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Ndreare

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Posts posted by Ndreare

  1. I use a trimmed down version of a Hero Designer export. The output fits easily on a 4x6 card in portrait layout.

     

    I would attach a image, but I do not have it hosted on the web.

     

    If you go to the following link and download the file titled "IST 01 - What About The Goblins.pdf" you will see the Goblins and Soldiers fit easily on a card with room for a picture.

    http://www.herogames.com/forums/files/download/210-in-service-to-the-throne/ 

  2. In any game system I find more than 4 players to be obnoxious. When I was younger I loved it when I had nine people at the table, but now days it is just to much.

     

    If you want to have time for everybody to participate you will have to tell some of the people that initially accepted, sorry but the table filled up when you were unavailable. 

     

    PS: This is of course all 100% opinion as everyone has their own style, but mine focuses less on combat and more on out of combat scenarios.

  3. I think I instigated this topic based on my comment in another thread.

     

    What we have done is simply allow the player to reroll and die that shows less than the characters Margin of Success.

    The character may reroll only once. Effectivity I see a lot of dice showing a 1 or 2 getting rerolled but players normally are not willing to risk getting less than a three.

     

    For those of you good at math I would be curious what the statistical curve is on that with 6d6 as most of our heroic characters run in the 30 ap range.

  4. I have found one way to guarantee a player will not play a system again is to follow the rules so strictly during their first few games that their character cannot do the basic stuff they expect.

    If it is a first time player all the way around they may just abandon the hobby altogether.

     

    I had pathfinder experience like that and it is one of the reasons I hate d20 styles games.

  5. Normally I see builds like this with a TK only versus technology built into the multi-power. The TK works as an effective grab or just like strength for all those things like s=toasters and cars (which is exactly what the play has in mind 99% of the time when designing the power.

    As a GM I would allow him to reallocate 4 points into a multipower slot of TK -1 only to control machines. 

  6. Yes that is what the rough mechanics reflect, although with roles like Critical Hits included even that is questionable.

     

    I am saying the RAW on this is absurd. I have house rules ruled in many games that players may reroll (once per die) any damage die showing less than their margin of success. It worked awesome and made combat go faster while also rewarding characters who were skill based so they were not at the mercy of tanks do often.

  7. Which is an absurdity of common game mechanics, not a simulation of reality or fiction.

     

    The more skilled you are in real life and in fiction, the better you will land your blows.

     

    The amount of force you put behind a blow is 99% technique. 

  8. Steve wrote the book to reflect how to represent typical members of that race, without the assumption you will be playing superheroes or routine soldiers. Also look at the templates that races have and consider an epic character should be able to mow through most threats in direct conflict if the bad guys lack subtly.

     

    If you give you characters 75 AP attacks don't expect default templates to keep up. Think about the damage they are laying down, look in the book at what a .50 BMG does.

     

    The villains most appropriate for epic challenges in my games are usually one of four creatures. All of which have power pools that can boost those listed defences.

    1: Humans, these are my favorite villains and really they have the ability to stand out in a way villains never do.

    2: Demons, with high defences, power pools and damage reduction gear is in order.

    3: Dragons, like Demons, Dragons can lay down the pain and take it as well.

    4: Fairy, the fey creatures are virtual gods with power equal to or exceeding Dragons and Demons.

  9.  

    Here's how I see it:

     

    1. Car is about a hex wide. Give or take. So, the driver of the car is using it to make an AOE attack against a hex.
    2. Figure out what the OCV penalties are for going 170 MPH at non-combat speed. (I dunno. No books in front of me at the moment.)
    3. Are the victims aware of the oncoming car?
    4. If yes, they abort to Dive for Cover. 4a) If they succeed, they don't get hit. Anyone can jump out of a parking space for crying out lout. 4b) If they fail, they go splat.
    5. If not, and the car hit the hex, they go splat.
    6. If the car hits someone at 170 MPH, make a combat driving roll accounting for the blood and gore covering the car's windshield to maintain control of the vehicle.

     

     

    Well said, especially that last part.

  10. I haven't seen anyone claim it wasn't. 

     

    EDIT: But the rules specifically address Dodging AoEs from improvised weapons.  Like I said before, probably not applicable to a car, but there are ways other than DfC to avoid AoEs depending on the source and SFX of the AoE.

     

    I reread your previous statement in post 14 and realized I misunderstood it. 

     

     

    As a note to the conversation in general.

     

    I believe dive for cover has an inherent penalty equal to the distance you have to dive /2 in meters. (example diving up to 2 meters is -1 diving up to 4 is -2). Dodge gives a player +3 DCV, but it will not help versus area of effect because a characters DCV is irrelevant.

  11. This has me thinking, and it would seem to me that forbidding it for ranged attacks while still allowing it for melee attacks is another case of special effect determines game mechanic. I see it all the time but in this case it's melee guys get extra Maneuvers allowed and ranged guys get restricted based on the Gamemaster concept of the special effect.

    Would you allow a blaster to handle his power? It happens all the time in books and comics. But out Hawkeye chose a special effect the game master chose to penalize?

  12. I have in the past treated Hay Makers as simplified called shoot mechanics. So a sniper making a haymaker is actually taking extra time to go for a soft spot.
    I also allowed players to reroll dice that till less than their main of success on a roll. (Each die can only be rolled once).

    Note: I do not combine this concept with the hit location rules.

  13. I would just allow the player to buy his followers, and perhaps tell him the cost for double the number of followers will be reduced to 3 points (about a -1/2 limitation) after the second doubling.

    Having 2 followers on scene out of for is not all that limiting, but having 2 on scene out of 32 is. This allows the player to pay full price for what he actually gets to use, but discount on what he cannot use.

    Perks are already inexpensive because of their inherent limitation, do he should feel okay about it I would think.

  14. Indeed it did go out of print for a time. That was when Champions new millennium came out using the Fuzion system a sort of hybrid between interlock and Hero System light. The Fuzion system polarized the playing populous quite a bit and many people absolutely hated it or really liked it. (This happens with every single edition change from every game producer I have ever seen. It is in human nature to hate and resist change I guess.)

    Then the new team came on board bought the property and started cracking out material like madmen.

     

    as for the timeline, if you are lucky one of those people involved will reply.

  15. You have the cost correct.

     

    Generally special powers simply are not allowed in a frame work. However your game master may allow them to simulate effects that make sense such a a gadget guy making binoculars.

    In some settings it makes sense that certain spells must be studied individually such as immortality or Dragon form. In others you may be able to convince your game master to allow some exceptions for you.

    I would tell him your ideas and see what you can agree on. Then just tell hero designer to ignore the rule.

  16. I agree the most practice way to do it is to purchase a duplication to represent either the powers of the head without the body or the body without the head (whichever is cheaper). Then apply the side effect limitation that original losses skills or abilities of the other (a -1 in my opinion).

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