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Ultraman

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  1. Re: Delaying an opponent I have not played COH in a while, so I may be wrong, but I thought stunning in COH dropped your toggles, which is similar to the effect in Hero, so I’m not really sure how what your trying to simulate is different than being stunned in Hero. Having said that, being stunned in COH does not seem like quite like the death sentence as it is in HERO, although I think this is largely because, as stated earlier, stunning someone in Hero normally means they have very little stun left, in COH you may have a bunch of health left after the hit that stuns you. If you started adding extra damage only to stun in your campaign, these stuns would start to come when the characters still had stun left to them. You may just add a new mechanic or power called daze that causes a character to lose part or all of there action based on damage, or dice in the new power. If a character takes damage equal to x% of their CON (or EGO) they are dazed and lose ½ a phase, but their DCV and non-persistent powers are not affected. You could have multiple levels as you suggested, but multiple dazes should not stack.
  2. Re: Rant? Speed in Hero Something I have been toying with is changing all the base stats to 20. This would make differences on the low end less severe. Years ago I thought I would just increase the base speed to 3, to keep someone with one more or less speed than normal from being either hugely effective or hugely in-effective. Then I saw the same problem with strength and the like and hit on the idea of just making all base stats = 20. This would raise the base speed to 3. This would also make endurance and stun 40, which would make combats last much longer on the lower end. One way to make skill levels more cost effective would be to remove the speed contribution from dex. Currently most people have add points to speed, so an increase in CV really only costs a net 6 points, raising that to 9 points makes skill levels much more attractive. I also considered lowering DCV by 2. For Martial Arts I would maybe add 1 to DCV for all the maneuvers, but in general I would prefer to see equal opponents hitting more often than not unless your opponent is blocking or dodging. The basis I would use, would be to add a size stat of 10. Each multiple of 5 lowers your DCV by 1. Growth and shirking powers would modify this stat.
  3. 200 lb human, mostly water @ 8 lb per gallon means 25 gallons of material per person. 1 hex 2 meters in each dimension is 8 cubic meters. 8 cubic meters is 8,000,000 cubic cm. (100 cm per meter mean 100 x 100 x 100 cm per meter or 1,000,000 cc per cubic meter). 1,000 cc is a liter so 8,000 liters per hex There are 3.875 liters per gallon, lets call it 4. So 8,000/4 or 2,000 gallons per hex. 2,000 gal / 25 gal per person = 80 persons. So if you grind people up ~80 people, or I'm sure more accurately 73. Feel free to delete this post Steve.
  4. Re: Turn Mode Acceleration Awesome thanks. I read where they talked about turn mode on the previous page, and under penalty skill levels and could not find it thanks.
  5. Re: Turn Mode Acceleration I could not find the reference to skill levels lowering turn mode in the 5th edition. I know thats the way it used to work, but could only find the +1/4 advantage to have no turn mode, so I assumed that was not in the rules anymore.
  6. Does anyone have any good house rules for turn mode and acceleration? I like the old rules better, but agree that being more maneuverable should probably make the power cost more, rather than come from skills. I don't like the all or nothing nature of new rules. I also never understood why characters that we faster did not automatically accelerate better. I think acceleration per hex moved should be inches in movement divided by 6", but a minimum of 4", with 1 pt to increase acceleration 1" or 2". 2 pts to lower turn mode 1". Also it seems the NCM multiple should apply to acceleration as well. What does everyone think?
  7. Re: Magic special effect Matt it sounds like you would not allow vulnerability to magic then, and I would guess extra defense vs magic would be out too?
  8. Re: Magic special effect Thanks for all the input. I agree with CrosshairCollie. This is probably the route I’m going to go. This seems to be related to old common group of attacks vs. common attacks vulnerability. Magic as a whole would be pushed one down on the chart, vs. in the specific i.e. eldritch bots. This also ties into the zero sum gain aspect of it, which I had not really thought of.
  9. Do magic powers have 2 special effects, a magical fireball, a magical bolt of electricity. It seems like they get 2 shots at hitting a vulnerability, fire and magic, electricity and magic etc. Is this the way most are handling it? It just seems a little un-fair. Magic is fairly rare in most super hero campaigns, and yet all of their attacks have this rare special effect and possibly a common one like fire as well.
  10. Does Constant, Persistant Healing bought to 0 endurance giving healing every phase as a 0 phase action?
  11. Re: New Ablative Limitation Thanks for all your help everyone. The article you mention SirViss is pretty similar. You lose the defense faster but gain it back faster.
  12. Re: New Ablative Limitation Anyone?
  13. I’m looking for an ablative defense that is less all or nothing than the die roll version. We defined a limitation that anytime the Stun or Body of an attack exceedes the defenses (PD or ED), the PD and ED drop by one. Out of combat every 15 mins the character recovers 1 defense. I called this a –1/2 limitation. Does this sound about right?
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