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Tech

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Posts posted by Tech

  1. Originally posted by Monolith

    The Ultimate Mentalist stated: "Characters should not be allowed to buy Levels with DECV alone. If appropriate, they may use Levels with “all Mental Powers†for DECV." so I am guessing that it is also not allowed under 5th Edition.

     

    If I were going to house rule it, I would probably consider DECV levels to be worth 3 points, as Mental attacks are not as common as HTH and Ranged attacks.

     

    I disagree with the Ultimate Mentalist regarding not allowing DECV levels. As BNakagawa demonstrated, you can easily get around this rule, although I'd go with what Monolith suggested. In standing with my disagreement, it seems highly arbitrary and contradictory: you can buy levels that only count for DCV in combat but you can't levels for DECV in combat. Both are levels for defensive combat and I see no point to the distinction. I already use a house rule which says you can buy DECV levels.

  2. 22) A detective hero or any hero on patrol runs into VIPER agents that aren't interested in fighting but rather, in helping the heroes thwart a problem. An innately-powered villain is gathering technology to enhance his (or her) already formidable power. In return for not being taken in custody, the agents give the heroes legitimate blueprints of technology that could magnify his or her power several fold as well as the final location where the technology can be pieced together. They don't want this villain to take over the world; these agents have had enough of VIPER and this is a small way to repay for their deeds in being part of VIPER.

     

    The heroes eventually show up and the fight ensures.

     

    Although technologically expensive in losing the plans themselves, VIPER had planned this to get rid of the heroes and the villain in one massive attack. Will the heroes team up with the villain to defeat VIPER?

  3. This is an amusing forum. I don't think everyone will ever come to an agreement on the sun's damage. Some leave it as a plot device (as I do) and others try to significantly, realistically and mathematically figure out the damage, which I have no problem with either. It's cool seeing figures and equations over my head. :D In those cases though, reality must be used to at least start the fictional damage or else you don't have a basis to start calculating on.

     

    No game system will ever be perfect and Hero Games is not exception. However, it certainly does a pretty good job at covering almost everything. If you want something to do massive gobs of damage (ex. 50d6, 80d6, 976d6, etc), I don't know if this is the game system for it. IMHO, the system can handle your 12d6 EB or 18d6 Haymaker well-enough but starting to throw out 160d6 or 976d6 or whatever for the sun and it's, well, it's needless.

     

    I guess what I'm trying to say is that after a certain point, having a power/attack/whatever with gobs of dice simply becomes a plot device. I don't feel like trying to take into account all the real-life aspects of physics because the games are fictional.

  4. Re: Omlevex Universe

     

    Originally posted by Monolith

    So, I am taking my weekly tour of the M&M message boards (must always see what the enemy is doing) and I come across this little statement:

     

     

    So I go to the website: http://www.spectrum-games.com/omlevex/ And I have to say it looks pretty good! A silver age universe compatible with the HERO System. Now between Reality Storm, San Angelo, The Kandris Seal, Superfigs, and Omlevex there are at least 5 other companies who have or will put out HERO compatable material. Maybe we are on the rise!!! :)

     

    I do believe we are! I checked it out and it certainly does look cool.

  5. Originally posted by Storn

    Father Donz (and any other interested parties)... go to my website. Click on Character Commissions. The sidebar has contact info, price and Paypal. And there are few examples of Commissions done for other folks.

     

    Thanks for the question! Always love and NEED a chance to promote my meager talents!

     

    Meager talents? (cough) Me thinkest thou jestest. Anyways, great work on that last pic. Star Wars & Superhero characters together... must've been quite a game!

  6. Man, it's been so long since I had a character do that to themselves than I almost feel compelled to do that the very next gaming session. :D

     

    Let's see: we had Stellar. We had stellar energy blasts and a Flight of 30". He liked to do move-throughs and even started a 'Wall Removal Company'. I think the motto was 'Need a wall removed? Contact Stellar Wall Removal. We'll remove any wall, any place, any time. Extra thick walls done at no extra cost' or something like that. It was funny at the time. Stellar's ultimate challenge came up one day: a robot made of Adamantium. We all knew he couldn't break it but Stellar couldn't resist - it'd be the highlight of his move-through career. Um, he went splat - down to like -30+.

     

    My brother's character, Splinter, threw energy splinters and Entangle - both take damage. Mechassassin had ko'd/hurt two teammates and was working on the other three. Splinter had like 1 Stun and 1 End. My brother was wondering if his character should recover or hit Mechassassin with an Entangle, which would mean burning Stun as End. She chose the Entangle and even pushed it, burning way more End! It was a well-done gamble as she hit M and froze him, promptly knocking herself out. The other two teammates promptly did move-throughs of like 14d6 and 19d6. He went down. Everyone loudly cheered for the heroic way Splinter chose to act.

  7. Originally posted by JeffreyWKramer

    This is the best idea I've seen so far. Make the Entangle Fully Invisible and "Entangle and Character both take damage" - a hit will knock the character out of his "stunned" state.

     

    This doesn't seem to be enough. If 'Stunned', the target shouldn't be able to do anything. However, an entangle doesn't prevent actions such as taking a recovery, blasting their way out or staying in the entangle yet use Mental powers to name a few. Likewise, it is unbalanced for those who for whatever reason can't break their way out of the entangle (which I doubt is very few, except maybe martial artists). If gone this route, I'd give it Immune to all senses, a high DEF and some kind of time limitation like only lasts 3 segments. However, this gets horrendously expensive and goes a roundabout way of getting your power effect.

     

    I personally prefer the NND route. Simple, precise and sweet although still expensive.

    ex. 10d6 NND, only to Con Stun -3/4. Real Cost: 67 pts.

  8. Originally posted by dugfromthearth

    It is a bogus argument to complain that an attack is overpowered simply because people don't buy the very cheap defense against it.

     

    If you have a tough time justifying why your character should have hardened defenses, don't. Oculon had alien eyeballs implanted into his head and his DEX suddenly went to 23 (higher then normal human maximum) and his SPD went to 6 (also higher then normal human maximum). If you don't agonize over explaining why your character has super DEX and SPD, don't agonize over why your character has minimal hardened defenses.

     

    Interesting to have words put in my mouth... I don't recall giving any reasons for my stating why I feel Penetrating is overpriced. However, I will now put forth my opinion:

     

    I feel that for a +1/2 advantage, a KA (and I center my opinion on KA, not normal attacks) is allowed to bypass Damage Resistance to an extent, somewhat of a low-level AVLD, Does BODY, which as I understand it is +2 1/2 advantage - I haven't looked it up because I don't use it in my campaign. I think a +3/4 or +1 advantage for Penetrating is more in balance. It seems to me that a lot of VIPER and CKC used Penetrating as a backdoor to hurt people even with Damage Resistance or Armor for the cost of Affects Desolid or Armor Piercing. I've altered Penetrating in my campaign to reflect things appropriately.

     

    However, this digresses from the Damage Shield conversation. Hmmm... a +1 1/2 seems a bit too much for my tastes, JmOz but I will hypothetically try your idea while creating a test villain and see if I agree after building it.

     

    Monolith, I give a hearty handclap to your reasoning about Dex's. Good stuff.

  9. Originally posted by JmOz

    A third question:

     

    Do you think a strait Damage Shield (just EB or RKA, maybe Ego Attack, with no other advantages except MAYBE reduced endurance) is abusive at the +1/2 level, or is it only abusive when other advantages get thrown on it?

     

    For the record my fix to the DS problem is to only charge +1/2 and then give a +1 advantage if the power is abusive (similar to AF)

     

    In my games, I haven't run into any abuses because my players are fair and understand game balance. They also understand that whatever's good for the players is good for the villains also.

     

    On a completely different tangent, I rebuilt the Ruler of Crime from Enemies International using 5e rules and didn't particularly care for the increase of cost for his Damage Shield.

     

    FYI, I like the +1/2 and +1 advantage you brought up. I don't know if I'll use it in my campaign but I like it. I assume you mean the +1/2 turns into a +1 advantage, not add a +1 advantage. If anything, I feel Penetrating with Killing Attacks is abusive at a mere +1/2.

  10. Argh. A section in my previous post doesn't make much sense. It should say:

    (sorry, but I named him before I heard of Neutron from The Conquerors)

     

    Anyways, this is interesting reading. I have a couple characters I simply can't see turning to the evil side. I think, upon reading these posts, that many of our characters would be fearful to meet if they ever turned evil.

  11. I have a general idea of what the DNPC's stats are in my game but unless specifically needed, which I haven't run into, they don't get written up. The DNPC's match the activity of the heroes. Captain Star who lives in the country isn't going to have a lawyer DNPC in the city. The DNPC should be in the general vincinity of the hero, IMHO.

  12. Re: If your heroes had gone down a darker path

     

    Originally posted by Hermit

    So, using our own characters... what if your super hero(s) had "Joined the dark side"? What would have happened to do it, and what would they be like?

     

    Scary to think about but fun. Hmm. My first character Neutron (sorry but I named him I heard of Neutron from The Conquerors) came from the old Viper background, getting powers from an experiment and busted out, realizing Viper didn't care about him at all. Yes, I also realize that was a run-on sentence. If he stayed on the dark side, he'd probably one of the most-feared villains Viper could throw at you, short of Viperia. He's around 650 experience now. His 'Neutron Explosion' attack can level a 10 story building to the ground.

  13. Originally posted by Monolith

    I disagree completely. After nearly a year of playing Champs 5E I can clearly say that most of the 350 point villains are underpowered. There is no 350 point villain in the book who can stand toe-to-toe with a 350 point hero; I have not found one yet; and most of the villains in CKC are 350 pointers. Is Ripper more powerful than he was in 4E? Yes he is, but he still could not stand against the Champions and win. So while the 4E Ripper was an average 2-3 hero threat the 5E Ripper is a team threat, but he is still quite beatable.

     

    Sorry, but I wholeheartedly disagree on the point of Ripper. Without saying what his defenses are for those who haven't bought it yet, bluntly spoken: they're overwhelming. His 'Rip 'Em in Half' ability is also quite powerful. I may or may not disagree with you on the 350 pt villains but will leave it at neutral as I don't know how you build your heroes with 350 pts. I don't have a view of your heroes stats vs the villains.

  14. Ah, opinions. Gotta love free speech! Now for mine:

     

    I'll say I liked and disliked it. The agent creation process certainly gives more options for agents but felt scattered and unclear. I don't care for the mystical background of VIPER but to each their own. I felt that Ripper was right alongside that of many of the villains from CKC - too powerful. Yeah, a lotta campaigns are more powerful and need them but from reading the posts, there's not too many of them. The majority of villains nowadays seem inundated with combat skill levels: who doesn't have them? Very few. Not all villains (or agents!) should have levels. The weapon upgrades for almost all weapons seemed overdone. Cross-referencing the old VIPER book vs the new, I saw some powerful upgrades, including 8d6 and 10d6 KA. Seems a bit too much. I'm not going to say sorry - I do think that the VIPER book (and quite a bit of CKC) is overpowering to the new gamer and promotes powergaming. I tried to say why I didn't like things I saw instead of merely saying I didn't like this or that. I'm glad others saw a great deal of use for the new book; unfortunately, I think I'll stick with 4e VIPER with some exceptions.

  15. no comparison

     

    For my money as a GM, normal attacks are better. I still haven't forgetten the GM'ing nightmare which lasted a little over a year where I kept rolling 1's or 2's (ending up as a 1) on the Stun multiplier. (shivers) Okay, I did roll a few more than a 1 or 2 but I just have to groan when rolling a KA and they know what happened. I even changed a few KA's over to normal attacks because of it. :rolleyes:

  16. I'm no lawyer or law expert and having said that...

     

    Is PSI known to be dangerous to the police? Do they know about PSI's mental abilities, even if in only general terms (Hey, they can control people's minds!). This has to be taken into consideration. Was Soulfire known to be dangerous, violent, subject to sadistic attacks on people, etc etc?

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