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LoneWolf

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  1. The biggest problem with that is that people often interrupt things quite differently. You could have three people try to describe something they all saw and end up with three different stories. This is known as the Rashomon effect after the classic Japanese film. This also applies when people are describing their concept. So no matter how much you listen, or how carefully you design the character it will not match what the player originally envisioned. The second problem is that you are denying your players the ability to add to the story. While the GM is the one who creates the setting the players also deserve the chance to contribute to the story. When the players are contributing to the game as much as the GM it is a lot more fun and enjoyable. To me this seems to be more about the GM’s wants and need than those of his player. The third problem I see is that often people write up character they know how to play. When someone else writes up the character it often ends up being less effective because the person who wrote it up may not think like the person playing it. This often leads to a situation where no one is happy with the character. So while you know the world you created better than your players if you want it to become more than that you need to allow your players input or all it will ever be is your world. The way I see it you can either keep total control of everything in your game, and only allow your player to do what you think they should, or you can engage your players and create something bigger than your original world. I know what kind of game I would rather play in, how about you?
  2. First thing to do in a potential surprise situation is to check for surprise. This would be done with a perception roll. Depending on the nature of the surprise there may be a bonus or penalty. Characters that make the roll are able to act in the segment it occurs. If this happens out of combat it would be the beginning of a combat and be considered happening in 12. Characters who make their perception roll can try and warn others of the danger which might allow for those characters to make another perception roll. Characters with Danger sense get that in addition to their perception roll with no penalty, and if they make it they are not surprised. In the given example since the character are expecting it to How the characters avoid the danger is going to depend on the nature of the situation. In the example given above I would consider it an area of affect attack and use the rules for dive for cover. Depending on the character there may be other things that they could do. For example a flying character could simply activate their flight when the floor collapses.
  3. Damage negation can reduce the amount of damage that gets through because you don’t actually roll as many dice. So if I have a 10d6 attack and my target has -6 DC of damage negation I am only rolling 4d6 not 10. Of course you have to factor in the advantage for penetrating so my -6 DC will take off 4d6 instead of 10d6 so vs the 10d6 attack I take 6d6. That reduces the amount of body you can roll therefor the amount that penetrates my other defenses.
  4. I have seen plenty of multipower defined as random gadgets. How is that any different than a multipower defined as spells? Both have about as much in common as the other and spells may even have more in common the gadget pool.
  5. I put the character together in 5 minutes to prove a point. The point is not that the character cannot be defeated, but rather that the character cannot simply be taken out before he can even act. That has been my whole point all along. It was never designed as a fully functional character designed to be played. If I were actually going to use the character I would probably replace a couple of the spells with utility spells in the beginning and use experience to purchase the rest of the attack spells As for his spells having a theme he is pretty much a mental mage specializing in mind magic. The special effect of the desolidification is a turning into an astral form. The blast is a telekinetic blast. Most of the spell target DCV as not to be too abusive. I could have easily dropped them down a little and targeted DMCV making them a lot harder to defend against. It would not take much experience before the character would be able to handle just about anything. For 1 point I can have 9d6 telepathy, which makes getting information from the enemies a snap. For another point I can clairsentience with a range of 2,400 which allows me to safely scout a huge area. Another point gives me shapeshift with the ability to disguise myself as any humanoid form. Those type of spells can actually be more of a problem than the combat spells. For just a few point I can do a better job at almost anything that a character who purchased the right skills.
  6. Ok here is a sample starting 175pt wizard using a multipower for magic. This is actually based on a character of mine. He is fresh out of the academia and has no real world experience. His tactics are fairly simple If the opponent is to close he aborts to a defensive action (turning desolid) and brings up his defenses. After that he tries and gets some distance. His first attack spell is usually either confusion (Drain INT) or Ray of Paralysis (Entangle). I am not saying he is impossible to beat, but it is going to take a starting character some work. Sample Wizard.pdf
  7. Looking at the guidelines in the book a standard heroic campaign has an active point range of between 15 and 50. So a 45 point power while near the upper end is still within guidelines. Spells can be pushed just as easily as STR can. In fact since pushing in a heroic campaign usually requires and ego roll the wizard probably has a better chance and will get more out of pushing than a warrior. Likewise a haymaker can also be used with spells. The book even gives some clarification on some unusual haymakers including drains, entangles, flashes and mental powers. Last of all there is nothing preventing a wizard form purchasing a martial art. While it may not fit all concepts a wizard purchasing a defensive martial art is actually a very good investment of points. While specific GM’s may have house rules that alter the way powers work, unless you know exactly what they are it is impossible to factor those into a discussion. When I post on the forums I assume unless otherwise stated that the rules are being used unmodified. Some of the things you are saying were true in previous editions, but not in 6 h editions. Personally I think they did an excellent job on the 6th edition and it improved the game tremendously. This is also coming from someone who has played every edition on hero system all the way back to the first edition of champions.
  8. The spells I used were refuting Ninja-Bear’s statement that he could build a warrior that can take out a wizard before he could act for less points. I even admitted some of the spells were cheesy and I would probably veto it in a game I ran. But other are straight up standard spells. A 9d6 Mind Control is a pretty basic spell. Even without using abusive spells I can still have Dozens of spells geared to overcome specific challenges. For tough opponents I have an AP RKA, for those that are hard to hit I have an area of effect. For those that have a low STR I have a standard entangle, to reduce the effectiveness of a dangerous opponent I have a flash. I could keep going and list a lot more spells, but I think made my point. My whole argument against using a multipower for magic is the imbalance it creates between characters. It is only fair that if you allow a power framework for one type of character you should allow it for all.
  9. It does not take a genius to figure out that most people are not trained in mental combat and usually have fairly week wills. More often than not the wizard is a genius and is often trained in mental combat. So how is it Meta gaming to take spells that take advantage of that fact? The classic wizard is not usually that good in traditional combat. Does that mean he cannot have effective spells? By taking the +0 advantage uses OMCV vs DCV allows a wizard to be effective with his spells, but at the same time not being good with weapons. This is one of the things I think that was a big improvement in 6th edition. In earlier editions the based on ECV was expensive and too powerful. The group I game with does not use published settings and has for the most part been gaming since the first edition of Champions came out. As a consequence for the most part we design all our own spells. That is actually what draws us to the Hero System. If we wanted to simply pick a spell from a list we would use Pathfinder. One other thing to keep in mind is that any character can be defeated. I can build a wizard who can defeat a warrior, but I can also build a warrior who can defeat a wizard as long as they are built using the same rules. Allowing the spell caster to use a multipower and not giving the same advantage to the warrior breaks that. That is why I object to using multipowers for magic. If you wanted to run a campaign where any character could use a multipower that may be a different story, but one where only one type of character has access to a framework is inherently unfair. That is the whole basis of my objection.
  10. The sample powers I put in the multipower were specifically designed to refute the argument that you could build a warrior for fewer points that could take out the wizard before he could act. The second power is a little much and I probably not allow it myself as is. The first power is based off of the classic D&D hold person, and the last one is a simple mind control. The Wizard has a 20 EGO and the sample spells all act based on EGO instead of DEX. Most Wizards have a high ego so building spells like this helps keep them alive. It also means that they can use mental combat skill for most of their spells. The arguments that they were built specifically to target the typical warrior brings up another problem with using a multipower in FH. When spells only cost 1 point I can afford to create a lot of spells specifically designed to deal with specific types of targets. So vs your Ninja I use a 2d6 DEF 4 entangle 1 hex accurate, or maybe a 3 ½ D6 Drain INT uses OMCV vs DCV. I also have a variety of standard spells in the pool, each with a different special affect. So anything that has a vulnerability will be attacked with an appropriate spell. A multipower makes a wizard too versatile. This is going to create a situation where the GM has a hard time creating encounters for the party without the wizard always having the right spell to take them out. This introduces the caster vs martial disparity that is seen in other game. The lack of this is one of the things that in my opinion is the strong points of FH. Unlike say Pathfinder being a warrior does not mean your character is considered a low tier character. A well-built warrior in FH can be just as powerful as a wizard. Giving the Wizard a multipower when the warrior does not have access to this brings this into FH.
  11. I would not count on being able to build a warrior that can take down a wizard before he can act. Start with a 45 point multipower and add OAF, incantations, gestures, and requires skill roll. That makes the pool cost 15 points. Each spell is going to cost me 1 point assuming a fixed slot. Below are just a few sample spells. 1d6 DEF 2 entangle uses OMCV vs DMCV, takes not damage at all, goes vs EGO 1d6 Mental Blast 20 shot auto fire at ½ END. . 9d6 Mind Control The Wizard has an 18 INT and 20 EGO and a OMCV of 8. He also has +12 skill levels with the second slot of the multipower. His magic roll is on an 18 or less. The cost for all this is only 76 points. That leaves another 99 points for standard starting Fantasy Hero character to purchase anything else he needs. So my Wizard acts as if he had a 20 DEX so will be going before a lot of warriors. On an average roll of his mental blast he will hit 10 times for an average of 35 damage. His other two spells hit on a 16 or less vs your typical warrior and may incapacitate the warrior. I can also use the multipower for utility spells as well. Who needs stealth when I have invisibility. Telepathy and other mental power can make social skills a moot point. Why bother with languages when a translation spells (universal translator) can allow me to speak any language. The other problem I have with using a multipower for magic is that it is unfair to the non-spell casters. Mundane characters can purchase powers as talents and even as martial maneuvers. Are you allowing talents and martial arts to be put into a multipower? If not that is unfair to the other characters. Once this happens it will change the nature of the game and you are going to end up running something more like a champions game instead of Fantasy Hero.
  12. Most spell caster do have high magic rolls. The Wizard package out of the book gives a starting wizard a magic roll of +5. Assuming a 18 INT that means the starting wizard has a 18 or less. Most games I have been in the wizard usually has an even higher roll. That does not even include items that boost the roll. Fireball is also a poor example because direct damage spells are not the ones you need to worry about. Those type of spells simply duplicate what a warrior can do, and that is not what makes a spell caster dangerous. For 40 active points I can have a 4d6 drain INT. On the average that is going to reduce a characters INT by 14. This means a character with less than a 15 INT has a 9 or less chance to be able to take any action. A 1d6 DEF 2 entangle that can only be escaped by using ego is only 34 active points. If I bump that up to 2d6 DEF 3 the cost goes up to 56 points. The first one is going to stop over half the characters, the second one is going to be even worse. Do you really want me to have 20 spells like this?
  13. If you really want to be effective in combat this is one of the first things you need to master. The Hero system unlike D&D requires some tactical thinking and not just taking turns hitting each other. Along with holding phase it can allow a character to create tactical openings and defeat seemingly more powerful opponents. Once common tactic is to allow the enemy to attack first and depending on what he does adjust your tactics. I have a character with a high DEX that usually hold phase and waits to see what the enemy does. If he sees an opponent that is vulnerable he can go all out on the attack and often does more damage that way. And once the phase is over and he is attacked the next phase while he is vulnerable he simply aborts to a defensive action. Holding phase can also be used to allow a character to act twice is rapid succession, or perform complicated multipart actions. You simply hold actin until the segment before your next phase. You perform the first part of the multipart action then, and then when your phase comes up you perform he next part. If timed right the opponent is often unable to react to the situation, or if he chooses to abort it can allow the rest of the team to pound the crap out of him. The best tactic vs the lucky GM syndrome is not to allow him to roll. I have played against a GM who always seemed to hit when you dodged. Once we started aborting to block instead that stopped happening. If he does not get to roll the dice often his luck is nullified.
  14. I don’t think you understand how grab works. When you grab someone they are allowed to try and break your grab in an opposed STR roll. That means if you are not paying the END for your full STR your grab is going to be less effective. Martial Grab gives you a bonus to your STR for holding someone. Assuming you have not bought any extra DC your STR for holding someone is 60. To utilize the 60 STR you have to pay the END for your full STR. You could of course choose to use less STR and then would only have to pay the END for however much STR you used. So let’s say that you only use 30 STR, you would pay 3 END for the STR and have a grab of 40 STR. Like Pawsplay said you only pay for END once per phase no matter how often you use it. What normally happens is that when a character is using STR they pay the END for their full STR. This allows them to use their full STR for any purpose during the phase at full.
  15. The big advantage a spell caster has over a warrior is versatility. Sure warriors get there weapons for free, but they all basically do the same thing. It does not matter what type of weapon the warrior uses the defense is all the same. DCV, resistant defense, and PD will work vs any normal weapon. With spells I can create something that ignores all of those things. As a spell caster I can create different spells to deal with any situation. By using a multipower it becomes even easier. Now instead of a few spells that can take care of a variety of problems I have dozens that can take care of any problem. Consider that in most fantasy hero games a spell caster is going to have more limitation on their spells than a super hero would. That makes the spells a lot cheaper. Using a multipower makes that even more cost effective. Take a 60pt multipower and add OAF, Requires a skill roll, incantations, and gestures that puts the cost of the pool to 20pts. That puts the cost of s spell to 2pts, 4 if it is variable slot. Slap on a few limitations on the spell itself and the cost drops to 1-2 points. So for about 40pts I can have 20 60pt spells.
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