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dialNforNinja

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  1. Like
    dialNforNinja reacted to IndianaJoe3 in Advice for a rookie GM with rookie players   
    APG2 has an Extradimensional Space power that would, ah, fit the bill.
  2. Like
    dialNforNinja reacted to Duke Bushido in Advice for a rookie GM with rookie players   
    I can't stress that hard enough!  Two different GMs before the guys from my first-ever Champions group drug me away to their group taught me, even before I was a GM-- to _never_ do that.  It was like ignoring the characters and slapping the players' faces directly.  Then Jim (my first Champions GM) taught me how to use it _well_.  Eh...  maybe I should say "how to use it better."  I don't think there's a _great_ way to use it, honestly, but there is a way to do it without stealing the player's spotlight.  The experienced character can yell "look out!" when someone really flubs a roll.  The experienced character offer paramedic to a downed player, or whisk them away to medical treatment _if_ no one else on the team is able to provide it.  Your players have sat through nine sessions without picking up on a blatantly obvious thing that you have spelled out in fluorescent graffiti across every setting and clue?  (not that they're stupid: this happens to all of us once in a while) and you're approaching the moment when they _really_ need to know that?  On the fly, you've added two extra scenes just for the extra chance to make the connection, and you're running thin on ideas or in-game time?  The veteran might have a half-thought: "say...  you guys think this might be the same guy who....?"
     
    Use them as personalities more than characters:  they are a great way to demonstrate actual role-playing to newer players who may not be comfortable with it yet.  You can use them to demonstrate in-character conversation and world-building through expounding on the life of this character.  They can be a small hint when everything else has completely failed to work, but they should never be facilitators, short-cuts, or combat machines. 
     
     
    This is an ideal way to do it, if you have to do it:  The veteran is in a position where the players can come to him when they're ready: when they have exhausted every idea they've had, and they're ready for a hint.  Just don't let that hint be a cheat code.
     
     
     
    Ideal.  Again, if you _have_ to have a GMPC, that is.
     
     
     
     
     
     
    I just want you to know that I am now absolutely _compelled_ to do something with this word.  Something truly, truly awful and goofy and lots of fun, but I _must_ do it; there was never a choice.  
     
     
     
     
     
    A better idea?  No.  It sounds like you've given this plenty of thought as it is.  You've noticed the "downsides" to everything else:  Transform means "break it here"  (which leaves evidence) and "recreate it here" which is likely going to take longer than regurgitating it.  Additionally, you've got other issues:  suppose a charm on some item lasted until that item was destroyed?  You broke it. Your recreation won't have that charm.  How long do you have to study and object to recreate an _exact_ duplicate, anyway?  Things like that.
     
    Shrinking means there is still a chance of it being found, seen, taken, or even just flat-out lost.
     
    EDM-- part of the Trifecta of Cobble-- is a permanent burr under my saddle, but in this case, it really seems to be the simplest (and most appropriate fix).  You don't need multiple "levels" of it and it's as instantaneous as you want it to be.  It delivers the actual item and not a copy.  Mechanically, EDM seems to do what you want it to do.
     
     
     
    Sorry, Amigo: I ain't touchin' that one.  I'm one of the minority (smaller with each edition, it seems) that believes the value of a limitation or advantage varies based upon the campaign in which it's being used, and that "doesn't work underwater" should be worth a hell of a lot more when you're the emissary to Atlantis, and a hell of a lot less when you're tasked with patrolling Death Valley.
     
     
    But I have no doubt you will get some solid advice shortly.
     
    Gotta run: youth group game starts in thirty minutes, and I've got to prep the room.
     
     
     
    Duke
     
  3. Like
    dialNforNinja reacted to Toxxus in Stun Lock   
    "A character who is Stunned or recovering from being Stunned can take no action, take no Recoveries (except a free post-Segment 12 Recovery), and is unable to move."
     
    They cannot logically be treated "the same" or you would never get to recover from being stunned.  Clearly that is not the intent.
    Similarly, I doubt the intent was that you can only recover from being stunned during the free post-Segment 12 Recovery.
     
    Even still they are not treated the same for the reasons Hugh points out above.
     
    Tactical Power Build:
    1pt NND - Mega-Scaled to planetary - defense is not already being stunned or wearing a Legion of Evil synaptic regulator, invisible power effects = "A strange malady has afflicted the world.  Anyone who suffers a stunning blow or fall - never recovers.  They are trapped in their stunned state until they die from lack of food & water.".
     
     
     
     
  4. Like
    dialNforNinja reacted to Toxxus in Stun Lock   
    To eliminate the rolling you might set the threshold equal to their REC score so that if the damage they take is equal to or less than their REC score they can recover from being stunned and only punishment in excess of REC extends the stunned duration.
  5. Like
    dialNforNinja reacted to Christopher R Taylor in Stun Lock   
    Well, and they have to get past your defenses but yeah.  My problem with it is that it doesn't make sense.  I'm fine with not getting to take a regular recovery but recovering from stun is automatic, its like a system reboot.  Unless you take another catastrophic hit like that you will always be recovered.  Yes it kind of simulates what you see in some movies (the boxer on the ropes, can't seem to recover, but is still on his feet, getting blow after blow) but also in the movies, they rally and turn around and can fight again, like they recovered despite the punishment.
  6. Like
    dialNforNinja reacted to massey in Stun Lock   
    Taking a Recovery and recovering from being Stunned are two different things.  For one, recovering from being Stunned isn't capitalized.  It's not the same game term. 
     
    For two, the timing is different.  Suppose I act on Speed 5, Dex 20.  On Segment 2, I get hit for more Stun than my Con score.  I am Stunned.  When Segment 3, Dex 20 comes around, I am no longer Stunned.  If I get shot again on Dex 15 of that same Segment, I am not Stunned any more.  Once my Dex has passed, I'm good.  But let's say I'm taking a Recovery.  If I take Stun damage at any point during the phase (including after my Dex), then I don't get any Stun or End back.
     
    They are two different things.
  7. Like
    dialNforNinja reacted to Toxxus in Stun Lock   
    It's right there in the wording.  They are obviously different things.
     
    Consider this:  If being stunned means you can take no Recoveries - then how do you recover from being stunned?  The only solution to this is that they are, in fact, separate game terms.
    Unless someone wants to argue that being stunned is a permanent condition.
     
    Syllogistically speaking you are choosing between two choices given the wording:
     
    A character who is Stunned can take no Recoveries.
    Recovering from being Stunned is a Recovery.
    Conclusion:  A Stunned character cannot Recover from being Stunned.
     
    OR - And I would argue more sensibly
     
    A character who is Stunned can take no Recoveries.
    Recovering from being Stunned is NOT a Recovery.
    Conclusion:  A Stunned character can recover from being stunned.
  8. Like
    dialNforNinja reacted to clnicholsusa in Stun Lock   
    I personally detest that sort of thing. In my games, the quickest way for it to be your turn in the barrel is to declare winners and losers. If you desire competition, learn to play chess. At my table, we cooperate to build a story. That means the hero gets his clock cleaned on occasion.
    Maybe he's kidnapped by pirates, maybe he has a hand lopped off, maybe he has to decide whether or not to kill his lover and use the body as food for his starving to death mutant dog. But without a few bruises, there's nothing heroic about beating the big bad.
    But I digress, this isn't about that. I feel I've a fairly good grasp of the rules, and there are many I deliberately ignore. Each GM has to choose the level of mechanical precision that works for him. Although I have played with some that were rigid about this, I can't say that effort improved the game.
  9. Like
    dialNforNinja reacted to assault in Dare I ask . . . how much HERO do we need?   
    11 is greater than 10
  10. Like
    dialNforNinja reacted to Greywind in Dare I ask . . . how much HERO do we need?   
    With a rebel yell, more, more, more
  11. Like
    dialNforNinja reacted to Scott Ruggels in Dare I ask . . . how much HERO do we need?   
    Okay, I have to walk in as the contrarian, somewhat because i really despise a narrative focus, and prefer the "Wargame-y" segments of Hero.  Now I am in agreement with Duke , but my agreement is around 3rd Edition, with separated  genre books, but without the onion shaving complexity, introduced with a lot of the martial arts books. (I view it as it's own separate game).  I am not a fan of initiative when compared to the speed chart. What I objected to with later editions was the  diminution of skill categories, and the point inflation. 200 base for a Superhero with 50 points in Disads, or 100 for a Fantasy Hero starting character, plus Disads, seem  fine. 6E the point totals are up in t the  400s for starting characters?  Whyyyy?
     
    For me, Game balance is a tricky question. War is rarely balanced. Balance though is important to sports. Balance in games, to me is separate from "fairness" in that a GM and the players should play by the same rules inside the game, even though the GM  sets up the outside parameters, and defines the starting conditions and the problem.  I feel that the points are a way for GMs to guag relative abilities between characters.

    As to the minimal rules system, I just HATE them.  I played in an online environment with no GM, and no combat rules other than the rule of cool,and resolution of conflict came down to "success by assertion." .  When I was markedly smarter, and used my facility with Creative writing to totally gut another's character's aspirations in the game, they took it personally, and either whined to the other players using private messages, or invented lame "near superpowers" out of their ass, to pull themselves out of harm's way. While the Roleplay and the relationships between characters were solid, and emotionally satisfying, conflicts became rather unpleasant  rapidly and the whole thing fell apart after a couple of years. I feel the same way about minimal Narrative based systems, for two reasons. One I do not wish to live under the tyranny of Theater majors.  and 2.) I Really really really like the game aspect of the hobby, Given a problem, tactical, or diplomatic, and having to solve it within a framework of rules, with the resources I have been given. I am not here primarily for the story, but for the problem solving and the camaraderie around the table, and some roleplay. Hero, for me, works VERY well for that.
     
    I am not interested in Modern RPGs, as they all seem to be very genre focused, and, well I am not that much interested in Genre fidelity. Maybe more to say in the other similar thread from this week, later.
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