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ayinde

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Everything posted by ayinde

  1. I will go a different way. I am thinking ghost power set with the fun of a multi form that turns her into a brick think sexy mumra only her base form is a ghost not a lich
  2. I would just build all your lessers as groups and call each group I monster each group is made up of one type of monster and gets all the powers of that monster plus the fallowing damage reduction 50% not vs area effect powers that cover entire group (25% for all other area effect powers) rapid fire for there attacks (take on you take them all on!!) with this set up your heavy hit monsters are as much of a problem as your lesser groups throw in a couple of lone lesser monsters that your heroes can take down to save npcs from and distract there actions and you have a fairly epic battle
  3. hey sue welcome first cool power concept but I wanted to ask is your gm planning on having your character play out his imfo gathering missions? if not in my mind enter the dream world might be just a waste of points. maybe just give your character mind blast (to put target to sleep) and then but telepathy as high as your gm will be ok with the limitation concentration taken to its fullest to represent that your character is in a trance wile using the power so cant really function wile in use. if on the other hand your gm wants to play out your dream fact gathering why would you need telepathy? your already in there head? I might offer the idea of buying powers that only work in the dream world heck maybe even make the enter the dream world power a attack power so that your character can fight them were they have the advantage. meanwhile in the waking world your character and the character(s) you attack are taken out of the main fight
  4. normals cause no threat kinda boring sure there will be heroes who can shrug there attacks but that should not be the norm
  5. ayinde

    The Dated Doc D

    So true but just think of story possibility
  6. after playing it out over the weekend most of my players liked my take on movement but enough of them had reservation for me to back pedal and instead just keep the move decoupled from speed aspect but the d6 move has been moved to a new power instead of a set effect. psyber you gave me a lot of help thinking this out thanks man
  7. ayinde

    The Dated Doc D

    im going to put out the he is a clone card.. after his death his whole origination lost focus and disbanded but those who were most loyal to him had him cloned and enhanced with the dna of champions version of superman
  8. wow you got back to me fast I used a corrected distance 5meters to show the combat action you where pointing out even by book rules in combat if you want to move and attack with out charging in best you get is a half move so 6 meters your standard action idea was great and only shows to prove talking to you is helpful I don't see it as change for the sake of change in the past I have had to deal with beat the clock style scenarios this is just a way to flesh out these moments 1. yes this is a true point but with your suggestion that is for most of the time not a issue so thanks again on that 2. not really if no one has an action in a seg just process your move rate and go on to next segment 3. I this point I disagree with you but then if we had the exact same point of view what would be the point in debating the player and gm can make any of countless in moment logical reasons why the character did not preform at his best but now since it would only come up when he chose to roll in hopes of greater effect then normal really its a lost issue 4. again with your standard effect idea it mostly brings the game back in line with the old rules positives of this system that is a very good question hear is what I see - chance of better move results and benefits there of - easy and consistent way to gage how fast your hero can move so no more speed times move resulting in bizarre super fast heroes do to high action scores (with exception of teleport) the fastest you can go is number of dice times 6 times 12 gives you per turn (or times 60 for per minute) try modeling a sports car move in this system go online type in the real world stats for kilmeters per hour convert to meters decided how much of that move is noncombat (so divide by 2 or 4 or 8 or 16 what ever sounds right to you) and divided the balance by 6 and you know how many move dice it would have. - you can now have beat the clock moments in your game "I have planted bombs all over this building can you disarm them all in time!" - gun have a combat advantage that they should have had all along I could go on the unrolled move option is due able so I can be flexible on this sort of idea I will think on it maybe 2pts per 1 move? also the boost idea has merit let me play with what you put out hear and see if it feels right please keep the ideas coming
  9. as always useful points I am going to address your post in reverse first I do not see you as attacking me at all if anything your constructive criticisms of me chance to find where I have made mistakes in what I am trying to create so you have been a lot of help taking a standard effect is a fine compromise for common use. so on a half move that's 2meters per die (avg of d3) and full move would be 3 meters per die (avg of d6) this is totally reasonable I don't think you have the melee vs ranged right lets say they both have speed 4 that's the example I think you are basing your thought on so yes you have an action every 3rd segment yes? so in segment 1 both decide to attack one another the shooter is standing 5 meters away so the melee fighter wants to attack him he isn't going to use a move by/through so wont use his full move a half move is enough to reach him in 3 segments and still be able to attack (seg one 2/5 seg two 4/5 seg three reach target and attack meanwhile shooter sees his opponent moving to engage him so choose to just shoot him. and be done with it (seg one takes aim and fires his gun hope he hits his next action will be in seg four when the melee guy will be on top of him. and will also be on his second action ) so yes in your example the shooter goes first but really isn't that why he chose a ranged weapon? I think the example I just gave address your second paragraph so ill only note that I invert the speed chart everyone acts on seg one and goes from there the first paragraph tells me you have the gist of the application I am proposing. I based most of what im doing hear on the segment move rules and for the most part the only change is I am fully divorced from the speed chart for figuring out how fast you go in a turn play test it and see how you feel
  10. Big boy I was answering psyber question about the use of dcv derived from volicity and as that is an optional rule in the book I leave it to the rule of the gm I first gave it as an example of move uses already found in the book. You question was valid as I was not clear in my answer
  11. psyber all your points are really helpful so thanks guess let start with your melee points your right having a ranged weapon has an advantage inherent to it range I believe the old saying about taking a knife to a gun fight comes to mind.. so opening phase the knife guy has to get to gun guy to attack so yes the attack part of his action would have to be delayed dill he closed in to attack and gun guy will have to down his opponent before he closes to melee range he still would only have one action the one he used to fire at knife guy conversely knife guy still has his attack action. how many movies tv shows and comics have a scene of this sort in my mind this seems a correct combat model. but I will give your points more thought. for the most part I use 4 as average max speed for my games so yes if teleporter decided to only use that power at full move yes he could move 40 meters and you are correct flyer could travel between 12 and 72 meters average 36 further you are correct that a teleporter with more actions can do it more often and that this has no barring on the move of the flyer as you pointed out number of actions no longer factor into basic movement. to balance this out I am toying with removing the free noncombat move from teleport but that is still just an idea nothing more. by the way I used a flyer in the example as running 1d6 comes free to all player characters so really anyone can travel between 12 and 72 for no cost. - you asked about how a half move would function in this system I don't see any reason to change how they work in the rule (half d3 full d6 number rolled or less players choice) do you see a need to rework them to work in this system? changing move rate can only be done on your phase increasing move would require you to reroll your move dice if you beat your old number you get the new number if not move stays the same decrees on the other hand you can just volunteer to do. the only special case I can think of would be in the case of abrupt unplanned scene changes like say a car crash happening in your path or a sink whole or some such for something like that I would be ok with using abort to dive for cover. in my view dcv isn't a conscience defense I only use it vs ranged attacks and even then only when gm feels its correct for use now your point a to b point is good real good but I don't think it was fully thought out for one thing even if you only have 2 actions if all you are doing is run { lets say its in combat to do away with the doubling rules} an you roll a 2 just roll to improve rate on your next phase. at speed 2 lets look at how this turn plays out; seg one roll an get 2 seg two move 2 for total of 4 seg three move 2 for total of 6 seg 4 arrive at location we haven't even got to your next action now move per book move 2 segments one to five stand there seg 6 your there lets try a higher speed say 4 ill go ahead and convert move back to book normal hero has double normal move so 24meter segment one stand there segment two stand there segment three you get there so beat my system at its lowest possible by one segment if even one die rolled more than a 1 they get there the same time haven forbid 4 was rolled that would mean he got there in two segments if the scenario called for the character to make it to the off switch before time runs out no matter the system if the character has no action he cant act all the system I am toying with offers is a bit of drama I do see your down sides but im not sure if there as bad as you make them but they are still strong points please keep them coming
  12. well to be fair and true to source was there ever a time where he had to use it on more than one character
  13. first thank you for responding. psyber you make some good points that I need to think about and clarify guess ill start with price with some thought I think you are correct on price flight/running 5 pts per 1d6 is more in line next you pointed out the melee concerns if you use the per segment rules as is (not mine but from the book) a average man can only move 2 meters per seg. and a man at maxima can move 4 per seg. compare to move 1d6 avg 3 I think that is a fair compromise. I figured all attack actions are just held actions seg 1 player I go after the thug in the corner going to stab him with my short sword gm ok he is 4 meters from you player rolls his combat move 1d6 /2 he roles a 3 so is moving 2 meters per seg he will arrive and engage thug in segment 2. in my view this is what is going on in the game in a per phase combat only difference is in seg by seg the ticks of the clock have weight (yes this means the speed chart is reversed everyone can act seg 1 and there next action comes based on there speed) I don't see this as a major change teleport should be deadly in application I mean you cant move by/through with it after its use you are just standing there your movement has just stopped its major advantage is how fast the action takes place I am not sure about your last point to be honest but as a compromise I guess I would allow I guess allowing a player to move up to his total number of move dice with out need to roll so average guy 1d6m can move 1 meter with out need to roll and fast guy 10d6m could move 10 with no need to role. as for high rolls having no benefit what about velocity factors these effect moving attacks add to dcv ect (in a super setting a very fast character can with a power skill role even defy gravity admittedly he would need to be very fast he would need to achieve a velocity factor over 9 or over 60 meters a segment) In my mind if I can work the kinks out this system will offer a fun option for hero player to use but the only way to improve it is to pick it apart and rebuild till it feels right so thank you once again for your notes and I hope more notes will come
  14. damage negation usable nearby(+1.25) 5 damage classed (25ap) total cost 56pts heck add area effect explosion (+.25) 62.5
  15. forgot a few notes in this system you no longer use speed to effect your move. instead if you need to find velocity just take the amount rolled and times it by 12 if you wish to accelerate on next phase just reroll move dice score higher go faster score below no speed increase. roll a 1 speed decreased leap is at its base free and equal to one segment of run move auto slow down next phase 1 point skill check to not fall down a related skill athletics (running, swimming, jumping ect.) can be used to increase move by amount of roll success for one segment I put this rule in for modeling sports characters it can represent sprinter exploding out of blocks or that kick at the end of the race and so on
  16. I am just brainstorming a new way to deal with movement and wanted input. it is basically segmented move but to add a little drama I want to use a d6 instead of a fixed amount I see move costs as: run 10 per 1d6 no turn mode (plus free 1d6 everyman run) flight 10 per 1d6 turn mode teleport no change in cost (this means if for example if a teleporter 10meter and a super runner 2d6meters both move to get to an item assuming all stats are identical only difference is that power in general the teleporter gets there first but not always the case . I will do a better rule write up when I get home
  17. Greywind really its as much a hinder effect as an advantage so should that not be a 0 cost and both summers brothers have had there power reflected at them and took damage from it so no personal immunity
  18. or you can just have them both take a psychological flaw ; code of conduct never use power on brother. cost 0 (if gm feels giving 5pts) now they just cant knowingly use there powers on each other
  19. no its true lord knows me and my sibs fought all through childhood but I have never used full force on them. but remember even if a power wont work directly on a opponent you can still use the indirect aspects those child hood scraps would grant them new insight on there powers function the telepath is still a step ahead in his actions that means maybe extra dcv sfx using surface thoughts to his advantage and then there is the sound generator he can still trip and throw with the passive aspects of his abilities. unless you see there powers as fully canceled out on each other out some how if that is the case there power has a real bad hindrance a smart enemy can use on them think use one sibling as a human shield kind of bad.............
  20. I see it as a 0 limitation/advantage now if there also immune to there own attacks buy personal immunity. the way I see it this wont come up that often
  21. First to come to mind in my world is Panther: Black Panther /wonder women (70's depowered) she is the product of an American gi and a secret world style jungle queen
  22. Christopher you make some good points but his idea is fairly right for a golden age setting. Gold lex was a mad science user and superman was well superman the silver age brought highbrid ideas mostly mystery man/superman character style
  23. Whitewolf put out a game that ran on a a similar idea it was called adventure and was the prequel to aberrant . For the most part the 3 hero types balanced out
  24. ayinde

    Twin Power

    back in 5th ed there was a limitation called ritual basically the power required more than one person to cast. I think the need my twin ability is just an application of that limit. even if one player controls both characters the rule should not change
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