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Tech

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Posts posted by Tech

  1. Re: Running Hero with defined Disadvantages?

     

    Originally posted by slaughterj

    Has anyone ever run Hero with defined Disadvantages?

     

    I was thinking about running 5e FH at some point, and got to thinking about disadvantages, especially in light in how they are treated in D&D (not at all) and Mutants & Masterminds (very little). When running a game, I usually set out the world/setting in which the game will be run, and have people provide character backgrounds based on that setting - frequently the background will effectively include Hunteds, Psych Lims, etc., regardless of the system used. It seems one could simply say how many points characters will be made from total (e.g., 150pt starting FH characters) and ask for a background, and if you think there should be more to it, ask the players to expand on it, including providing suggestions based on what they come up with. Thoughts?

     

    If I'm understanding your line of thinking, your question asks "Has anyone run a campaign where the heroes created must take certain disadvantages already defined by the GM?"

     

    If that's the question, I haven't done that or been in one. However, some friends of mine have. The campaign lasted about 2 years so I guess it was fun. I can see quite a few advantages as well as disadvantages with this.

     

    A few Advantages:

    Players know the general setting. Most likely, the common background will easily bring them together and fairly quickly. It can give them a common goal, a common enemy and even a base run by their benefactor.

     

    Disadvantages:

    Players may not want those disadvantages. Hey, it's happened before.

  2. For 'Simulate Death', it mentions that your breathing and other life rates are basically 1/10 of normal. What happens if someone using Simulate Death falls/gets thrown into a pool, lake or ocean? Worse yet, a sponge? Kidding. Does the person take 10 times longer to drown? Do they drown at all, though I assume they eventually would? Assuming the drowning, how long would it take; assume a 6 SPD if that matters at all.

     

    Finally, if I want someone with SD (assuming he would drown) to be able to survive a very long time (hours) underwater, would you suggest Life Support or something else?

  3. You can always try...

     

    Originally posted by Keneton

    The old combo block counterstike allowed you to abort to attacks. This is clearly prohibted by Fith Edition. Get rid of them.

    :)

     

    If you still like the ol' Block-Counterstrike, there's a way around the rules. Try something like:

    Damage Shield, only activates with a successful Block manuever, or something like that. Can't look at D.S. right now as I don't have the book in front of me.

  4. CorpCommander, you might want to try a different Susceptibility. Fire doesn't seem right for a squid. Squid aren't any more susceptible to fire than we are, although if you want it that way - go for it. My suggestion is something like electricity, poison, contaminants (don't know if this is a Fantasy campaign or not). Worse of all, howabout:

    Susceptibility: 3d6 Stun/Body from Polkas :D

  5. Originally posted by GamePhil

    If you really just want straight penalties to CV and skills, you should probably use Negative Levels, which can be found under Skill Levels and Combat Skill Levels. They'd need to be made Uncontrolled and 0 END. Straight penalty as you ask, no re-figuring things from draining stats.

     

    In general, Drain is at least as valid a solution, depending on what you want. But it can be more or less complex, which also depends.

     

    When using Negative Levels, do they automatically cost END? I haven't read that part of the book, partly 'cause it's hard to find. Sorry people but this is one person who thinks the layout of the 5th ed is harder to find stuff.

  6. Originally posted by Insaniac99

    actually the correct way is I >= W and D >= F

     

    where I is tunneling inches and W is wall width and D is Tunneling Defense and F is Force wall PD+ED

     

    :D

     

    It doesn't matter to me but I'd say there is no 'correct' way as we're looking at interpretations of house rules. I think we're all in agreement that it's okay to tunnel through a Force Wall but whether or not to use Tunneling is the issue.

  7. Originally posted by Arthur

    Is this based on Infectious Lass from the Legion of Substitute Heroes? (Polar Boy and Color Kid, anyone?).

     

    'only to lower skill rolls'??? If 'difficulty thinking' isn't an all-purpose INT Drain, I dunno what is. Drop that Lim.

     

    I rather like it. Even if your head hurts to the point where you really can't concentrate on anything (I've easily been that sick before), that doesn't mean your illness turns you into a vegetable. Still, to each their own.

  8. Originally posted by archer

    Flash is an attack whose primary effect is CV penalties and could easily represent someone coughing with watering eyes, etc.

     

    This is an interesting way of doing it, although it wouldn't last too long. I don't know how long the effect is being looked at but for a long-term effect, I think my suggestion works. For a short-term effect, your way looks good.

  9. A Drain or Suppress vs Dexterity and Stun (I favor the Drain), with a delay of days or weeks will work. Unless mistaken, I think the 5th ed mentions something about using negative Combat Levels and using them against others but I'd go with the Drain.

     

    ex. 4d6 Dex Drain, 1d6 Stun Drain, delay 1 week. Add 'Range' if concept fits.

     

    Depending on the disease, you might want to add:

    3d6 Int Drain, delay 1 week, only to lower skill rolls, to represent the increased difficulty in thinking.

  10. Originally posted by JmOz

    anyone else?

     

    I have no problem with an EC in an armored suit nor charges on an MP. If there are limitations on either an EC or MP, be aware o player that they will will be encountered by you.

     

    Anyways, I don't think the End Reserve should be in. I don't have any problems for the most part of doing unusual things with End Reserves, but if all the powers require Concentration and Extra Time to activate, it seems very odd that you need to do this with the End Reserve. What if powers are activated before the End Reserve is concentrated into activation?

     

    I can't see the justification for the Flash Def with the limitations given. What's the special effect?

     

    Next is my opinion but I'm sick to death of seeing Killing Attacks with Penetration being almost commonplace.

     

    The MP is intriguing, the Penetrating KA aside.

  11. Originally posted by Blue

    I feel compelled to link to that image so that anyone coming to this thread is subjected to it. I also feel compelled to cluck like a chicken.

     

    I refuse to be compelled to do (ba-caw!) anything, so there.

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