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Threnody

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Everything posted by Threnody

  1. Re: Countering powers w/powers It's fine if the ONLY way you can use your EB to defend against his EB is to push it back. If you can use your EB to knock his aside, nullify it, etc. etc., Contest of Power doesn't work. Redoing "Weapon Breakage" could work. Ya see, ya got a mechanic that works only with one special effect---OK, with one type of special effect---and it don't shift round to other special effects none too good. Something more general is better: "break" his "weapon" or something else. Course if Samaritan wants only the "push back" deal, then C. of P.'s written up already for him.
  2. Re: Elder Worm Reference Collection So it ain't "THE Elder Worm," it's "Elder Worms." That 'splains alot. Thanks, Erkenfresh, that helped. I borrowed T. Empire and read them up. I ever find someone with Hidden Lands, ghost-angel, I'll borrow it off them awhile.
  3. Re: New Advantage: Disorienting I might've got it all wrong, but are you saying the value of the Lim changes as the (Base???) cost of Flash goes up? Man, that's way too complicated!
  4. Re: Elder Worm Reference Collection What I wanna see is an explanation of what it is. Cause I ain't got a *@in' clue what's going down with this. Seriously, I seen references all over to "The Elder Worm" phrased like just everybody knows what it is, but not one word of description nowhere. Somebody please clue me in?
  5. Re: Countering powers w/powers Contest of Power doesn't work with Instant Powers like EB's. Do it kind of like attacking the enemy's weapon (like in Fantasy Hero etc.); you need to be Holding an Action is the big difference. Just like the Riviera Kid shooting the bad guys' bullets out of the air.
  6. Re: Help with power? Don't know system well enough...
  7. Re: Seeking suggestions on speeding up the Hero System Some more. These have been talked up, but I ain't seen 'em used. Damage is 2d6 divided by 2 and not rounded, times the number of dice (round down if'n needed). Not as fast as a flat 3.5/die, faster than rolling all the dice separate. If'n the attack's got a lot of dice, do 'em in two chunks. STUN multiplier is always 2 2/3. +1 STUN takes that up to 3 1/2, +2 to 4 1/2, so forth. Everybody's got 3 dice of one color, one of a second, and as many of a third as their biggest power. Throw all the dice at once (only as many of the 3rd color as you're using). If the 3d6 say you hit, everything's already out there to count the damage. You skip the 1d6 from the 2nd color if'n you ain't rolling STUN multiplier.
  8. Re: Seeking suggestions on speeding up the Hero System Howdy. These are ones I've seen work: You can only buy the cheapest levels in CSL's, PSL's, and SL's. No time's wasted moving levels around, and that's one of the big time wasters. S-Can most or all Optional Combat Maneuvers; even some of the Standard CM's can go. Ignore some of the Combat Modifiers. You have to buy at least 50 points of Martial Arts (less in Heroic-level games). The GM should only let people have MA's if they proved they can do it withouten bogging the game down. Most players with 1 or 2 MA moves either forget they got 'em or what the +/-'s are and waste time lookin' it up. Everything does 3.5/die (round up), less they pay +1/2 Adv. "Random Effect." You can have part your power normal + part with "Random Effect."
  9. Re: Some Villain Powers Help? Jai Wun sounds like Summon to me, less having all three do the same thing is cool with you. I know some GMs got an Adv. that the summoned critter doesn't have to sit dazed for the first phase. Call it about +1/2. That'd solve the biggest prob. Then have the Summon take a Lim the summoned Jai Wuns take damage if the summoning Jai Wun does. Call that about -1.
  10. Re: Transform vs SFX I thought the rules said if you break something in shape 1 and went to shape 2 it was still broke when you came back to 1. Same for powers knocked offline. I can't find it in the rules tho'. Anybody find it?
  11. Re: VPP and Advantages :jawdrop: Let me see I got it right. You can put a Adv. on the control cost, get it on the Power, and still fit it in? Man, that'll bring the munchkins in herds! I mean, put "Only one power (-1)" and "Only for ____ (-?)" on the control cost, and all the Lims you want the Power to have, and get your Adv.s for free. :jawdrop:
  12. Re: VarAdv Q. Thanks everybody. I think I got it now. I agree having to take all the Adv.s is silly, but there are "throw way" Adv.s like D2D so it's no biggy. I'm gonna rep everybody I can for all of the help.
  13. Howdy. I'm reading the explaination for Variable Advantage on page 178. The first line is "A Power with this Advantage can have any Power Advantage of up to a certain value." That, and the example and stuff assumes ONE Advantage will be stuck on the power. Now, I'm guessing that's just an assumption, but I gotta ask---is it a requirement? What I mean is, if my char's EB has Variable Advantage (+3/4 worth, +1 1/2) on it, can she have 3 +1/4 Advantage on it (say Autofire Two Shots, Difficult to Dispel, and Hole In The Middle)? I'd think so, but the explaination of Var Adv might be interpreted to mean no. While we're here---can you use less Adv. (even none) than the amount you bought? Same example: can that EB have Penetrating and nothing else?
  14. Re: Blocking Move Throughs: An Optional Rule Doesn't Fantasy Hero have a Maneuver for pikes facing cavalry? Couldn't you do over that for unarmed fighting? I think it'd be simpler.
  15. Re: Accidental Hero ID Truth to tell, I was hoping for something HeroGames published, but I was so glad to see anything I could get a look at, I had to speak. Who knows, since I was so grateful maybe someone else will come up with another citation or three. BTW, less I missed something, there's only the twice that a character with both AccChange and OIHID has been pointed to (MitchellS in post #2 and Vanguard00 in post #6). A couple examples of OIHID have been pointed to, but only the two with both. Another few would be right welcomed. BTW, which setting is Conquerors, Killers & Crooks for?
  16. Re: The Kid Gloves Are ... on? Yeah, I'm good at that. :rofl:I wasn't pointing fingers, y'know.
  17. Re: The Kid Gloves Are ... on? Take that there Lim-vantage "STUN Only" and put it by itself. Add in OIF Kid Gloves (I'm guessing you mean for it to be an OIF, if not, adjust how you like). Base cost 0, Active cost 0, Real cost (0/(1+1/2)=) 0. If you don't want it should be for free, slap "Minimum cost of everything is 1" on it and call it good. Personally, you all are overthinking this, seems to me.
  18. Re: Accidental Hero ID Thank you so very, very, very, very, very much!! I was ready to tear my hair! I'd go and rep you twice a day for a WEEK if I could. Thank you for coming to my rescue! And for those with conspiricy on the brain: I only got a vague idea for a villain to go with my vague ideas for a campaign I'll run in the vague future. So nothing about arguing with my GM. Anyhow, what's wrong with just curiousity?
  19. Re: STUN, not END, for fuel An Advantage? How you figure that?? You REC BODY x0.00000463 as fast as you REC END or STUN, and it costs x4 as much. I guess you could do it as a Side Effect if it was a random amount of BODY damage, or if the power used up a lot more BODY than it would END. Other ways, I'd say do it up as a Lim-Lim. Personally, I'd go for 1 BODY for 20 Active Points in the Power. That's more than END (or STUN the way me and my GM is doing it), but BODY REC's so slow and costs so much I think that's fair.
  20. Re: VPP with XTime Thanks! I told my GM what folks said, and she agrees with me this is the right POV. Special since she runs a lot of "will the heroes get there in time?!" stuff, so the diff from 1 minute to 5 can be real important. Thanks to everyone, even those with an opposite POV. All the thoughts were worth reading. Also, if the character now or later buys a Skill for reallocating in a combat situation, I would still have the Limitation affect the time it takes; it should make it take correspondingly longer. Find the Limitation value that has a difference from a Full Phase (I believe that's the default, un-Advantaged time it takes to switch a VPP with a Skill roll) that is equal to or greater than the value of your Limitation.
  21. Re: Accidental Hero ID Well fine and dandy. How 'bout this. I WANT OIHID and Accidental Change. Now can people quit giving me a hard time? Jayzus, why is everyone making such heavy weather out of this? I'm just asking for some reference for a build I wanna see how its been done officially. Ah hang it. I guess I'm just slapping my head into a brick wall.
  22. Howdy. A gal in our group has an idea the GM ain't sure how to handle. So she got me to ask you all. The char. has a VPP, and (to start) no skill with it. Now that usual means it takes 1 Turn to 1 minute to change the points round. But this char. takes 5 minutes. Question is, how much limit does she get? The -2 from the Extra Time chart? Or -1/2 cause that's the diff from 5 minutes to 1 minute on the chart? Or -3/4 cause that's the diff from 5 minutes to 1 Turn? Me, my GM, and the gal making the char. will be thankful for help.
  23. Re: New Advantage: Disorienting OK, you're right; I wasn't thinking of all the details. Yeah, bcaplan's idea isn't to do more STUN, but to see if you "popped" the target. OK, call it -1. If you bought one attack for 60 points, and the second the same except "Only to figure if the target got popped (-1)", it'd be 30 points. (60+30)/60 = 1.5, so looks like a +1/2 Adv. Unless you figure it's plain more powerful than that. Looks like the palindromedary has to take a Phase to recover. ("Popped" is what my group calls it when the target takes more STUN damage than his CON stat.)
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