Jump to content

Ndreare

HERO Member
  • Posts

    1,833
  • Joined

  • Last visited

Everything posted by Ndreare

  1. ever remember something then be completely unable to find it, which makes you think it was not really there? I remember reading something to the effect of the Def and Body of bases and large vehicles such as navel ships represents the damage to disable it by punching through a one hex area, not necessarily the actual damage capacity if to destroy it outright. Because of the aircraft carrier comparison I just tried to find it in the books and completely fail. It makes me wonder if perhaps this is something my mind made up for a house rule. Do any of you know there's actually a rule reflecting that principle.
  2. This whole long thread had me wondering so I decided to go looking. The book clearly addresses this in both Champions Complete and Hero 6th edition. The solution by RAW (Rules as Written) is to simply give real objects either 1/2 defense versus super powers or a x2 vulnerability versus super powers. CHAMPIONS COMPLETE PAGE 142… Bend steel with his bare hands HERO SYSTEM 6TH EDITION – VOLUME 2 COMBAT & CAMPAIGNS page 170… Toolkitting: Making Objects More fragile
  3. I can be an a**. I am sorry for reacting that way.
  4. Some things happen outside the rules I guess. How does a man with a crow bar open a safe? It happens all the time. My FLAGS was broken into and they were able to open the safe, the cops were not even impressed by the feat. But by the game mechanics of most games even a crit would not have hurt the safe. It was huge and really, I think a 30-06 round would have bounced off it. But muscle and determination ripped it open. Edit: sometimes I read what Google voice turned my words into and wonder how.
  5. I would think it is more than gravity, a battle field can be complex and videos of those tanks binding over sand dunes at 30 miles per hour would show the bouncy turrets. But I will never know for sure as I am to old to join the military.
  6. As an aside, I work with material strength calculations as a daily part of my job, and steal in real life is very, very strong. A minimal accepted tensile strength for medium grade steal is 70,000 psi. Many alloys go multiples higher. It makes me wonder if the game was designed to simulate close to realism like GURPS, what kind of strength would actually be needed to go through several layers of the super alloys used in tank construction. And what the tensile strength of those materials are, do they have high elasticity to allow for deformation, stuff like that? Non of that matters when trying to simulate the comic style of hitting a tank a few times to eliminate it as if it was a common mook, but I still wonder.
  7. For the record a direct question was asked and ignored, then asked again. I answered the question based on the write up of Dr. Destroyer in Villains Volume 1 and the M1A1 presented on page 51 of The ultimate Vehicle. For my own games I use penetrating on supernatural strength. Hough and massey, your responses seam pretty hostile but based on the information yes you can add other elements such as other weapons, but the question was asked about a specific vehicle as listed in the book. Moving the target does not help him get his answer. As such I will answer in a hostile manner my self 1: I was responding specifically about Dr. Destroyer versus an M1A1. 2: Doctor Destroyer would always go first and has enough movement and a 35 intelligence to determine who attacks and who has line of site. 3: Dr. D has a Con of 55 and 100 endurance so in the event 22 stun does get through to him, he is unlikely to do much more than get more pissed. 4: Dr. D also has the ability to add +4 more CSLs and increase his damage reduction to 75% for 12 seconds if wanted. 5: Dr. D could leave at any time. 6: Doctor Destroyers VPP skill is 30, his pool has no other relevant limitations so he can use any of his 5 extra actions more than the tank crews to change his VPP to something useful. 7. The only attack that stands a chance of hurting our villain is listed as follows. It IS NOT area of effect and would be required to roll to hit. M256 120mm Smoothbore Cannon: RKA 8d6, Indirect (can be arced over some intervening obstacles; +¼), +1 Increased STUN Multiplier (+¼), Increased Maximum Range (2,000”; +¼), 55 Charges (+½); OIF Bulky (-1), Real Weapon (-¼) 8: I did also point out that the Hulk could not perform as expected and in my own games we use a work around. 9: My view of the topic did not change with me answering the questions asked. 10: Moving the target by adding other vehicles and other weapons will not change the answer to the question asked which was to the effect of ‘could even Dr. Destroyed defeat a M1A1’. 11: There are many intangible benefits to being a super intelligent tactically minded and highly maneuverable being that would favor Dr. Destroyer if you were to play this out on the table. 12: Have a nice day.
  8. I was only answering the question asked in as simple a format as reasonable. I did not include, intelligence, the fact that destroyer is faster, has a sex of 30 making he goes first or his damage negation. Yes destroyer is 3300 points, but close to half of those are not related to combat, and instead just expressions of his awesomeness. ************** There was a official and licensed version of hulk published a while back in a document called Hulk Smash. They listed hulk as 70 going up to 130 strength. He was not as powerful as Dr Destroyer, and would not have torn a modern MBT apart by mechanics alone. But he was pretty awesome for a 700 point character.
  9. Destroyer versus M1A1 MBT Speed = 8 versus 3 OCV = 10 versus 6 DCV = 8 versus 3 (strategically would use CSL to make it 14 versus 3) Combat Skill Levels +8 versus +3 Defense = 40r (50% damage reduction) versus 30r Body = 30 versus 25 Attack = 10d6 RKA versus 8d6 RKA +1 stun multiplier Alternate Attack = 10d6 Body drain from 100 point VPP Alternate Attack = 10d6 entangle locking down tank I estimate that 100 tanks could surround Dr. Destroyer and he would be frustrated with how long it takes to destroy them, but as they would only hit him on a natural 3 he would only take a couple points of damage in the end.
  10. Dr. DESTROYERS 10d killing attack would damage the tank, his vpp could be used to make a 10d body drain and his 40r defence combined with his combat value, speed and damage reduction man's that what ever fool comes at him with only a couple off MBT would wish they had called in sick.
  11. That is the most enjoyable wiki I have read in a long time. Excellent share,
  12. That really depends on how much disposable income you have. I have them and found a couple times they were useful, but I am one if those guys that buys books to read even if we never use it. I would say but the Bestiary first, the extensive examples are priceless IMHO As to the page summarizes the changes, search the downloads section. I know I have seen one, but cannot think of where. The two big ones that come to mind are as follows, I cannot think of any others at the moment. 1 Class of mind for mental powers disappeared. 2 Extensive FAQ and thesis on using the game gone.
  13. I would allow both of those examples to be built as Compound powers and placed in a multi power slot.
  14. Over the years, I have tried many systems. Some requiring pages of explanation and others only a few simple rules. All of them work as long as you have player buy in. Our current game only requires them to take "requires Skill Roll -1 per 10 active points" after that the advantages and limitations placed on the power frameworks represent casting styles. As a note for fantasy games I usually treat Healing type powers as Special powers and Stop powers. I do not like the style some games have of instant heal after every battle. This makes the players play more intelligently IMHO.
  15. I normally use the penetrating advantage to represent such high levels of supernatural strength. I also don't allow the arms race so only one level of hardened and only one level of impenetrable can be selected. this generally allows for the superheroes who can resist everything at the same time it allows for the super heroes with super strength you can always do some damage. I know it doesn't address the primary topic but it does address the way it feels and play to match expectations.
  16. I normally chalk these situations up to the following. http://en.m.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  17. I did, and I disagree with you. WHAT’S PERCEIVED As a general guideline, characters define what their Powers look and sound like. “Perceivable” can mean many things, from the perceptibility of the actual power itself (for example, a blue energy beam that projects from the character’s hands and hits the target) to just the source of the Power being perceivable (for example, few characters can perceive a bullet in flight, but they can all see the gun, hear the shot, smell the gunpowder, and see the bullet hole in the target). However, unless the GM rules otherwise, a character who can perceive a Power can determine the following about it: Blah, blah, blah.... The GM has the final say on how perceivable a Power is, and what characters can perceive about it, based on common sense, dramatic sense, game balance, and other factors.
  18. It does follow the rules, you are mistaking special effect for rules.
  19. Simply awesome. I love this and have been in this situation before.
  20. I am curious what the ruling is on this. Personally I would allow it, because the Mental Blast being so over priced.
  21. Oh, come on Scott. Don't you agree with the logic that people who are more like us must be smarter? How could it possibly be wrong?
  22. @thewomble My ego approves of this point of view. Especially since I'm the one normally explaining hero to the people we play with.
  23. When playing without all the optional rules, combat normally takes about 20 minutes for our group. However if the fight is important such as a final showdown versus the campaign big bad a fight can take hours as the players start talking about their actions and working in sync with each other. The biggest difference is always in the player decision tree. If their decision is as simple as find the closest mob and stab it, then combat hours fast. But when they are talking about build ups for doing a haymaker in a phase that they will not sure in, but needs to file the wizards magic net, while still holding off long enough to get the warlock's chasm owned first it can become very tactical, with presence attacks, sages, haymakers, entangle and flash all being needed to get a blow that is worth it, all while hoping not to sure before that phase 10 action comes up
  24. Great that you had fun. Here is some unsolicited advice on counting dice. Look for patterns that add up to 10, I tend to group the dice in sets of ten and can count them very fast that way. It takes a little time to get used to, but you could master it in half an hour of practicing if you choose.
  25. I would suggest if you can afford it get the following two books. Champions Complete: all the rules and basic stuff needed. Champions Universe: list of group, discussion of laws, some tables for example power selection and I think a bunch of example trash mobs like agents and ninjas. The 600+ pages in sixth edition are basically the equivalent of a built in FAQ and thesis of using Hero IMHO so you will not be missing much.
×
×
  • Create New...