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Ndreare

HERO Member
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Everything posted by Ndreare

  1. Here is another one I am asking steve and thought I would get oppinions. Hello Steve I was talking to one of my players when the idea of a flash vs. Mental Awareness came up. Would a flash vs. Mental Awareness allow a character to reduce another characters DECV to 0 the way a flash vs. Sight could allow you to potentially drop a characters DCV to 0. If so then would you simply apply the rules for a regular flash or would you need new ones made up? Also could you then consider you other senses as non targeting senses for the purposes of rolling a non-targeting perception roll to get 1/2 DECV and OECV.
  2. Hello Steve I was talking to one of my players when the idea of a flash vs. Mental Awareness came up. Would a flash vs. Mental Awareness allow a character to reduce another characters DECV to 0 the way a flash vs. Sight could allow you to potentially drop a characters DCV to 0. If so then would you simply apply the rules for a regular flash or would you need new ones made up? Also could you then consider your other senses as non targeting senses for the purposes of rolling a non-targeting perception roll to get 1/2 DECV and OECV.
  3. I thought about the V.P.P. but it seamed not only to cheep cost wise but Skills as powers are considered special powers. Also I should point out that the character has a 13D6 Mind Scan outside of his Mental multipower so he can often find people he knows with the skills necisary. So 15 points for almost always having the correct skill seemed to cheep for me while at the same time I agree with monolith that my way is to far on the other side of cost balance. Maybe if I thought some more on the actual gains. A primary concern I had was that the power would be to cheep but it sounds like that is not something other GM's would be bothered by. (I kept thinking this is to cheep then this is to expensive and was unable to make up my mind.)
  4. Ndreare

    Xmen Campaign

    Save your self the head each and create the caracters for the players. Then they will be balanced and you can have as many of them as you want. (If you are familiar with the Mojoverse you could use the Baby X-men he created they were around for a couple of issues basicly they had all the powers of the X-men but weaker.)
  5. Well I was wondering if you guys have done this before or if any of you see any problems with this power?
  6. Hello I am creating a villian for a game and want to give him the power to use the skills of another after reading their mind with telepathy. So I am wondering if this is a valid power construction or if I am breaking a rule I did not see in the books. Cost Power 58 Barrow Skill: (Total: 79 Active Cost, 58 Real Cost) Transfer 1d6, Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1), Variable Effect Four Skills Simultaneously (+1) (64 Active Points); Limited Power Must get Ego +30 on telepathy roll. (-1/2) (Real Cost: 43) plus Target Keeps Skill: Naked Modifier, Usable Simultaneously (+1/2), Variable Effect Four Skills Simultaneously (+1) (15 Active Points) (Real Cost: 15) Powers Cost: 58
  7. First: Is it legal to buy skill penelty levels for the move through/move-by penalties or would you have to buy CSL's with them? This has come up with a speedster player in a group I am playing in and one of the other players believes PSL's are to cheep for the benifit of the move by-move through. So I agreed to go with a second rulling. (As the GM it has not upset game balance as the player told me durring creation this was his planned primary attack form and followed my DC/OCV limits.) Second: Should PSL's be counted when giving a maximum OCV level for a game? (I have not been counting them.)
  8. I meant limitations not disadvantages sorry.
  9. I don't reply to many character post but I must say I like the character very well done and as a GM I would defenitly allow him in my campains. Although I do allow multi powers for casters so you sould get away with a little less on the disadvantage side of things.
  10. I actualy love the Fuzion system and list it as my second faverite behind Hero and before G.U.R.P.S. it is simple streight forword and ungodly versitile.
  11. I am having a disagreement with a one of my players and we decided to come to you for resolution. Can a multipower slot or elemental power slot be used as the attack form in a sweep manuver? To keep the post nutral I identified us as numbers rather than saying he or I. As #1 understands it, no because the rules forbid multiple power attacks with frame works and that would meen using your slot more than once thus two power manifestations. #1 believes that there are two differnt wording of the same manuver when they say sweep and multiple power attack. As #2 understand it, yes as it is still only one attack power being used in the framework not multiple slots or powers. #2 understand that a multiple power attack can only use one power in a framework at a time but #2 think these are listed as two seperate attack options not two differnt wordings of the same option. So now we have some confusion. This actualy will be pivit point for our saturday game when we get back together as it will determane wheather the vilian won the fight or the player. We are at a cliffhanger something I usualy avoid but thought to give the players a chance for arbitration out side of Gamemaster fiat.
  12. actualy this is something I think woud be very cool if a player did in one of my games. I like the idea it simulates a cerian level of "Super Cinema" As a matter of a fact I think I will sugest this to a player as an Idea but through on the -1/2 limitation of side effect "Critical Falure" this would make nicly for a super luck character with a litle unluck thrown in. However as the character effect determanes what roll is required not his whim I would still give it the full -1/2 modifier.
  13. Shouldn't a character be able to use the Summon power in his V.P.P. to summon a Vehicle using the +1 slavishly loyal advantage instead of having to have a 56-point V.P.P. to summon a common car?
  14. I also use a "Hesitation" rule. (In all my games not just HERO) If the player hesitates longer than a few breaths I say "Your character hesitates and it cost him" then move on as if the player had acted. This also works in reverse and many times has a villain lost his action or done something stupid because I did not want him to loose his action. Any one who has ever done competition fighting or dirty fighting for that matter knows that in combat things happen fast and their is no time for five minute debates on the most productive actions. I still allow and almost require players work out their next action while the combat is on other players. (A round in my games typically runs 20 seconds to an action plus rolls are another 30 seconds. It also has the benefit of players being able to predict the repetitive actions of over whelming foes as I myself get hurried in battle. There are however two exceptions "Cinematic Actions" take your time describing what your character does as long as you start the description within 20 seconds and the "Tactics Advantage" characters with the tactics skill are allowed extra time based on there skill level (no roll that would only accelerate the problem) So far in all my games I have only received two complaints about the system I will include them and my answer to the complaint. Complaint 1 C: This is stupid my character is an experienced fighter and should be able to work plans in his head way faster than me. A: Yes one because of that as your character has three seconds you get ten times that plus a general overview of the battle he does not get, two if you want you character to be that good give him "Tactics", and three the NPC's are all good in combat also most make their living at it meaning that they to have the same relative advantage or disadvantage as you perceive it to be. Complaint 2 C: This is crap you always rush me and I end up loosing an action in almost every battle. A: Yep... (this is also one of those players that in monopoly will take an hour to decide to buy the property that he buys all the time anyways.)
  15. I have a player that argues with me to this day that a symbiot living in her body, that cannot be removed without killing her and cannot be seen is a perfectly valid IIF -1/4 and Indipindent -2. My argument is that this is a special effect and is actualy no more limitting than a character whos FX is hyper thiroid. He gets mad whenever it comes up including the fact that I denied the character as a valid character in front of the other players.
  16. As a huge Marvel fan I would say that JmOz has the rite idea here. He only forgot to add the Armor So I did a litle copy and edit of his post. (I do not claim credit for your post JmOz) 98: Absorbing Multipower 145; only to duplicate powers of "Object" -1/2 10m: Armor +15 rPD/rED; Linked Slot +15 PD/ED bonus equal to armor resistent bonus (so he can take a punch as well as a hammer.) (75 Active Ponts) 3u: Desolification (for liquids & gasses)(40 Active points) 7m: 1D6 RKA, Affects Solids, No range, NND, Does Body, AE: One Hex(In case he turns into an acid)(75 Active points) 7m: 3D6 EB, Affects Solids, No Range, NND, AE: One hex, KO Gasses (75 Active points) 14m: 70 Density Increase (70 Active points) 6m: 15" Flight (30 Active points) 6m: +15"Swimming (30 Active points) Then cut his post and paste values The pool has to be so large so he can aquire all the powers of the Acid form the most powerful at 145 total active points. And yes he is a major player in the villian league so when used correctly he should encurage some fear in the players.
  17. Kind of Expensive for a Speed five, Stun 35, Recovery 6 Body 10 being. (Although Body would get very expensive to raise.) 35: Speed +7 0nly for recovery –1 58: Recovery +29 262: Healing 20D6 +20 from death, +5 includes limbs, Standard Effect Rule +0, 0-end +1/2, Self-only –1/2, Trigger whenever I take Damage +1/4 A Standard character would not have much left for other powers as he is already five points in the hole.
  18. PLEASE do not change any ground rules like strength cost or disallowing frame works. One of the best features of HERO is the no conversion for world jumpers. Even G.U.R.P.S. has different rules for deferent games making conversion a must and then balancing a character who earned XP with one that started with more points is ridiculous to do to the double after creation rules. HERO currently is perfectly universal. To make strength cost double or anything like that would rune lots of characters including the time jumpers in so many of our campaigns. And for the record Frameworks are consistent with most literature. Were learning the first basics and bits of magic is the hard part and after that it is a matter of learning new skill/Spells for other powers.
  19. If he waste all these points on a power to overide them then yes just as a character may take Vul: X2 Body from Cold then takes +20 rPD/rED only vs. Cold. (However as the GM I would not allow the direcctly abusiver combo above without a VERY GOOD REASON.)
  20. One thing I have found works in my games is a special rules set for Defenses like the special rules set for regeneration in the Healing power. I allow players to by the defense limited to one FX then hardened (only once is needed) after that I make the power immune to all defense ignoring powers except find weakness. So Vibro buys Immune to Vibration +30 rPD/rED +1/4 hardened only vs. Vibration -1 for 45 points, then "Quake" shoots him with 8D6 AVLD "lack of weakness" "Rictor Blast" or his 5D6 Penetrating *5 +2 1/2 "Ultra Vib Shot" I still allow his Invulnerability to apply. (I believe allot of it is common sense when a character buys must limited defense powers they are supposed to define a "Common Defense or Set of Defenses that can resist the attack" and this one is added to whatever list they made for free. As for the ones that don'e that is nice.) P.S.: Please note that the same character would still take some stun or maybe even body from an attack of say 18D6 EB +1/2 Explosion Vibro Quake as the amount rolled could exceed his defenses protection.
  21. You may joke on this but I have a player that thinks in this very light. He often uses circular logic jumps in the same way as Monty python or Douglas Adams. Then when I in my completely irrational way tell him “No your character still takes damage from fire†he follows with “Whatever you just refuse to compromiseâ€.
  22. Yes he does use empathic transmition on people they feel the same fear, joy, ecstasy as he does and this is one large aspect of the character type in the books (I do not know of his character in particular)
  23. I am at an impass under the discription of partialy limated powers (pg. 180 after the first example) it says you may have a partialy limated Framework however here on the site I find that it is unacceptable. If it is OK what would be some cases, if it is not OK then what exactly is the presadence? P.S.: I know I have asked related questions before but I am still curious. (I like the idea of players having mages with partialy limated pools.)
  24. Yes you should give me a litle more info for this character. I would like to know for my own interest. (If it sounds real cool I may Add them to my own campaign.)
  25. Actually after the first three or spells it is no big deal having five or six attack forms. You cannot use them all at once anyways. I actually like characters that are somewhat varied in my games as the players may feel the characters are more cinematic. It is nice to have characters that actually generate a feel somewhat close to the type of books you base your adventures on. From my experience most books work in a similar way to a multi power anyways where the initial learning of magic may be hard but picking up new spells is easier. A big problem I find is that people spend so much time trying to limit each other or emulate a game like the old D&D that they forget we are here to have fun and if the player has fun making a character like Conan or Rand Al'thor then more power to them. (Yes in AD&D characters start of with two or three spells and in new D20 they get from 3-4 effective first level spells but who cares. Maybe the player enjoys the feel of G.U.R.P.S. or perhaps the Runes of Ambria, Wheel of Time, Palladium, Rifts or even the D&D novels where mages have a larger variety of spells to call on. After all we all want to have fun.) The General "limitations" I use are on things like no movement over 15 combat or no Defense over 12 PD/8rPD as opposed to complex formulas although I do have a formulae or two I do use now and then it is very rare that I refer to them. After all who cares weather it is from one of fifty spells or a Suite of Armor. In final I would like to say look at the "Character" first and the numbers second. P.S.: This is not meant to seem to be a rant or anything close this is only my opinion. I mean if game balance is that big of a deal remember that you can always make an NPC with the same numbers as a PC as an antagonist then you know it will be fare.
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