Jump to content

Rick

HERO Member
  • Posts

    500
  • Joined

  • Last visited

Everything posted by Rick

  1. Re: Two weapon fighting and the Dai-sho We use an optional that set the DCV minus at -2 instead of 1/2. This makes more sence to us, plus it really makes it worth the 10 pts.
  2. Re: Internet and cell phones About Cell phone battery life. Most rechargeable batteries have memory, so from time to time you need to completely deplete you phone battery and than recharge it. If a battery is continuously recharged every 12-24 hours, eventually that's all the charge it'll hold. The desert dino island example is a good place for a no coverage zone, or worse ROAMING, no one wants to rack roaming charges just for a Dinosaur.
  3. Re: DEX SPD CV Advise Eosins list is a good start, though he slants to high for my tastes, Gimli I think shold hang around a 13-14 dex, Borimir too. A Generic soldier 12 dex. I like Keeping Dexs lower since there is no quantitative quality for it. So it scales however you like it to. Str, while still arguable, a little less maliable, so I can't argue to much against that list.
  4. Re: DEX SPD CV Advise As far as speed is concerned, we don't even use it in hero level campaigns. Everyone is a 4 speed. It takes a little GM fiat when someone Haymakes, but it's otherwise very effective. We keep everything 20 and under, except for certain racial concerns. Average CV's (including levels) are 3-5, Good CV's are 6-8 and anything above 8 is a very compitent, I've had a character (Ize Zumi in L5R, a magicly Tatooed monk) hit Cv's from 10-12, he pretty much ruled the roost. But when we GM in our group we're very serious about keeping things like CV's and DC's under control, this makes things more exciting and gives pkayers other options for their eps.
  5. Re: Desolidification Trick ... De-Armoring? I'd use dispell and just remark that to resart the power invovles getting back into the armor...what if the armors attached to the person like a Teenage Mutant Ninja Turtle's Shell? you could add a limitation to the dispell to make it work only on Foci.
  6. Re: Martial Arts to represent "Basic Training" As my two ex-army friends say (one from Nam and the other just a few years ago) "In the army you learn just enough about fighting to get you into a lot of trouble".
  7. Re: Martial Arts to represent "Basic Training" I've seen what HtH combat training in the army and marines is. It's, if anything, as someone else said, +1 ocv w/grab, strike and throw. That's a good fast learner, otherwise it's an excuse to have higher base CV's than the average joe.
  8. Re: FH minor errata update Stevie 5 alive....
  9. Re: Eliminating Killing Attacks No ones debunked anything on either side of the arguement.
  10. Re: Eliminating Killing Attacks I think he still only applies Resistant Defences to the damage. It just normals out the Stun curve...plus gives you a few less body on average. I like it the way it is, except we use 1/2d6 stunx, to avoid the lottery
  11. Rick

    Deadly Blow...

    Re: Deadly Blow... Not you in particular, the entire tangent about whether or not Deadly Blow is good for hero (my vote's yes). The poster asked a rules question about adding advantages with DB, as always happens though (we're all guilty) the conversation evovled into a pro or con discussion about the talent.
  12. Rick

    Deadly Blow...

    Re: Deadly Blow... Haven't we already danced this dance in a different thread?
  13. Re: Eliminating Killing Attacks My group to deal W/the stun lottery in Champians (we like the hit location in hero games) we simply roll 1/2d6 for the StunX. This makes Killing attacks used for doing body, not for the occasional stun win fall.
  14. Re: Needler The Needler is a Covenant weapon from the Video game: HALO.
  15. Re: Power Defence... Ugg Buffeting WInds, Mud patches, Ice slicks, ect ect ect: these all sound a lot like Change enviroment (or MAYBE entangle) to me, not suppresses or drains. Just because there are a number of ways to right a power doesn't mean every way is going to be a good fit to the system by in large.
  16. Re: Needler Remember the needler only has 60 rounds per clip. I like the idea if 10 shots actually hit a target the advantage AE: Radius is added.
  17. Re: VPP for a Heroic Fantasy Setting - Need clarifications It's not really hand waving if the rules say, "divide real cost by 3". That's an optional rule. No more dogmatic hreo...I love it. We can finally design our own system.
  18. Re: Power Defence... Ugg I've never seen it just called power defense. Most often I've seen at as an extension of a character primary defensive capabilities. So it's part of the armor, or force field or alien physiology they already have. And you can just buy ED and PD, they are characteristics, the same W/MD and Flash Defense.
  19. Re: Power Defence... Ugg Once agian read my last post. It's little different from ED or PD. They all cover all SFX that cause that sort of damage. Power defense is no different. It's cheap because all defensive power are relatvly cheaper than the appropriate attack.
  20. Re: Power Defence... Ugg Well ED protects you from Electricity, fire, Magic, Dark energy or anything. Why would Power Defense protect you from multiple SFX.
  21. Re: Monarch Butterfly WHy don't they eat vampyrs??? Does vampry meat poision them? I imagine the Butterly thing was to get our attention. If it's poision, then you could define it as a suseptabilty.
  22. Re: If magic cost full price... An even better point if I knew how to spell.
  23. Re: If magic cost full price... I've found that /2, /3 and /5 work out quite well where magic is supposed to be blatantly powerful. And even then the Fighters (W/their Katana in L5R and there rapier & pistol in steam punk) still wupped ass and were a threat to everyone. The way damage works in hero, with hit loc and body/stun, my sword never loses effectiveness; so long as the GM watches the resistant defenses. Seriously how many people complain in D&D about the difference betweeen a 10th level fighter and a 10th level wizard/sorceror. In hero though the Fighter character not only stands a chance, he is a legitemit threat to the magic user. I think all of the options brought up will work very well in the hands of an attentive GM. I like the simple and flexable divide by X option. Others like the power frameworks, some like talents and skills and many like to charge full point value. Cool they all work and are all legitimatly "hero". WHat a wonderful system.
  24. Re: How to limit NCM? Yes, as the GM you simply Delcare it so.
  25. Re: Begginner Question It depends, on how you want wizards. If they are powerful and all others fear them, then you will probably allow them to take Power Pools, or give them point breaks on their spells, or allow them to start of W/more points. Or if you want magic to be rare and hard, and not, intitially atleast, as power as a man and a sword, then you will make them pay full price for every speel and allow no powerpools. In actuallity spell slingers ussually start W/the same points as everyone else, it's how they are allowed to spend those points that makes the difference.
×
×
  • Create New...