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Kenn

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Everything posted by Kenn

  1. Re: Help with theme archer I never figured who was kinkier, Zeus or his assorted lovers. Io, he showed up as a Bull. Leda, he showed up as a swan. Then there's Perseus' Mom and the "shower of gold." Poseidon was also the god of earthquakes, so perhaps some kind of Tremor Arrow (Area of Effect, heavy knockback). I'd let Hephaestus' gift be the indestructible bow he forged. It could double as a club.
  2. Re: Dextracardial There are rules for a called shot to the heart?
  3. Re: Two adjustment powers sharing the same maximum. The Aid is 1d6, with +24 for a maximum aided points of 30. Gradual build up is the goal, with the idea that the sun's position in the sky and the weather could cause the GM to only allow a half die for a time, or that to say the max cannot go above _____. The Absorption I've not had any set amount in mind. 1d6, +24 max. ; 3d6, +12 max. It hasn't been decided.
  4. Re: Rolling High 8 or better would have the same odds as 13 or less (3, 4, 5, 6, 7 failing compared to 14, 15, 16, 17, 18 failing). I'm just sayin'.
  5. Re: Rolling High The advantage of a Always Roll High system is that then one only needs one set of "cheat" dice. In the current system, one needs to remember which dice in the set are the ones that roll low and which ones are the ones that roll high. You can get by, maybe, with different colour dice. But there's a greater risk of someone noticing that you always roll skill and attack rolls with the red dice and always roll damage with the green dice. If you only have to roll high then you can use the same dice for both the attack roll AND the damage roll.
  6. Re: Two adjustment powers sharing the same maximum. The fade rates being the same is something I'd already concluded would need to happen. There are several reasons why I like using the Adjustment Power route. The gradual fade of ability in the dark is one. Another is that the I want the multi-tiered effect expanded, so being in the tropics the character would be more powerful than if he were in Seattle; noontime is more effective than dawn or dusk. And this can be achieved with a single limitation on the Aid. There are ways of keeping the bookkeeping in check. The idea of just including the use of solar/stellar powers on him is what I've been doing. But it doesn't quite catch the same feel as Absorption. The idea that blasting him with a solar blast during the day is going to make him more powerful than him just being out during the day. I've been debating between the -1/4 and -1/2. I think the -1/4 might be more apt for the Aid since the Absorption being applied won't be that often. But since the Aid would have added points most days, it would be rare that the Absorption would ever not be limited.
  7. Re: A DC Animated-style HeroMachine That aquatic Egyptian charcter looks like she'd be one Tefnut to crack.
  8. Re: How Many "Super-Cities" is too many? I don't think there's any one answer. It's going to depend partially on just how "super" you make the cities and partially on the scope of the game. It's also going to vary if you're sharing your game world with any other gamemasters, and how super those gamemasters want "their" cities to be. I run my game where the heroes live all over North America (and beyond is a theoretical option) and they go all over the world. Empire City, Delaware isn't necessarily any more or less "super" than New York, Chicago, or London. They are, however, more "super" than Williamsburg, New Jersey or Fort Bernard, Indiana, just because these latter two are supposed to be dirtier and grimier. (Think Millennium City vs Hudson City.)
  9. I have a character who has an Aid to self that's based on environmental conditions. I want to give him Absorption (only vs attacks with the same special effect as the environmental conditions). I intend the points from Absorption to go to the same place(s) as where the Aid goes. The idea is simply that if the character is empowered by sunlight, that a solar blast should have a similar energising effect. But I don't want the maximums for the two powers to stack; I want them to complement. If the maximum for the Aid is 30 pts., I want the max for the Absorption to also be 30 but essentially the "same" 30. If the Aid has already provided 18 pts. then I want the Absorption to have a maximum of 12. If the Aid has already provided 27, the Absorption has a maximum of 3. If the Aid is has provided 1, then the Absorption has a maximum 29. Obviously, this sounds like a "Limited Power" limitation. My questions are 1) how much of a limitation should it be? 2) should the limitation be applied to both the Aid and the Absorption?
  10. Re: sticky electric bolt Might want add "Initial Target must be targeted normally(-1/4)". From the description, the usual AoE/Explosion targeting the hex shouldn't apply.
  11. Re: Pre and Postcognition? My proper reply won't make any sense until we get to the 37th post in the thread.
  12. Re: To gun fu or not gun fu? There is one character in the Champions of Justice where the player and I (I GM) agreed to actually slightly depower the character's energy blasts and then add ranged martial arts. The rationale is that Powerball's shtick is that he is an ex-major league baseball pitcher, and that he actually is THROWING the balls of energy he produces. As such, we concluded the martial art was a way to represent his skill and different pitches that can be thrown. 4 Fast Ball +0 OCV, +0 DCV, Range +2, Strike+3 DC 4 Breaking Ball +1 OCV, +0 DCV, Range +0, Strike+3 DC 4 Change Up +2 OCV, -2 DCV, Range +2, Strike+1 DC 0 Weapon Element: baseball (default element) 1 Weapon Element: personal energy blasts 4 +1 Ranged Damage Class The fastball is more accurate over distance. The breaking ball has that little dip at the end which might make hitting the target easier. The change up is slower, but could be even more surprising. This was a rebuild to better represent the concept rather than a new development. So far we're pleased. It hasn't had that much impact one way or another. http://www.rcuhero.net/hsheets/powerball.htm
  13. Re: Earthquake That 6 km radius seems a bit large for the quake's epicenter. Also, as written, it could be interpreted that everything in the 12 m radius drops one kilometer! Oops. Otherwise, I like this.
  14. Re: The Magnificent Magnetron Okay, I give up. What's supposed to prevent Magnetron from being used indefinitely? What's the "off" part?
  15. Re: Does the CU have a Submariner or Aquaman analogue? Feel free to make use of my aquatic brick types http://www.rcuhero.net/hsheets/riptide.htm http://www.rcuhero.net/gsheets/tritan.htm
  16. Re: How about anime Campaigns? Wasn't the mid-to-late 80s Hero Games product "Robot Warriors" a "Mecha Hero" game (albeit a 3rd edition game using it's own rules)?
  17. Re: Adventurers Club #1 for sale Link?
  18. Re: What would your sidekick be named? Since you've undoubtedly heard of Kenn and Barbii before this thread started, what makes you think Barbii's a kid?
  19. Re: what books should I buy next? Save your money, since you'll have to repurchase everything after August anyway.
  20. Re: Someone Please Explain This to Me? I take it that you're referring to that do 3d6 K to 20 DEF will do more than 20 approximately 56% of the time and the average STUN for those 56 times will be about 20.8. And that for 9d6 Normal against that same 20 DEF will do more than 20 98.5% of the time and that the average of those hits is around 11.7. And at that point, out of 100 attempted shots the former should do around 1163 STUN total and the latter will do 1152. So for 9 DC, against 20 DEF, a single shot past that DEF will be a more likely to stun more people, and in a protracted battle, the amount of stun done to the opponent should be close to equal (but favour the Killing Attack.) Of course, that "having 44% of your hits doing no stun at all" tends to skew the effects as well. As do things like normal attacks generally doing more knockback, and, of course, how ofter you're hitting and how often your opponent is hitting you. Which means I'm still not convinced that the killing attack is the better tool, just a different one.
  21. Re: Someone Please Explain This to Me? The average stun roll on 1d6 Killing is 9.333333. Anyone who tells you otherwise is selling something. That's 3.1111 STUN per 1 DC. 0.3889 less then the average stun on 1 DC of normal damage. The volatility of killing attacks means that one MIGHT get the needed higher rolls faster. But that's not reliable. Hugh's example of the 12d6 normal vs 4d6 K is broken because he assumed that the BODY roll was average every time and the STUN was the only part changing. 37.3333 STUN is the average STUN damage for 4d6 Killing. How that would break down over just six rolls is impossible to predict but after an average of 6 hits with the KA vs a 35 DEF monster would be a TOTAL of 14 Stun, where 42 STUN vs 35 DEF 6 times is a total of 42. BODY: 1 STUN MOD: 1 STUN: 1 ROLL: 1 TOTAL: 1 BODY: 1 STUN MOD: 1 STUN: 1 ROLL: 2 TOTAL: 2 BODY: 1 STUN MOD: 2 STUN: 2 ROLL: 3 TOTAL: 4 BODY: 1 STUN MOD: 3 STUN: 3 ROLL: 4 TOTAL: 7 BODY: 1 STUN MOD: 4 STUN: 4 ROLL: 5 TOTAL: 11 BODY: 1 STUN MOD: 5 STUN: 5 ROLL: 6 TOTAL: 16 BODY: 2 STUN MOD: 1 STUN: 2 ROLL: 7 TOTAL: 18 BODY: 2 STUN MOD: 1 STUN: 2 ROLL: 8 TOTAL: 20 BODY: 2 STUN MOD: 2 STUN: 4 ROLL: 9 TOTAL: 24 BODY: 2 STUN MOD: 3 STUN: 6 ROLL: 10 TOTAL: 30 BODY: 2 STUN MOD: 4 STUN: 8 ROLL: 11 TOTAL: 38 BODY: 2 STUN MOD: 5 STUN: 10 ROLL: 12 TOTAL: 48 BODY: 3 STUN MOD: 1 STUN: 3 ROLL: 13 TOTAL: 51 BODY: 3 STUN MOD: 1 STUN: 3 ROLL: 14 TOTAL: 54 BODY: 3 STUN MOD: 2 STUN: 6 ROLL: 15 TOTAL: 60 BODY: 3 STUN MOD: 3 STUN: 9 ROLL: 16 TOTAL: 69 BODY: 3 STUN MOD: 4 STUN: 12 ROLL: 17 TOTAL: 81 BODY: 3 STUN MOD: 5 STUN: 15 ROLL: 18 TOTAL: 96 BODY: 4 STUN MOD: 1 STUN: 4 ROLL: 19 TOTAL: 100 BODY: 4 STUN MOD: 1 STUN: 4 ROLL: 20 TOTAL: 104 BODY: 4 STUN MOD: 2 STUN: 8 ROLL: 21 TOTAL: 112 BODY: 4 STUN MOD: 3 STUN: 12 ROLL: 22 TOTAL: 124 BODY: 4 STUN MOD: 4 STUN: 16 ROLL: 23 TOTAL: 140 BODY: 4 STUN MOD: 5 STUN: 20 ROLL: 24 TOTAL: 160 BODY: 5 STUN MOD: 1 STUN: 5 ROLL: 25 TOTAL: 165 BODY: 5 STUN MOD: 1 STUN: 5 ROLL: 26 TOTAL: 170 BODY: 5 STUN MOD: 2 STUN: 10 ROLL: 27 TOTAL: 180 BODY: 5 STUN MOD: 3 STUN: 15 ROLL: 28 TOTAL: 195 BODY: 5 STUN MOD: 4 STUN: 20 ROLL: 29 TOTAL: 215 BODY: 5 STUN MOD: 5 STUN: 25 ROLL: 30 TOTAL: 240 BODY: 6 STUN MOD: 1 STUN: 6 ROLL: 31 TOTAL: 246 BODY: 6 STUN MOD: 1 STUN: 6 ROLL: 32 TOTAL: 252 BODY: 6 STUN MOD: 2 STUN: 12 ROLL: 33 TOTAL: 264 BODY: 6 STUN MOD: 3 STUN: 18 ROLL: 34 TOTAL: 282 BODY: 6 STUN MOD: 4 STUN: 24 ROLL: 35 TOTAL: 306 BODY: 6 STUN MOD: 5 STUN: 30 ROLL: 36 TOTAL: 336 DC: 3 OR 1D6 ROLLS: 36 A TOTAL OF 336 STUN WAS ACHIEVED. AVERAGE STUN FOR ALL 36 ROLLS IS 9.33
  22. Re: Regenerating defences 40 20 PD armour, limited power(-1/2): loses 1 pt of PD per 1 BODY "taken"; regains at 5 PD per phase AND 20 ED armour, limited power(-1/2): loses 1 pt of ED per 1 BODY "taken"; regains at 5 ED per phase.
  23. Re: Confused by Penetrating I think the idea of this limitation is that the target would always take the lesser of the two values. An unarmoured person (say the typical victim in a vampire story) being struck with a 1d6 Penetrating HKA with this limitation would never take more than 2 BODY, and usually just 1. Whether that's actually a limitation or not would depend on the genre/rules.
  24. Re: What would your sidekick be named? Barbii
  25. Re: Someone Please Explain This to Me? The math is such that nearly half the time, the stun generated will be at or below 2.5 x the number of DCs, which means that unless DEFs tend to be particularly low, about half the hits will have no effect. As far as what's "significantly higher" well, that depends a lot on what one considers significant. Here's the break down for 1d6 - 5d6; the first percentage is 0-2 x DC; the second is 2-2.5 x DC; the third is 2.5 - 4 x DC; 4-4.5 x DC the fourth; 4.5 - 5 x DC is the fifth and everything above 5 x DC is the sixth. DC: 3 OR 1D6K ROLLS: 36 19 ROLLS BETWEEN 0 AND 6 IS 52.777% OF 36 0 ROLLS BETWEEN 7 AND 7 IS 0.000% OF 36 8 ROLLS BETWEEN 8 AND 12 IS 22.222% OF 36 0 ROLLS BETWEEN 13 AND 13 IS 0.000% OF 36 2 ROLLS BETWEEN 14 AND 15 IS 5.555% OF 36 7 ROLLS BETWEEN 16 AND 30 IS 19.444% OF 36 DC: 6 OR 2D6K ROLLS: 216 97 ROLLS BETWEEN 0 AND 12 IS 44.907% OF 216 12 ROLLS BETWEEN 13 AND 15 IS 5.555% OF 216 46 ROLLS BETWEEN 16 AND 24 IS 21.296% OF 216 8 ROLLS BETWEEN 25 AND 27 IS 3.703% OF 216 14 ROLLS BETWEEN 28 AND 30 IS 6.481% OF 216 39 ROLLS BETWEEN 31 AND 60 IS 18.055% OF 216 DC: 9 OR 3D6K ROLLS: 1296 538 ROLLS BETWEEN 0 AND 18 IS 41.512% OF 1296 78 ROLLS BETWEEN 19 AND 22 IS 6.018% OF 1296 308 ROLLS BETWEEN 23 AND 36 IS 23.765% OF 1296 69 ROLLS BETWEEN 37 AND 40 IS 5.324% OF 1296 77 ROLLS BETWEEN 41 AND 45 IS 5.941% OF 1296 226 ROLLS BETWEEN 46 AND 90 IS 17.438% OF 1296 DC: 12 OR 4D6K ROLLS: 7776 3113 ROLLS BETWEEN 0 AND 24 IS 40.033% OF 7776 596 ROLLS BETWEEN 25 AND 30 IS 7.664% OF 7776 1726 ROLLS BETWEEN 31 AND 48 IS 22.196% OF 7776 404 ROLLS BETWEEN 49 AND 54 IS 5.195% OF 7776 606 ROLLS BETWEEN 55 AND 60 IS 7.793% OF 7776 1331 ROLLS BETWEEN 61 AND 120 IS 17.116% OF 7776 DC: 15 OR 5D6K ROLLS: 46656 18204 ROLLS BETWEEN 0 AND 30 IS 39.017% OF 46656 2925 ROLLS BETWEEN 31 AND 37 IS 6.269% OF 46656 11388 ROLLS BETWEEN 38 AND 60 IS 24.408% OF 46656 2115 ROLLS BETWEEN 61 AND 67 IS 4.533% OF 46656 3387 ROLLS BETWEEN 68 AND 75 IS 7.259% OF 46656 8637 ROLLS BETWEEN 76 AND 150 IS 18.512% OF 46656 So yes, if you consider above 4 x DC significant, at larger numbers of dice one get a significantly higher amount of stun, in theory, about 1 in 3 shots. And 9 out of 20 times you'll be doing squat. The rest of the time, you'll be doing stun comparable to a normal attack. So in comparison to an average normal attack of the same DCs, you'll do more stun, more often, and you'll do far less stun even more often. I fail to see why this is a problem. A lot of it does still depend on the typical defenses, amounts of stun, and REC rates of the opponents to see how effective favouring Killing Attacks would be, but I'm sure not convinced the mechanic is broken.
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