that too, as I've never seen DEX races, either. Perhaps it's because the GMs I've had tend to take heavy advantage when a character 'drops his pants' (by taking an action on a Phase at his DEX early in the DEX count for the Segment), thereby precluding his/her ability to abort when someone (or several someones) with lower DEX attack in the same Segment … often thumping him/her.
     
    Kick a dog enough when it can't abort … and it begins holding Actions until the last possible moments to use them -- i.e. until the Segment just before an upcoming new Phase, usually.  That's been my experience anyway...
  15. Like
    Surrealone got a reaction from Killer Shrike in Rushed actions   
    I tend to agree with Killer Shrike that if one is going to penalize for hurrying then one should provide a benefit to taking one's time -- otherwise one ends up with a poorly-considered band-aid in play that isn't exactly logical.  Certainly you may not subscribe to the need for symmetry, but that doesn't mean all of your players will see it the same way.
     
    I mention this because, ultimately, groups agreeing to play by a certain rule set with a GM isn't a license for a GM to be draconian.  Instead, it is exactly that … an agreement (usually verbal) … that the rule set is mutually acceptable to use as a basis for game play.  Thus, it logically follows that players should also have some input into whether changes/amendments to the rule set are mutually acceptable.  If they aren't, well, the adult thing to do is hash it out (a la negotiatiation) … but if that reaches a stalemate, there are always other GM's (or, from the GM's perspective, other players).
  16. Like
    Surrealone got a reaction from ScottishFox in Rushed actions   
    I was curious about that too, as I've never seen DEX races, either. Perhaps it's because the GMs I've had tend to take heavy advantage when a character 'drops his pants' (by taking an action on a Phase at his DEX early in the DEX count for the Segment), thereby precluding his/her ability to abort when someone (or several someones) with lower DEX attack in the same Segment … often thumping him/her.
     
    Kick a dog enough when it can't abort … and it begins holding Actions until the last possible moments to use them -- i.e. until the Segment just before an upcoming new Phase, usually.  That's been my experience anyway...
  17. Like
    Surrealone reacted to CptPatriot in Linked Question   
    Current rules say that you don't buy Growth as always on, you buy the stats and take the appropriate complication for the size.
     
    In any case, if a power is always on, the linked power isn't limited thus not a limitation.
  18. Like
    Surrealone reacted to CptPatriot in Linked Question   
    5th and 6th Edition don't use Growth for permanently large people (Look at the Appendix starting at 5ER 573)
     
    The linked Armor would always be on because the Growth is always on. Now, having Always On Armor is a whole different issue but Linked to an Always On power is not a limitation.
  19. Like
    Surrealone got a reaction from ScottishFox in 6E Multiple Attack, No Skill Levels?   
    As a reminder, OCV and DCV are characteristics (as opposed to being figured from DEX in 4e and earlier).  Thus, while you cannot, per RAW, buy Skill Levels with Multiple Attack, nothing in RAW prevents/precludes you from buying +2 OCV and slapping an appropriate Limitation on it … such as "Only Usable When Multiple Attacking. [-1]".
  20. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    The trick with the minigun on the motorcycle is to squeeze off about 1/3 second of brrrrp at targets.  It should be more than enough to force control rolls in your targets while the motorcycle dextrously maneuvers around larger vehicles sidelined by its fire to their tires, through windshields, etc.
     
    i.e. No long brrrrrrrrrrrrrrrrrrrrrrrp, but something more like well-aimed, short burst brrrp brrrp brrrp's at one or more targets.  Quick bursts to put just enough firepower where it needs to go ... and no more.
     
    You can do a lot with a little ammo ... like that.
  21. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    And the A10 Warthog can only carry about 10 seconds worth of ammo for its cannon -- but it's still effective for its given role.
  22. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    I believe it's actual modern life where weapon selection while at headquarters, base camp, or at home before a reasonably brief mission is pretty normal -- regardless of whether that mission is a military operation outside of the Green Zone, a SWAT engagement to deal with an active shooter, or a day/weekend's hunt in the wild.  i.e. It's unlikely someone is encumbered by multiple rifles ... just as it's unlikely someone's humping multiple ammunition types meant to be fired through multiple barrels for a single rifle with multi-caliber barrel options for its platform.  (Most likely additional rifles, ammo, and barrels are handled from a logistical supply angle ... i.e. moved by truck or other non-human locomotion ... and swapped/restocked/changed between missions.  Exceptions for edge cases, of course, apply, but I believe this is the norm/rule in most scenarios.)
     
    i.e. A 1984 'Red Dawn' scenario would be an outlier/exception ... not the norm, today.  (And even those kids had a sporting good shop as a supply depot, trucks, and a base camp from which they operated...allowing for weapon changes and resupply.)
  23. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    Sure it is -- put it down and pick up another gun of a different caliber!  Think about it: with the RFB coming in ~US$1000 less than the MSRP price of the Desert Tech ... you can actually buy another gun of a different caliber ... and have two different firearms.
     
    Also, a reminder -- you dial your rifle's scope in at one caliber ... then change calibers ... and have to dial it in for the second caliber.  This is a solid use case for simply having two different rifles ... of two different calibers ... each of which is dialed in -- and just grabbing and going.  (This, by the way, is my personal preference and approach, as well.)
  24. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    At a MSRP of US$2,200 per unit for the 7.62 NATO version of the Desert Tech MDR, they are a VERY spendy option compared to the Kel-Tec RFB (which is quite a machine if you can get your hands on one).  The RFB also has an easy to reach (no tools or teardown required) adjustable gas valve -- which has led many an idiot (who didn't bother to tune it) to complain that the RFB won't cycle when, in fact, one can (and must) tune it to cycle for the specific ammo one is running (and/or for suppressor use).  If memory serves, the RFB has 10 tuning positions.  By comparison, IIRC the MDR has a 3-position adjustable gas valve -- and the handguard must be removed to adjust it.  This means you'll be soaking more recoil than you must on the MDR ... since you can't tune it quite as precisely as the RFB.  It also means if you switch up ammo in the MDR from something that cycles reliably to something underpowered that doesn't, you need to break out the tools and remove the handguard to make your adjustment.
     
    So -- the MDR is pricier, less tunable, and less user friendly (when you need to tune it) -- than a RFB.  On the plus side, the trigger on the MDR is likely a bit more crisp than that of the RFB, even through they are within a half pound of one another.  However, it should be noted that the RFB trigger can be brought down to a nice 3-3.5lb trigger with a crisp break ... for about US$100.  Factor that into the pricing and the MDR is still miles (and years) behind the RFB.  I know people will poo-poo Kel-Tec because they are Kel-Tec, but the fact is, Kel-Tec has some very innovative and reliable rifles ... that are sadly marred by 1) prejudices based on Kel-Tec pistols and 2) availability problems caaused by very low production numbers.
     
    All of that said, the MDR in 7.62 NATO looks like quite a gun.  Putting the RFB aside, I'd own a MDR unless I had both staring at me in the gun shop and only one could come home with me (in which case it'd be the RFB).
     
    Surreal
     
    P.S. Anyone else note lack of BUIS on the MDB (in addition to the ridiculous optic he was running)?  I suspect it arises from the same issue as other .308 bullpups -- lack of suitable rail space.  In general, you can't co-witness on most .308 bullpups due to rail space and eye relief being at odds with one another -- but you often CAN (barely) run low profile BUIS.  The top rail length on the MDB suggests that it -might- actually be able to allow for cowitness if a slightly smaller optic is used -- which would be a win over other .308 bullpups.  (K&N Aerospace used to offer a slightly longer top-rail for the RFB, but Ken stopped making them about 18 months ago as I understand it.  With his aftermarket top-rail on a RFB, one could barely fit BUIS on it with an optic ... and couldn't co-witness, at all.)
  25. Like
    Surrealone got a reaction from Prefers2Lurk in Cool Guns for your Games   
    Well, the person in the video appears to be less focused on igniting things and more focused on looking impressive while conserving fuel.  A longer burn in one place (using more fuel) is all that's necessary for improved ignition. 3-4 seconds is likely enough...
×
×
  • Create New...