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LoneWolf

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  1. Damage negation basically reduces an attack by 5pts per level bought. So if you bought 3 levels it would reduce the attack by 15 pts... What happens when you have an attack with a lot of advantages so that the cost is extremely high? Let’s say you have a 1 pip RKA with the advantages NND does body. The attack cost 20 pts which is more than your damage negation. Is the attack reduced at all? What about if the attack was 1d6 with the same advantages? How much would the damage be reduced?
  2. Luck with the option to reroll dice works well for this. The special effect is that your future self warns you current self if something goes wrong.
  3. In a fantasy setting clear maps are more important than in a modern setting because the players are not familiar with a lot of the places. How many players have been inside a fully functioning castle? Chances are none of the players have especially if the game is America. On the other hand who has not been inside a McDonalds or Bank? A lot of Champions games that I have been in take place in the city that we live in. This also makes it easier to deal with because everyone is already familiar with the layout so less explanation is needed. Detailed maps are not needed because we know the area. When a battle takes place at the local mall chances are we know the location well enough that we just need a quick map drawn out of the actual area. It does not have to be exactly correct. If the hallmark shop is a little off in size it is not a big deal. Another thing that also helps is that there are actual maps of the area. You can even just open up google maps and use the satellite view for a pretty good map of a lot of areas. There are also a lot of other maps available so this aspect is often easier in a Champions game than a fantasy game. A lot of the work has already been done for you all the GM has to do is to make a few maps for things he is changing. So if the villain has a secret lair I may need to draw that, but the map of the city is already done for me. Keeping the party tougher is also not that big of a deal. A lot of characters have movement powers that allow them to cover distances quickly and easily. A common tactic is to have a flying character in the air over watch mode. Also unless the group is overly large most of the time the characters stick together.
  4. This is not a problem; it is to balance a high SPD character. Don’t forget that a character with a high SPD can also use more constant powers in a turn than a lower SPD character. So if my SPD is double that of a slower character I can throw twice as many smoke screens as the slower character. Where the real problem is, is that most of the time players don’t take into account their END usage so high SPD characters end up running out of steam earlier than they should. The best way to handle this is to build the character with this in mind. As dsatow points out cost End only to activate is only a ¼ modifier. Between this and taking half or 0 End on your powers should solve the problem. Being able to cover more of the board in a smoke screen should cost more, this is just one way it does.
  5. You could always use a VP and have limitation the all powers need to be on a defined list. Then build each power with the same number of charges and simply adjust the limitation on each slot. The value of the limitation will be different for each slot but as long as the points add up that is all that matters.
  6. I think what Tywyll is looking to do is to mix standard charges with continuing charges. This is a little different than just slapping on the charge limitation on a multipower. Since continuing charges reduce the value of the limitation it creates a problem.
  7. As Hugh pointed out normal attacks are also modified with hit locations. That being the case the old charts are going to end up doing less stun than if they reduced the modifier and adjusted for hit location. Assuming a head shot is a x3 stun multiple that would work out to a x6 if hit locations were taken into account. Currently it is a x5 stun multiple. If there are only 3 multiples the charts would have to be reworked to account for that which would mean there would probably be more x3 multiples which would make the situation even worse. You also have to factor in that under the hit location rules your chance of getting x5 multiple is slightly less than 5%. Without hit locations your chance of getting the maximum stun multiple is 33% under 6th edition, and about 17% under 5th edition. Overall hit locations actually reduce the stun of a KA compared to that of a normal attack even further than the reduction of the die used to determine the stun multiple.
  8. Direct conversions from another game system are usually going to a problem. Usually the problem is that that the two game systems handle things completely differently. For example in Hero system a segment is a single second, in many other systems a round is a lot longer. So let’s say I am trying to convert something from Pathfinder. My character in Pathfinder is a monk that gets a lot of attacks. I create a Hero system character that uses martial arts and has a high SPD. I look at the Monk from Pathfinder and want to get multiple attacks. I want my Hero system character to do the same thing so my first instinct is to purchase some ability to get multiple attacks. In reality my character already has this ability and I am actually giving him something he did not have in the other system. I would probably simply purchase extra limb and leave it at that. If the tail does more damage than his STR or has extra capabilities of some sort than you should buy it as a power. But if all it does is allow him to use his STR to damage you don’t need to purchase anything else. If you want to attack with the tail while using another attack, use the rules for multiple attacks. This situation is pretty much what they were designed for. All the suggestions for how to purchase it while being completely legal are probably not necessary. The AOE on STR for example works quite well, but is not really what you described in the original post.
  9. What type of powers are you talking about? Most powers other than attack powers are designed to be used on yourself. You are not going to find anything in the rulebook stating you don’t need to make an attack roll on yourself to activate your growth because it would be pointless. The closest you will find is about when you can activate powers. If it is an attack power you technically have to roll vs a 0 DCV, but most GM’s don’t bother with that. The philosophy at Hero systems is more common sense than a lot of other game systems. Almost every post that Steve Long makes in the rules question is ended with some form of your GM has the right to change this. This leads to less arguments about rules than say pathfinder, and any also means that people trying to exploit the rules are usually quickly shutdown by the GM.
  10. Most of what a cell phone does is covered by HRRP. It would also probably qualify for the limited bands limitation. So that would make the base cost about 5pts assuming a OAF. The best way to buy would be to build it as a computer. Give it the HRRP mentioned above and some talents lite absolute time sense, bump of direction, lightning calculator, eidetic memory and a few programs. That should come to around 30pts, so it would cost 6pts. A phone should be an OAF which would bring the cost down to 3 pts.
  11. Hero system gives us building blocks to create anything we want. Part of the Hero philosophy is to start with the special effect and then work out the game mechanics. Part of this is choosing appropriate advantages and limitations for the power. In some cases the limitation or advantage may not be enough to alter the cost of the power but it should still be applied. In your example of supper running you defined the flight as running so by special effect it is subject to the drain running. By the same logic it would not be affected by a drain flight. This would be considered a 0 advantage/limitation. In some cases the player will come up with a special effect that does justify such a broad effect. If you had a character that has the ability to alter reality something like this would actually make sense. If the character had a code vs killing than a drain vs RKA would make sense.
  12. Hero system allows a player to define most of the flavor on almost everything including martial maneuvers. Visually a maneuver can look like just about anything a players wants within reason. Either maneuver could have multiple different visual appearances. In some cases they may look identical; in others they could be completely different. You can freely change the name of the maneuver to whatever you want. If you look in Hero system martial arts book you will see a lot of the styles use standard maneuvers with different names. The real difference between them is that Legsweep is a more aggressive maneuver that does more damage. Takedown on the other had is more defensive and does less damage. A casual observer may find it hard to tell the difference between them.
  13. To me this is about the most annoying thing a GM can do. The first problem is that every Gm I have encountered lacks the narrative skill to properly describe what is happening without becoming repetitious. I am sure that a lot of people are thinking that they have better skills than those I game with. The fact is that one of the GM’s for my group is a published author. His ability to describe a situation is quite good, but coming up with different ways to describe basically the same thing without using game terms is difficult and time consuming. Which brings us to the second problem is that this slows down the game to a crawl. Combat takes long enough without having to add the time for a round of twenty questions to figure out the effect of your attacks. Another problem with this approach is that most heroes are supposed to be skilled combatants. Part of being a skilled fighter is being able to judge the effectiveness of your attacks. Without this your character is kind of just swinging in the dark. Mystery damage denies this ability to the characters. The last reason that I dislike this is that it makes it so that everything in the game is from the point of the GM. Often people will have different perspectives of the same event. The 1950 Japanese movie Rashomon is classic example of this phenomenon. By having the GM as the only viewpoint it actually diminishes the story and roleplaying.
  14. If you really want to simulate D&D type magic look at the advantage Delayed Effect. Although to me using the Hero system to simulate D&D is kind of like turning steak into hamburger. One thing to keep in mind is that if you use a VPP the Wizard essentially knows every spell. You can require all spells to be from a prewritten list, but nothing prevents the player from writing a huge list of spells. For Fantasy Hero you don’t really need a framework. Spells in Fantasy hero tend to have a lot of limitations on them so often end up being incredibly cheap. Most of my attack spells are under 15 points and the other spells are usually even cheaper.
  15. The first step in any successful tactic is assessing the situation. Part of assessing he situation is understanding your opponent, but it also includes being aware of your surroundings. You also need to be aware of your own abilities and those of your teammates. Once you have assessed the situation you can start looking for opportunities. Hugh is right about all tactics having a counter tactic. That is why it is so important to conceal your tactics from the enemy. This is what Sun Tzu means when he says “All war is based on deception”. Forcing your opponent to abort his action is often a good tactic. Not only does it prevent you opponent from attacking it can allow your teammates to take advantage of the situation. For example if the villain aborts his 2 to dodge my attack in 1 I can move back to allow my teammate to use his area of effect attack and the villain cannot dive for cover because he has already acted. It can also allow a teammate to get off his haymaker. It also creates a situation where now the entire team can go all-out offensive in phase 2 because the villain cannot act. At this point I have forced my opponent to act and have created an opportunity for my team. Whether my team can exploit the opportunity is another thing, but at least I created the opening. The large group of low powered opponents is using the same tactic against me that I used in the first example. The first example was based on the idea that I am attacking a smaller number of more power full foes. There defenses are higher including DCV so I have to work harder to affect them. This is not the situation when I am facing a large group of less powerful opponents, so I will need to adjust my tactics. I should have an easier time hitting the weaker opponents and my attacks will be more effective. At this point I switch to a defensive stance putting more into defense while still being able to attack. Areas of effect attacks are particularly useful in this situation. I also use the terrain to try and limit the number of opponents that can attack me. This will be along drawn out combat. In each case I assessed the situation and adjusted my tactics appropriately.
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