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eternal_sage

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Everything posted by eternal_sage

  1. Re: Bow & Arrows separately. you mean RBS? thats what i take "Can Be Thrown" to mean.... and again, i think this is stealing from Peter to pay Paul....
  2. Re: Bow & Arrows separately. why do you have your version adding +1d6 HKA? especially when it doesn't get STR bonus. this seems way more complicated than just letting the STR add to it and making it with (ranged)STR or TK. is it to get around the doubling problem? let me get straight what you wanted to accomplish here: 1) seperate bows and arrows 2) have the bow only add range and damage, in otherwords, the bow becomes the arrow-chucker 3) have the arrow be the base damage, preferably a HKA so it can be used to stab things HtH, but have nothing to do with range or anything else that should come from the bow. to me, it seems your build accomplishes this, but is very clumsy in doing so. but maybe i am misunderstanding the reason you want to do this, or the basic tennets of the exercise.
  3. Re: ShadowrunHero game? SR 4th Supplements ------------- Street Magic Runner Havens Augmentation Corperate Enclaves Arsenal* Adventures ----------- Emergence On The Run
  4. Re: How do you balance encounters? ....you two are strange.... guess thats why i like you!! as far as balancing encounters though, my rule is the rule of 50%: can 50% of the party hit it? can 50% of the party damage it? is it slower than 50% of the party? can it miss 50% of the party more than 50% of the time? can it do less than 50% of the total BODY/STUN in one attack to more than 50% of the party? if the answer to all of these is yes, exactly, treat it as a CR of roughly equivalant rating to the party. if the numbers are higher, the CR is less (battles are easier), if the numbers are lower then the CR is higher (battles are much tougher). i'd say the fun threshold is 25% either way, over all, of course, some things will be lower and some higher. it works out in the long run.
  5. Re: Negative CSLs was about to say that, myself....
  6. Re: Replacing Hexes with Squares hell, that was true on the table for us! Jenny: "OH NO! ITS THE DREADED KALI!"* Bob: "NO, MY FACE!" Jenny: "HE DRUG BOB'S CHARACTER OFF THE TABLE, WHAT DOES THAT MEAN!" DM: "that means he got a good seat for the second coming..." Jenny: "OH MY GOD! THE HORROR" Bob: "WHAT A RANDOM AND CRUEL WORLD!!" DM: "sorry, that one is out of my hands. not even god himself knows the creature's motivations!" dramatized for your pleasure! *yes one of our cats is named Kali, and yes, he fully deserves the name, as his favorite game is death, and favorite food is faces. he would actually leap onto the table, grab one of the minis in his mouth, and take off into another room, probably to begin heinous torture...
  7. Re: Bow & Arrows separately. 22 New Bow: Telekinesis (30 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (82 Active Points); OAF (-1), Only To Stab With Arrows (-1/2), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) 7 New Arrows: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (vs. PD), 10 Recoverable Charges (+0), Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Real Weapon (-1/4) [10 rc] how about these? this more what your looking for? the range is all on the bow, the damage all comes from the arrows being modified by the bow, but still there is the double issue (handwavium at your service).
  8. Re: Bow & Arrows separately. ...so you didn't like mine? ..... see if i help you anymore! and i'm tellin MOM!!!
  9. Re: Replacing Hexes with Squares we used to use minis, until we started playing nWoD then HERO. now we don't use minis at all, as they just get in the way and slow us down. but when we used minis for DnD, i still used a hex grid instead. go figure.
  10. Re: Bow & Arrows separately. hence the "Increased Range" advantage on it (which i tweaked to only work with a bow to fire it from), to bump it up to where you want the range to be. the real problem with this build is the whole "double weapon DCs from STR" thing. if you can stab for 1/2d6, the best you can get shooting them (even with +100 STR) is 1d6+1. of course, i'd handwave that on this case, and count the 4 DCs from the bow's +20 STR as a part of the 2 DCs from the arrow for a total of 6 DCs before extra STR over STR Min. why would i handwave it? its elegant and simple, and doesn't work only because of a rule designed for another use is interacting with it. since the simplest solution that works (even within the scope of the rules, if all you want is 1d6+1) is usually the best one, i'd have to say i'm not sure how much better you're going to get.
  11. Re: Bow & Arrows separately. sorry, but i think i misunderstood you. i thought you were basically saying this was all irrelevant, since the rules already say how to do it. looking back, you did not. i appologize, and add that i'm not sure exactly what his end goal is in this.
  12. Re: Druidic Magic 3.5 Conversion to HERO you are the man! i was going to help with this, but i had just started on 0th level (stupid work and school) you are totally awesome in the totally Strong Bad way!
  13. Re: Bow & Arrows separately. g-a: obviously it does to him, or he wouldn't be asking. he wants something that more accurately describes the mechanisms by which the world works in his game. its his game, his perrogative. not everyone is satisfied with the "traditional" or "official" answer. personally, i like the traditional way, but this gets my HERO gears turning, and thats always a good thing.
  14. Re: Bow & Arrows separately. that actually looks pretty good, Mr. Waters (just imagine me saying it like Hugo Weaving, for ultimate effect), except i think that they should definately do more damage as a projectile than as a makeshift shiv. and i'm not sure how you could manage that with your build. but i otherwise really like the idea. oh, how about this! ok, like Sean said above, but make the Arrows 1/2 HKA, RBS. Then make the bow +20 STR (only to throw arrows and do damage, -1/4) which will make the whole thing at range do 2d6 HKA (plus any other STR to add into it) and since Arrows are really light (according to Ultimate Brick) you should have at least +75 STR for launching the beast (not including STR over 10) giving you approximately a 30" range on the shot (standing shot) or 60" if you want to call it a running shot. toss a dab of Increased Maximum Range (-1/4) on, and it can be anywhere up to 300" 8 Arrows: Killing Attack - Hand-To-Hand 1/2d6 (vs. PD), 20 Charges (+0), Range Based On STR (+1/4), Increased Maximum Range ("Your Desired Maximum Range Here", Only When Used With a Bow; +1/4), Reduced Endurance (0 END; +1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4) [20] 9 Bow: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4), Only To Throw Arrows and Add To Their Damage (-1/4)
  15. Re: Certain gods in real-world pantheons as i recall, Nuada was the original King of the Tuatha de Danan, but was surplanted by...brother, i want to say, after he lost a hand in war against the Fomorians. since you had to be whole to be King in Ireland, he was ousted by his power hungry brother. after that, Lugh (i believe) made him a new hand of silver which replaced his old one. being whole again, he challanged his brother, and kicked the crap out of him and retook his throne. and i think Set was good earlier and became evil later on. if i remember correctly, he was the god of Outsiders, and when the Hyksos invaded and conquered Egypt around 1500 BC, we was associated with them and thus fell out of favor and became evil. otherwise, i'd say that your list is spot on...nice display of geekry there! but again, its all a matter of the time period you want to look at, as each of the major religions of the world is a fluid and changing thing as the needs of the people change, so do the stories they revel in. personally, i'd go with the most famous incarnations of the pantheons, because even the Norse pantheon gets muddy when you look into it.* if you haven't looked into it, the SCION: HERO game from White Wolf is actually a decent source for this type of story, although i don't recomend playing it as is, as the overcomplication of the (really nice and simple) d10 rules made the whole mess nigh unplayable. it has entries for Greek, Norse, Egyptian, Aztec, Voodoo, and Shinto deities, which is more or less accurate (considering they just ran with the concept of the most famous incarnations and gave them a modern update) and has some decent advice for GMing a mythology based game. great concept, terrible rules set. it also has ideas for what some mythological types of power might be. i only suggest picking up SCION: DEMIGOD and SCION: GOD if you just like the rules, etc, because other than a decent mythical bestiary (which you have to convert) and an okay overview on mythical locations (Atlantis, etc) in DEMIGOD and a decent overview of the various Overworlds (Asgard, etc) in GOD, there isn't much goodness left in them really. *Tyr was the original king of the Gods, but lost his hand in battle (i have to wonder how closely related the Norse and the Celts were ethnically) Odin started off as Loki's friend, and the two of them were known for being tricksters. Freya, Freyr, and the other Vanir were the original gods of the Norse (and bear a resemblance to the old gods of Finland, etc), and when the Aesir worshipping Norse and the Vanir worshiping Norse came together, the two cultures married their dieties together. and somewhere in all this Odin is raised to his current status as king of the Norse. really facinating how the whole thing evolved.
  16. Re: Bow & Arrows separately. personally, i think you've got your wires crossed. in my mind, the whole "Bow is RKA w/ 20 Charges(Arrows)" thing is nice, simple, and generally efficient. i think what you want are Naked Power Advantages to model the different arrows (NPA AP, for example) or in the case of Flame or Holy arrows, you want a energy blast which is linked (2d6 EB (Fire), Linked to Longbow, etc). also, if you wanted to model the arrows being able to be used HTH, then make each bow a multipower, one slot for arrow chucking, the other a smalled HKA. just put the charges on the whole Multipower, since you'll use up your arrows stabbing them into others major organs in alphabetical order (rep for anyone who gets te reference), i think it all works out in the wash. you are thinking of things in the Human, real world, physics make sense way. thats not the way HERO works. in HERO you have to decide what you want effect wise, then go backwards to get the proper build, which has nothing to do with real physics! its like Inverse Kinematics (for you 3d animation guys) the body doesn't work that way at all (the foot leading the leg) but its the only way to get walkcycles that look right. of course, you could do what i did for my Oriental Campaign Setting, and just have the refill quivers built as full RKA bows that just cost the price of a quiver. it gives you the charges you want, and a bow that only exists if you think about it... (since my players don't see the weapons writeups, it didn't really matter. they don't know that they are getting a free bow with each sen's worth of arrows they purchase!)
  17. Re: Anyone have stats for a D&D3.5 style pegasus? the DnD pegasus is indeed mostly a horse with wings, although the OP obviously doesn't have the Bestiary (which has the horse entries in it) because it also has a pegasus in it. however, the DnD pegasus does have a few special powers (like the Detect Evil spell-like ability) which i'm fairly sure is not in the Bestiary (plus, i believe the Bestiary version is far less intelligent than the DnD pegasus, which can comprehend speech and the whole 9 yards). i'm not sure how close their conversion game is, so i went for a straight conversion.
  18. Re: Anyone have stats for a D&D3.5 style pegasus? welcome! and if i remember correctly, there is a pegasus in the HERO System Bestiary (which is one of the must own books when playing Fantasy HERO, imo) but looking at the Monster Manual this is what i come up with (mind up, its late and i don't feel like doing math, so you can add this stuff up on your own) Pegasus ---------------- STR 18 DEX 15 DCV 5 OCV 5 CON 16 BODY 12 INT 10 PER 11- EGO 13 ECV 4 PRE 13 COM 10 +6" Running 24" Flight Reduced END (1/2 END);Physical Manifestation, Restrainable, Nightvision [b]Hooves[/b] HKA 1d6 [b]Bite[/b] HKA 1/2d6 Detect Good/Evil (Single Thing) 11- +4 Enhanced Perception with Sight and Hearing Groups Persuasion 8- Riding 12- (Only to Compliment Rider's Riding Roll, -1/2) that should get you most of the way there. like i said, its just a quick overview, looking at the Monster Manual entry, off the top of my head. hope it helps.
  19. Re: what types of injuries could result from forge accidents? cause he shot a man in Reno, just to watch him die, if i remember the story right...
  20. Re: ShadowrunHero game? i like the max of 4, but i agree that the set actions can seem sort of wierd. i also think that non-cybered people being able to go more than once in a round is a bit outrageous. i mean, maybe twice for some extreme cases, but personally, that would be ard to come by. just my opinion, mind you, but still. as far as the action running in HERO is concerned, i'd definately go with Dark Champions as your base (as it has pretty much half the non-cyber gear you need) with the rest just being powers with lims to reflect hacking, cyberware, or magic. i think it would be pretty easy to do with some work.
  21. Re: ShadowrunHero game? i disagree (although i can't remember much about 3rd) in 4th at least, the ONLY way to get that 4th initiative pass was magic. and possibly the 3rd too, i can't remember, its been a little while since i looked at those exact rules.
  22. Re: Android Resistance and as far as the "Only wins or dies" problem, as long as the player understands this, then i see no problems with it, personally. but thats just me, i'm an empowerer, not a bleeding jury....
  23. Re: Android Resistance personally, i love the idea of a PC robot character, then again, i'm want to do wacky things (such as only mentalist and people who've trained with mentalists for years get mental defense, because honestly, where is the brain shield coming from, you a fire projector) so that whole mess wouldn't be that wierd. i also allow my players to have other mind types (alien, machine, animal, etc) and have not had any trouble. it makes no sense that a telepath can access ram with her mind. sure its electrical pulses, but unless you are fluent with binary to a remarkable extent or have some programs downloaded into your head, its not going to make any sense at all. then again, i'm a "sfx is king" kinda GM, so i'm loathe to let most characters have Power Defense and Flash Defense either, because, without a gadget (which i'm ok with) like sunglasses, it doesn't make any sense. i also make my non-brick/non-physical powered characters buy their PD/ED as OIF,Inepedendant, OIHID, because Cyclops should need an armored costume to take damage like Colosus. In otherwords, do what you want dude! i have had numerous excellent Champions games with these house rules and a few others, and they have possibly been my players favorite games, because it puts each character firmly into a role, instead of letting them all congeal into "Supermen, capable of anything but touching random rocks". it feels more X-Men, Fantastic Four, where each member can do something that no one else can do. crazy telepath comes along? only Prof X and Jean can stand up to it. Invisible Guy? call in Wolverine and Caliban. Need heavy lifting? sounds like a job for Colosus or Rogue! if your PCs actually care about narrative and characters, not "whose sheet is bigger" then it will be an excellent game. if they don't, get new players (imho) because if i just wanted to level up to kill stuff, i'd play Mass Effect or something. having one character who is not defeated by "Flaming Telepath" your villian of the day is not a big deal, if next session the character is out of the fight and has temporary amnesia after fighting "Magnatron". balance is often wrongly (imho) dealt with by making things generic (oh know, Jean is really good against Mind Control! i better let everyone take some mental defense to even things out). instead, let her SHINE. "dude!, there was this time, we came across this SUPER telepath! she totally mind controled us!, but then, Jean, she whips up the MEAN Ego Attack, and WHAM! knocks her out! dude! it was like clash of the Titans!" is a much cooler story than "we fought this super telepath! it was crazy! she couldn't even effect Multiple Man. we kicked her ass" especially if next week you put a couple of other characters in the spotlight. this is also closer to the source material, in that not many character are ALWAYS the saviors (other than, maybe, Cable or Superman), but instead each looks good doing what they do. as a GM, its your responsibility to give them those moments, as players, its their job to capitalize on it. and together, you come up with exciting stories to share, and will stick out in your mind. again, all this is my opinion, of course, and we already know that my opinion differs from the default so thats my two coppers. have fun boys and girls!
  24. Re: ShadowrunHero game? the newer editions (3rd and 4th) are both a little easier on mages but yea, there is still disparity between magic and "normals" even now, although that makes sense to me, as magic is another skill (that the normals don't have) and guns are things that are bought(and the mage should be getting at least a little skill with shooting them too, if he's smart). anything that makes you better, personally, costs CP, if it is a crutch that can be taken (and used against you) then its not worth it. i mean, sure the mage may not have stats that are as high, but if the party gets captured, he's the one who is still dangerous, and it can't be taken from him (i don't recall any anti-magic stuff in SR) just like a monk in DnD can make his full unarmed strike with anypart of his body, while a fighter with a swordhand bound up is pretty much useless, except as an arrow shield.
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