Jump to content

Ndreare

HERO Member
  • Posts

    1,833
  • Joined

  • Last visited

Everything posted by Ndreare

  1. I think I could build both for around 175 to 225. But it really depends on how you envision your setting. If you want a lycanthrope like in Underworld you are looking at 350 points. I love building characters so if you answer the questions above I can give you some templates and leave 10 or 25 points for them to pay with.
  2. I love that hero does not reward kills. It used to drive me crazy, that my character would think of a solution but no kill meant 10% xp with that game master.
  3. Write up some concepts and setting information and I am sure we could get you lined up. Things we need to know... Character point limits Campaign limits Key Characteristics Skills expected Powers expected Background idea If something is inspired from fiction telling the reliever fiction would help.
  4. As a note NND still resist it is simply an "all or nothing -1/2" modifier now that was rolled into A AVAD.
  5. Just buy the more expensive form with the OIF multiform. If either loses the band's they cannot change. Perhaps a complication on the Rick Jones form, but I would think Mar-cell having the limitation would cover it.
  6. procyon: I am not sure you read my post correctly. Or perhaps I am not reading yours correctly. NuSoardGraphite: you make some really good points, perhaps that is a better way of doing it. I will have to try it to be sure. Our games already tend to have a high lethality so I wonder if that would just be one step too far and my players will go mad and physically attack me. Who knows?
  7. We are not in a vacuum. Only in a vacuum will acceleration be 32 feet per second per second. We have to deal with air resistance. Terminal velocity will be when the air resistance preventing acceleration equals 1G. That will be determined by mass relative to resistance. Do yourself a favor grab a balloon filed with air and a rock and drop them both off of your roof. Which one accelerates faster?
  8. But killing damage versus living beings has a lot more to do with intangibles such as penetration and what the round does once it is in you. The same force that allows that .45 ACP to punch a whole through a 2x4 will barely move your hand when firing it. The reason is the area the round distributes the energy over is miniscule less than a quarter of a square inch. While the grip in my hand distributes an equal and opposite force over three square inches. Raw calculated force is simply not enough to represent what a round will do in real life or in fiction. Some rounds have tons of penetrating potential because of deliberate armor piercing design and will blow right through your shoulder, while a hollow point or hydra shok will deliberately expand making even a .22 lethal. I think if you simply go by joules, Newtons or got pounds you are missing out on do much.
  9. We only play for four hours at a time, so anything over half an hour for combat is too much. Ideally 10 minutes or less. We play Heroic, which is much grittier than Supers. However we do occasionally have those epic boss fights that last the whole session. These are normally things we all know we are getting together for so I will have the minutes, map and stuff set up.
  10. It has been many, many years.I will re-read it this week and see if my recollections were off.
  11. I would say in my games that would bee a +1/2 for supers or a +0 for heroic games. Based solely on how common and relative they are in my games. Who is almost always lower than PD/ED in supers games, but is usually pretty close in Heroic games. Of course as a.disclaimer I play heroic almost exclusively, and super hero games using the Hero System for me are rare.
  12. The Dragon Prince series and the Dragon Star series list me completely when the protagonist raped his captor. Overall the series rad more like a romance than traditional fantasy. But it was a deal breaker for me. Dying Earth confuses me. Everyone says it is great (99% of people who have read it) but to me it rad more like a teenage boys fantasies. The over sexism was weird, and I am not a very liberal person. But it seemed the only point of women was to be naked or minimally dressed while waiting to be rescued from danger. I only rad the first book, but that was my impression. Overall I would say it is a two or three start book, not the five stars people often give it.
  13. In every game I have ever played, the players are what sets the pace of a combat. Some systems take a little longer than others it is true (Hero does take longer than average IMHO) however that is nothing compared to the players. Normally a round of combat with for or five players versus a dozen nobodies at average speed 3 takes my group five minutes or up to ten if they are cautious. However my brother when ever he plays every action or roll is preceded by a minimum of ten Mets game questions followed by him doing all the math out loud and it will store the 12 second turn down to 20 minutes. It drives me crazy, because when he GM's her hours at normal pace. Even when we play Aie'r a game that resolves conflicts with a single roll he will spend forever taking everyone it off the action while he goes through his options. Lucky for me he is very receptive to feedback and when reminded tries to speed it up. But after a couple sessions he will revert back to normal.
  14. Economics are so complicated the books do not even approach it. The main reason for this is genre conventions so greatly affect it. Imagine 250 years ago for a person to have a 1 pound bar of aluminum would make him able to retire for life and having a few sets of nice clothes was a statement of wealth. In today’s era pop cans are made out of aluminum because it is so cheap and everyone has plenty of clothes. (I can say that even when we were homeless growing up we had access to new clothes at least a couple times a year as there were many groups that if you could show up clean and sober would provide them free). Additionally the cost of making goods used to be balanced by the need to maintain craftsmen, but the industrial revolution changed everything there. In the united states we can get a electronic device that requires tens of thousands of hours to be crafted if you include the time to build the operating system, compile a processor with millions of individual switches and a memory card with 128 billion separate bit locations (iPhone 6+) all for about two day’s wages ($300) and a contract to use it for 2 years or a week’s wages ($800) outright. Meanwhile that same phone if available only 50 years ago would have been worth millions or even priceless. On the other hand a hand crafted desk of simple and basic form will cost you a couple thousand dolor’s now, while 200 years ago it would be expected in every business or middle class home. So it would be impossible to put a flat relationship between the dolor and the character point. Most people I know own from as little as 4 to as many as 30+ firearms, normally you can get a basic semi-automatic 9mm for under $500, while really nice ones can go into the thousands or tens of thousands. If you had that same weapon for sale 1000 years ago any ruler would give you half of his kingdom. What I would do is think about it from an abstract point of view, what is the setting, is the base built in a way that is commonly feasible or using a lot of advanced technology? The following are things that is real life tend to send project cost through the roof and above budget. Advanced or new technology (always stability issues). Aesthetically appealing or artistic Novelty (the newer or more original a design is the more it will cost to see it happen) Availability of competent labor (we find that timing and availability can double labor cost, especially when competing with other oil refineries) Believe it or not it is also better to pay $100/hour for a skilled welder than to pay for 5 rookie welders at $20/hour billing rate. The one skilled craftsman will work faster and with fewer errors that the combined output of 5 laborers. In some cases the unskilled crafts will simply not be able to do what a skilled tradesman can do. For highly skilled positions this continues to hold true, a senior engineer billing out at $750/hour will be able to generate better design and more reliable project plans than a younger guy who bills for only $75/hour.
  15. Single handed the best author out there now is Brandon Sanderson so grab Mistborn or Stormlight Archives and get started. Otherwise here are some other great series. Malazan Book of The Fallen: Gardens of the moon (amazing series) The Lies of Locke Lamora (Gentleman Bastard series) The Black Company Night angle Trilogy (they are b-rate fantasy done perfectly I loved them) Lightbringer series (also by Brent Weeks, but a drastically different voice IMHO) A great new series I ran across but he is only to book two is called Chronicle of the Unhewn Throne by Brian Staveley Also pretty much every book Spence stated above is completely amazing even if I did not duplicate it here. (Except I never heard of Elizabeth Moon)
  16. You can also do an entangle built versus Con instead of strength to represent a con stun effect. We have done this for tazers
  17. We have tried a rule almost exactly like this. The players found it really, really frustrating. It took a lot of the fun out of the game for them. As the gm I wanted more descriptions and thought this would do it, but the players dealt like they were on the spot every time and it slowed combat to a crawl taking as much as 20+ minutes per turn.
  18. But I live the whole Stunned aspect of Hero, the idea a guy can get knocked down to 0 Sun and not be dead is awesome.
  19. I suggest getting rid of taking endurance, you are right it is obnoxious. We only use it for abstracting how long characters can do things, but never track it in detail. Combat will speed up as players become more comfortable with their huge amount of options compared to other games. Also games that use scenery take the or for times as long than those that use theatre of the mind IMHO.
  20. I completely agree with you on this 10,000% [a comic book measurement if there ever was one]
  21. Here are some basic assumptions for consideration. No-one has to agree with them, I am not that invested. An average person (Str 10) can exert about 325 pounds of force with a punch. (A martial artist can double that and sometimes more.) I will assume the average joe can exert force over as little as 2 square inches (index and middle finder being the focus of his punch). A nice low tensile strength for steel is ~ 100,000 psi (70,000 psi minimum tensile strength in a pull test and in real life it is usually about 50% higher depending on the pull test). Layering alloys and mixing properties can drastically change these effects. For example corrugated steel is not very strong or explosive resistant normally, rubber is not either; however by combing layers of the two they are able to make blast/explosion resistant modules for deployment in high risk areas. Some alloys are much harder and the case of the super resistant layer approach of a modern tanks armor I would say there is little to any chance of him getting through directly by punching if you are shooting for complete realism. A 60 strength is 1024 times stronger than an average joe so let us call it 325*1,024/2=166,400. So the 60 strength brick could punch and deform about 1.66” of steel and in a couple punches likely penetrate it. I still do not think a 30 Defense is ideal, but as always I don’t really care because supernatural being in my games always have the penetrating +1/4 advantage. This all assumes linier gain as well. Again in real life a person who has 20 or 30 times the strength would not necessarily be able to hit 20 and 30 times as hard respectively, because there are limit to speed and body mass, if the brick weighs 350 lbs and his punches speed is only 100 MPH (major league baseball speeds) he will reach the limits of his punch long before he reaches the 166,400 mark and would be pushing himself away from the tank with every hit while the tank remained unscathed. He would be forced to resort to rending (something a tank is vulnerable to) or finding another leverage angle. But as we all know we do not game for realism, we game for fun.
  22. They do have a toolkitting falling section that basically say if you want realism make falling a killing attack with penetrating. But that does not account for mass at all.
  23. I think the only consensus we have is that we like to complain. But on that note I definitely agree that the numbers are too high. Unfortunately I never cared that much because we use a large amount of hand waving in our games. So our tank player with a measly 85 Strength was easily able to throw tanks around when defending the earth from invading horrors.
  24. Without sitting down and doing the math, I will go out on a limb and say that the falling tank will generate less wind resistance per kilogram that a flesh and blood human. PS: on a related note, I add the size/mass of a falling object to the damage it takes. After all a spider dropped from an airplane will live, while a human will most likely die from a 30' fall. There is science behind it, but I am too lazy to link things.
×
×
  • Create New...