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akrippler

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Everything posted by akrippler

  1. fantasy 5e book has a firing into melee talent that is like a +4 ocv only to stop your shots from hitting allies
  2. i like it. the write up in the fantasy book even gave us the idea to write out a short synopsis about the enemy prominent characters and what their motivations were during the battle. made for some interesting rp moments throughout the fight. and when the alternative is the gm just handwaving the whole thing and giving us a description of what happened after i much prefer this method. i think the rules lined out are logical and concise, just trying to work out the small kinks listed above
  3. i appreciate you taking the time to respond but I'm not sure i understand your context. i didn't ask any questions about dealing with non combatants in a mass combat scenario. i like your thinking though, it's important to include drama and character motivation even in a mass combat scenario.
  4. my group is using the fantasy 5e supplement, we're having a ton of fun so far. Were going to be doing some mass combat soon so i wanted to see if anyone else has any experience with the rules and or can possibly clarify some things. ive ran a mock combat using the rules, i feel they're encompassing enough, move smoothly, and are logical so please don't try to convince me to use different rules or run a mass combat theatrically via smaller battles. i just want some community input, see if im glancing over something. Under "fighting" then "attacking individuals" its stated that a unit cannot attack an individual character. However under "prominent characters" in "combat" its states that if a unit "attacks an individual character back" it should be resolved without unit modifiers. How would you interpret this? Perhaps a prominent character can only be attacked if he attacks a unit? Under "determining damage" its states you should subtract the defenders unit modifier from the attackers with a minimum of 0. however under "prominent characters" when referencing an individual character attacking a unit it states he might not be able to do damage because of the unit modifiers, shouldn't it be a minimum of 0 as well? lastly aoe's are never mentioned save for the fact that they could possibly hit every character. so i need opinions on if you guys think they should do extra damage to a unit, and how youd math it out.
  5. Well I feel dumb having glanced over that lol
  6. Anyone have any ideas how to model a misericorde (long thin dagger used to deliver killing blows to wounded knights or during a grapple, small enough to fit in the chinks of armor, or visors) Should it be a special weapon? Or a naked advantage to mimic a fighters skill with a dagger?
  7. everything lars does seems possible with enough points dropped (ie enough trainning) so it seems modeled pretty well to me
  8. bows are pretty powerful, we just started a low power fantasy game at 75 points each, the archer is capable of a higher ka than anyone else, and can do it from a good amount of range before suffering penalties. even with the built in taxes (ocv to stop him from hitting allies in melee, psls against range, etc...) everything is pretty cheap when it comes down to actually putting out damage.
  9. firing does require concentration so half dcv. unless you fire defensively then -4 ocv. so just buy 4 psls to counteract that and you can fire defensively every time
  10. im a huge fan of psl vs hit location
  11. well this thread took a turn. if anyone is still interested: we've decided to just roll with combat luck stacking on armor for now. agreed as a group to re-evaluate if anyone thinks it has become a problem... tankiest character in the group is 9rpd/12pd with armor. it seems a little high, but were playing a more role-play heavy game, and hes still in danger of getting knocked unconscious. which to a degree makes sense to me.. if you gave me a normal person, even with a little above average strength, a long sword and told me to damage a competent maneuverable person in llamelar armor (he is suffering no encumbrance with his current str/weight) i dont think i could realistically do any body to him. now a person with training (modeled by str only with sword) that is capable of upping the damage to 2 and a half d6, is fully capable of knowing the right spots to hit to actually hurt the armored person. as for the philosophical combat luck debate: Ive always seen it as a "grazed you" option. Arrow bounces off the armor, of if unarmored, scrapes the bone etc.... Sometimes we have fun with it and rename the power "Just a scratch!" or "Rolling with the punch." DND has similar mechanics in that if the monster rolls a 17 against the 18 AC fighter its more fun to say "His jaw snaps shut on your forearm but is unable to pierce the armor" rather than a simple "he missed" i mean we could theoretically argue that hit points from DND and stun/body in hero are really just plot armor points, once you reach 0 you've expended your allotment of bullshit before the inevitable happens.
  12. ive used the crap out of your website for a long time now. thanks for responding
  13. Throw in an extra lim to make it cheaper? or just keep it as the same cost?
  14. Friends and I are going to be starting a low power hero fantasy game. We play 5th ed. Everyone wants to scoop a level of combat luck on account of how useful it is. But I feel like theres a problem. 3rPD from combat luck, plus some armor, lets say we get 4 from it. Thats 7 rPD, isnt this too much? Its impossible to do body damage with the average 1d6 weapon. I understand there are ways to bump up the weapon damage (extra str, deadly blows, etc...) but the average person is going to be incapable of hurting you save from stun damage. I wanted to see if anyone else has any experience, or thoughts on the subject. Ideas? Am I making a problem out of nothing?
  15. Side effect that causes damage to player (extended CON drain would be best imo, but thats a pain in the ass. do body damage to make things easier) every time they use it. secondarily side effect that summons unfriendly monster when they fail on activation roll.
  16. Im the gadgeteer in our game, I purchased communicators for everyone from my pool. Probably not normal, just giving you my situation.
  17. Can I hop on this? Would you guys consider an invisibility device to function the same way? I wanna make a device on my gadgeteer to turn another player invisible for a short amount of time. Is that something I'd need UBO on, or can I choose who to hit with it simply because its a focus like the grenades for example?
  18. I am coming to the same conclusion. I'll need to just skimp on robot features to make it work.
  19. Wouldn't you need the +2 advantage for slavishly loyal and specific being from summon to make it comparable to a duplicate with the +1 needed to make the hand different from my base form. 90ap vs 60ap for the same thing.
  20. I think Im nitpicking too much. Like my hand will never get the chance to eat, It will never be off my body long enough to need to sleep. But does that mean my GM will ever bring up that situation? Hell no, Im just not gonna buy it and hope it never gets brought up lol.
  21. Im having a hard time imagining a hand running out of breath, turning blue, before finally going unconscious lol. Thanks for you time so far, this is giving me ideas. Side note: reading this makes me wanna finally check out one-piece.
  22. Hey Im open to anything as long as it works. But without buying life support for the individual duplicate (or summon in this case) it implies that the detached hand itself needs to breath. Also the indivudal body parts could be knocked unconscious or mind controlled, or suffer against presence attacks. He did buy extra mental defenses in an attempt to ward off mental attacks.
  23. Seems like he just ignored all the autonomous and life support features... I guess thats one way to do it.
  24. Hi, my hero is half man half machine. I want to build a duplication power where in my hand detaches and can skitter off on its own to do stuff. I imagine the hand is completely robotic in makeup but I'm having a hard time reconciling this in points. Gettin him down to the right size costs me roughly 60 points. The entire life support suite alone is 60 points. Alongside automaton special defense powers (No stun, not able to be stunned, no bleeding) are 75 points minimum. Some variation of all of these seem almost necessary to match the fluff I want, but my duplicate only has 150 points. I dont imagine him being a combat powerhouse or anything but I want him to be useful besides just being a moving hand, so I need to scrape together some points somehow. So I'm throwing my plight to you guys, any ideas how I can make this work? Side note: Is there anything in the rules about getting points back for selling INT, EGO, PRE, and COM ? Is that something I should even look at?
  25. Thank you for pointing that out, I understand now. Lets play devils advocate and say we did "Only restores to starting value", what would happen in that same situation? Nothing?
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