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jaws

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Everything posted by jaws

  1. Re: Mapping the galaxy Great Maps, Extremely useful. I am considering them for a MASS EFFECT Campaign since it takes place in our Galaxy.
  2. Re: Gunpowder, Reason and Plot. Great work!!! keep it coming
  3. Re: 3D Star mapping software Great to here there is still work going in to this! Don't stop the excellent work!
  4. Re: Another: StarWars in my Sandbox What happened to thes thread? Still working on things rick? Ran out of coffee?? Would love to see more.
  5. Re: Gith, flayers and othe psions Great help guys. Polishing off some details and characters. Will be posting a few powers to your Psionic powers page this week too KS. Anything else psionic will be helpful thanks all. JAWS PS: Repped everyone it lets me rep. Never enough.
  6. Re: Ideas for combat runes
  7. Anyone have heroified info, package deals, prefabs, templates dealing with psionics. Aside from what on Killershrike's website of course. I would appreciate any info on this. As we are starting a campaign in a couple of weeks dealing with psionics.
  8. Re: 10 Burial Ceremonies From Around The World Its just impossible to give rep where it is deserved these days! Grat find
  9. Re: Legends Setting Is this the end of musings on the setting? I was enjoying this a lot.
  10. Re: Fetishes and Charms I actually have a character in my campain that works similar to this. I am using Killershrikes Runic casting model. Just change the special effect to a charm and change from Physical manifestation Limitation to the apropriate focus. It is working quite well in my campaign.
  11. Re: Machine Class of Minds Mechanical is a bit to much though, no "mind", for a mind I would require some kind of digital processing or programing as a minimum.
  12. Re: Can you look this character over I agree with Qelan. Scarry. However hte main defense of a light saber is not geting hit, so I would atleast a low defense from Combat luck or something similar.
  13. jaws

    Chocolate Orc

    Re: Chocolate Orc Ok but for this there is always the M&M version. Melts in your mouth not in your hand. Remove suceptibility to sunlight add Suceptibility to bite atacks Extre PD only Vs HA
  14. Re: Setting a real point limit, instead of AP limit LOL I have been by a Nazi The only thing I can say in my defense is that my weakness in English comes from living in the beautiful beaches of Cancun for the past 23 years
  15. Re: Setting a real point limit, instead of AP limit It will take less than 5 months to do it. Maybe you don't do it all at once. you buff yourself take care of the first one shot. You are already buffed so it is easy tot take care of another one... so on and so forth do one a week you have got all of you in a bout a month, maybe 1.5 months. OK now you have 5 months of overpowered muchkinyness your GM has to work around. Can be dealt with. Sure! but it changes the whole power level of your campaign. However this whole conversation is mute. There is no such thing as razor straight guidelines or control factors. All powers and characters as a whole need to be revised by the Gm. And you don't just let stuff like this through. Simple enough. No need to discuss. AP limit/RP limit: its just a guideline to minimize the number of powers you have to scrap and rebuild. Any power even remotely like this should be scraped. It is munchkin material, scrap it, unless it fits your game style.
  16. Re: How to build: A gorup of coordinated Men as a single "entity" (Charactersheet) Like the mass combat for unit vs unit, however the idea here is unit vs. char. I will however take in to consideration a few of the ideas in there that do apply
  17. Well i have a party of high powered high fantasy characters I cant really chalenge them with normal soldiers and stuff (in small numbers), but I wanted to see how they will fare against a large group of trained coordinated men. Power level is between 375 - 425 points, though the way they are spread out they are build more as a "Batman" than a full fledged super, so i have a very versatile team more than a super powered one. So the objective is, I want to see how they fare against "many average opponents" as in 10 to 1 (IOW 50) trained soldiers. Well equipped and slightly better than average soldiers but not really special. However I really don't want the fight to drag on forever, managing 50 individual men. So I was thinking of making the force of men as various "units" of 5 men (a la SWARM). The idea is each unit is a single char sheet and they act in highly trained tactical unison. Alone they are week but together they work in an excellent team ending up with 10 "units" of 5 men each all working as a coordinated force. So how do I make each "group" as a single entity with that can be managed as a single character but has the SFX of a group of men? Examples: As the players hack away at a units numbers its ability to fight is slowly weakened until it is entirely broken or the remaining men flee A beat up unit can combine with another similar unit to reform the 5 man combat team. etc. PS: Sorry for the longwindedness of the question
  18. Re: Masterful Ambush Think the trigger is unnecessary. I like all the other Ideas, but the way it was built in the first posts works well. Just get rid of the trigger, make it a skill vs skill and and base the bonus on the success level of the roll. That is my take at least.
  19. Re: Setting a real point limit, instead of AP limit I would love to know how it works too please. This sounds interesting as I am finding I have trouble modeling the effects I want when limiting AP. Where the power really isn't that overpowering as its AP's would indicate due to the limitations on it being so effective. I know I can just hand wave as a DM, but I like consistency my players can count on, and the less I have to hand wave the better.
  20. Re: Killershrike, I summon thee... Lets pick up a collection to get KS a secretary to type up all the goodies! Set a donation link on your site see how it goes A RPG gamer secretary would be thrilled to work on it for peanuts, especially one that goes to school in stead of working.
  21. Re: Must-have books? I hope you get commissions Thia, I am sure anyone reading this thread that doesn't have UEP will run out and buy it NOW.
  22. Re: Flexible Active Point Limits: What Do You Think? I' making it a habit to quote Sean Waters But seriously It is all about synergy. You can limit or not limit all you want, the proper synergy will always work around limits easily and nicely. It takes eyeballing and a willingness on the players part to create a credible balanced concept with in the game. What I try to do on both counts. Auto scaling meaning no recalculations and I ave to disagree, my power gamers will get a lot more than 10% percent out of their meddling if I let them. Sadly I lost a player over this (not too much because we are still great friends) but the game is so much better for it. Enjoyment levels increased at least 50% if there was an objective way to measure it. And it is not a systemic problem as it was the same issue with d20 when we played that. Finally the other players just said... hey we like this guy but he need to bring his character down a notch. When we broached the subject, he said I'd rather not play. Honestly my monitoring of the rest of the characters is hardly necessary. AP guidelines are there but they are NOT limits. My players just build knowing what their power level needs to feel like and limit or role play accordingly. By the way we are all new (read under 1 year) to actually playing the system and are doing fine.
  23. Re: Social versus Physical/Mental Conflicts This is great! And is also the solution to some of your worries below. As you feel differently about different aspects and will react in a different way depending on how your personality has evolved. This is like asking us to consider chaos theory in our combats... "So you hit the guy with 50N of force of which the vectors are 39N horizontally and 11N vertical that gives us an arc of 25 degrees taking gravity in to account he will travel 2m and land on a stick that was accidentally kicked there during x and y's combat it was broken of at a 45 degree angle causing a puncturing wound on landing of an extra .032d6 + 1d6 of knock back this causes a butuerfly to scare and ..... 6 weeks later.... you see a tornado headed towards your camp, suddenly you remember the butterfly you scared a few weeks ago. blah blah blah... You generalize and use your excellent idea on the personality profile to give general indications and directions. As i Mentioned. Unless it is for very specific and short term actions social interactions will only give general feelings and ideas unless there is prolonged exposure to ideas. Even prolonged exposure will not convince an person violently opposed to something unless the character willingly complies and concedes certain pivotal points. So you personality profile of hates orcs vs loves orcs -5 will not change unless something like "orc saves your life" even if you are forced to live in a camp full of "orc huggers for years" in fact you will probably only hate them more and reinforce it many times over. However if you hear all the stories of these people whe were saved, fed, clothed, befriended, raised by this great clan of orcs, you may willingly concede that at least that clan of orcs may not be so bad after all. You run in to them and it only confirms the point... then you run in to another (however unlikely) group of orcs in the desert just before you pass out from sunstroke and awaken nursed back to health by this other clan who then promptly provides supplies and ejects you from their camp. Hey maybe it isn't just that clan, orcs may not be THAT bad after all. Hat orcs 3... so nex time your party runs in to an orc at the tavern you probably wont walk up to him and spit in his face and tel him there isn't enough room in the tavern for both of you. You wont sit with your back to him either though. What some one else said... i think it was Utic the rational Unless stressing the same topic social combats should be taken separately, just like different transforms. If they have similar ground consider bonuses and penalties based on how the other argument is going. If you have just been soundly defeated in a social situation such as the guy that keeps showing up every week trying to sell insurance and you have let him in the door a few times just because you were bored and needed some distraction eventually convinced you and you bought his insurance... so he tips off his investment friend who knocks on your door a day later and has a bonus to convince you on investing for your own future as insurance is money you wont get to enjoy while alive. Of course if you are overspent because of insurance you just bought you will probably have a decent bonus to resist this guy as well. Just like in physical combat Situational bonuses and penalties. I am loving this thread it is really a good exercise... Sean, it is like what is happening here... we have already STUNNED you as you have conceded this might actually work and even provided ideas so your BODY is wearing thin. You could have just left the thread and remained in your happy position of "anti-social bliss" . However you continued to expose yourself to our ideas and not only that but provided argument we could counter strike and over time... you will join "THE SOCIALSIDE" (read as if I had scuba gear on and had my head in a can) Signed: The Sean Waters Comentator...
  24. Re: Social versus Physical/Mental Conflicts People are complying with social requirements every day. Why shouldn't the characters. Then again they aren't bound by it if society is not important to them. The barbarian doesn't care what the nobles think of him, he is in a social tight spot, he leaves or pummels the culprit!... unless he is trying to negotiate a treaty or woo the noble damsel. If some social defeat forces them to do something to get to their objective it isn't much different than a cave in in the dungeon that forces them to dig or give up. They don't HAVE to dig, they still have a choice, but its another conflict due to a combat (social, skill or physical) failure. Besides most social conflicts are not about changing people but about how others perceive them and their actions. Social conflict in the short haul is to ridicule some one in public, convince some one of some short term immediate action, increase or reduce reputation, etc.. A character should never be FORCED in to a line of action or thinking except through drawn out constant subtle manipulation... you do that all the time as GM anyway. No mater how much freedom you give your players you are always subtly nudging and directing in the end you get a compromise. Thats how social interaction works. In fact if social interactions are the basis of a campaign the GM should keep track of "social body" for individual issues and record damage and healing based on things that strengthen or weaken their social standing on an issue or beliefs. Prolonged convincing and cajoling and manipulation SHOULD be able to change any character (PC or NPC). If a character is willing to regularly parlay and discuss or maneuver on an issue with anyone they should run the risk of being convinced of an issue no mater how strong the players stance. Social conflict always takes 2 just like a fight. You can "socially run or avoid" conflict just as you can physical. If you voluntarily or by inaction allow yourself to be exposed to an idea long enough even "Iron Mind Negotiator" should be convinced if he looses often enough. Its hard to believe in ideas you have no support for or ar repeatedly shown to be weak. As the Doc said, It is an excellent place to put in to play social and mental limitations. Social conflict is fairly subjective, but so is physical when you take in to account SFX. The GM needs to use a little judgment, but we always. Sorry if I rambled, but I had a lot of points to communicate.
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