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LoneWolf

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Everything posted by LoneWolf

  1. For me getting rid of the figured stats was great idea. In previous editions you always increased certain stats no matter what the concept was. If you did not buy up your DEX and CON as high as possible your character was at a numeric disadvantage. STR was not quite as bad, but the figured stats still mean that buying up those 3 STATS was the best way to get a powerful character. This led to a most characters being pretty uniform in their stats. When the supposed frail telepath has stats on par with Captain America there is something wrong. In most heroic games it was as bad if not worse. Almost every character ended up with an 18-20 DEX, including the big slow fighters.
  2. You could use Aid to seem to restore a stat, but it is not really restoring the stat. Aid fades away at a set rate when this happens the character is right back where they started. So, if I use Aid to increase my BODY, but when it wears off, I am still wounded. Using Aid for BODY also does not change the point when death occurs so doing so will not prevent you from dying. For example, if you normally have 10 BODY and have taken 6 BODY and use AID to restore it, you still die at -10 BODY. Using AID BODY can result in the sudden death of a character when it wears off. If the character above took 14 more BODY and the Aid wears off, he would be at -10 BODY and would be dead. Healing actually restores the characteristic and does not fade.
  3. Personally, I would consider it fishy for the pool to be higher than the active cost limit for a campaign. When you factor in the fact that the GM already has a house rule for going over the active cost, it could get really unbalanced really quickly. If I only charge extra for the slot, it become dirt cheap to purchase a power over the cost. Assume that the campaign limit is 50 points to make the math easier. When I purchase a 50-point attack in the multipower, that costs 5 point without the limitations. If I purchase a 150 point attack the slot costs 25 points. The first 50 points is at normal, and the remaining is doubled. A character buying the same power outside the multipower pays 250 points. Charging an extra 100 points probably means the character cannot afford it or if they do they have nothing else but that one power. Paying 10 extra points for something that is likely going to one shot anything in the campaign is a bargain. The fact the GM already has a house rule for going over the limits indicate that it will probably be done. Not subjecting the pool cost to the active point makes it too easy to purchase powers over the limit and for this reason should not be done. If the campaign’s house rules were different that might change things, but in this campaign, it will probably be a mistake.
  4. From the sounds of it this could be either simply a danger sense that affects the area, or it might actually be more than one power. More details are needed on what the power is doing. Like anything in hero system, a lot of it is going to depend on special effect. The best way to build a power is to write down what and how it works without using any game terms. After that is done go back and figure out what the game effects are and buy them.
  5. Do you have any AP limitations in your campaign? Personally I would count the pool (not including the slots) as a single power. So, If the cost of the pool is higher than the campaign limit it would not be allowed. This has nothing to do with any rule in the book and is a house rule.
  6. You are also ignoring the fact that by taking that level of limitation you can no longer use the power in combat. Considering a large amount of the game is when the characters are in combat that is quite limiting. Power you cannot use in combat are and should be a lot less expensive. The non-combat multiple for movement is a perfect example of this. I can buy 15 inches of flight for 15 points. For an additional 15 points I get a x8 noncombat. If I were to purchase the extra flight as normal flight and apply a limitation not in combat that would be a -6 limitation. If you are going to allow the non-combat flight, not allowing the limitations on mind scan is not really fair. The big problem with Margarita Man is the cumulative advantage. That character is in the same class as Landlord Man. Using him in an argument is kind of pointless. No GM is going to accept a character like that. Those type of characters are the reason that the GM should always review any character. The Hero system has an incredible amount of flexibility, but that also means it can be easily abused. All this is doing is reinforcing my point that the cost of OCV in mind scan does not need to be lowered. Lowering it will just make it easier to make overpowered characters.
  7. The original post was about the cost of increasing the OCV of mind control vs purchasing a 1-point skill level. It was stated that in order to even break even you needed at least a -1 limitation. My point is that it is not that hard to come up with enough limitations to make it worthwhile to purchase the increased OCV in the mind scan instead of using skill levels. This does not mean that this is the only way to buy it. If you are going to be using mind scan in combat than using the skill levels is going to probably be the best way. If you are going to be using mind scan out of combat using the increased MOCV in the power may be a better way. By having both options available it allows you to purchase the power in a way that fits your special effect. Reducing the cost of increasing the MOCV in mind scan would actually make that version of the power significantly more powerful. Using the limitation that I suggested reduces the cost of scanning large areas to .5 pts per +1. So, for about 10 points you can scan the whole world. That means you have to pay 1 more END and it increases the active cost. If the campaign has active cost limits that will reduce the amount of dice, you have in mind scan. The character that uses skill levels pays 20 points but does not have to pay END and may be able to purchase more dice. That to me seems about right. If you reduce the cost of the MOCV of mind scan, scanning the world cost 5 points. That to me does not see equal. While the majority of the game is focuses on combat the non-combat time still matters. The biggest limitation on extra time is often when you can use the power. If I have a teleport that takes me an hour to use and there and I need to a location a few miles away to catch the villain I had better have an alternate way to get to the fight. On the other hand, if I need to travel to South Africa to follow up on a lead that hour delay is probably going to be a lot faster than taking plane. If you want to argue the relative values of various limitations that is a whole different discussion.
  8. The 5-point doubling is about lifting capacity. This is stated on page 41 of the book under the explanation of characteristics. The chart in the book is an approximation because most people are more familiar with base 10 math.
  9. By default, mind scan can be used in combat and does not lower your DCV and only takes a ½ phase like any other mental power. In most cases a character with mind scan will be using it out of combat, but that does not mean they cannot use it in combat. If I take those limitations on mind scan, then I cannot use it in combat. The other thing to look at is that even if the limitations don’t impact the mind scan itself, they have a huge impact on the character. Your character is going to be a 0 DCV for a full turn and should be considered out of combat. That means you take x2 Stun from any attacks. You also don’t get a perception roll to spot someone about to attack you; even danger sense will not spot an attack. If you take a single point of Stun, it prevents the mind scan from working. You also cannot do anything for a full turn. Basically, you have made yourself a sitting duck when you are using the power. So, basically you can only use this power when you know you are completely safe and are not in a hurry. You will probably need to arrange to be a safe spot to do this, which is going to make using it even harder. Using it in the middle of the street is going to leave you incredibly exposed. So, yea these limitations do limit how and where and when the power can be used.
  10. The idea of a person meditating and seeking out the mind of his target is so common it can be considered iconic. So, why is putting the limitations to reflect that considered to be the munchkin version? When you meditate the idea is to block out all outside stimuli (O DCV completely unaware of your surroundings). In most cases achieving a meditative trance requires some time (Extra Time 1 turn or longer). Why would a GM disallow those limitations as being inappropriate? Personally, I have more reservations about a person able to scan the entire world while dodging bullets, than I do with a person having to sit down and close their eyes for 12 seconds. Not that I would require a character to take the limitations if it does not fit their special effect.
  11. Every 5 STR doubles your lifting capacity. So, by that method a 60 STR is 1024 times as strong as a 10. From a damage standpoint a 10 STR does 2d6 damage where a 60 does 12d6. So, by that method a 60 STR is 6 times as strong as a 10.
  12. Mind Scan is usually used out of combat so might as well stack out the limitations. Taking Concentration Must concentrate throughout, ODCV and Extra Time 1 Turn character may take no other actions makes it a -3 limitation. In all honesty that really does not limit the mind scan in most cases.
  13. Purchasing skill levels with limitations also requires the GM’s permission. Mind scan is often purchased with a lot of limitations. By buying it as an adder you don’t have to get the GM’s permission. The GM can of course veto it even when you buy it as an adder, but by default it is allowed. Many GMs are more likely to allow it as an adder with the same limitations that the power has.
  14. Another way to do this would be through luck. If you use the variant that allows you to reroll that would give him a better chance to succeed with things, he only has familiarity with. Rerolling an 8 or less roll increases the chance of success from roughly 25% to 45%. Anything higher than an 8 or less scales up rather quickly.
  15. What you are missing is that you don’t subtract your roll. The formula to see if you hit is 11 + your OCV – the targets DCV. That gives you the target number you need to roll or get under to hit. One way that may be easier to understand is to use 11 + (Your OCV – the targets DCV). So, what you do is to take your OCV and subtract the targets DCV and add that number to 11. For example, if I have an OCV of 5 and the target has a DCV or 3. I subtract 3(The targets DCV) from 5(My OCV) and get 2. That is added to 11 to get 13. That means you need to roll 13 or less to hit. If the number is a negative it follows the rule of adding negative numbers and is subtracted instead. So, if we reverse the numbers so you have a 3 OCV and the target has a 5 DCV. It would be 3(My new OCV) - 5(the targets new DCV) for a total of -2. The -2 is added to 11 for a target number of 9. At this point you need to roll a 9 or less to hit. This is the exact same thing as what I listed earlier but you are usually working with smaller numbers which most people find easer to do in their head.
  16. The section on adjustment powers specifically calls out that adjustment powers to body do not affect a Characters negative BODY for purpose of determining when he dies. This makes it clear that adjustment powers (positive or negative) do not change the point where a character is considered dead, except for actually reducing a character's body. The fact that this is specifically called out in the book implies that other powers that affect a character's body do modify the negative body for purpose of determining death. Outside of purchasing BODY as a power, growth is the only power besides an adjustment power that actually modifies BODY. Growth also specifically calls out it should only be used for characters that can actually change size. Characters who are permanently large are supposed to simply buy the appropriate characteristics. Since growth is not an adjustment power it is not subject to the rule about not affecting the characters negative BODY for purpose of determining when he dies. Starting body for purpose of determining death is your BODY stat excluding any adjustment powers. It ignores any damage you have taken.
  17. Chill causes you to take a penalty on all DEX rolls which would include DEX based skills. This would mean that you take a penalty on things like acrobatics, climbing, contortionist, fast draw, lock picking, sleight of hand and stealth to name a few. Ice Sheet requires you to make a DEX roll at -3 (or whatever penalty change environment imposes) or fall down. If I make the DEX roll nothing else happens to me. Assuming I am still standing I take no penalty to pick someone pocket or other DEX based skills. I can use climbing to avoid walking on the ice sheet (at no penalty). Each of them is a separate effect so if you want to be able to do both you would need the varying combat effect adder.
  18. You don’t get defenses vs susceptibilities either. Drop the side effect to minor but it always occurs when the power is used, which makes it a -1/2 limitation instead of -1/4. Only apply it to the portion of the power that when used causes him to take damage. Now, when he uses the power past the point where the side effect is on, he takes 1d6 killing damage with no defenses. By doing it as a partially limited power works out better than putting a limitation on the whole power. Personally, I would not accept what HeroGM suggested in a campaign I run because it is too easily abused. I can see some players buying all their powers slightly higher than they want and using that limitation on it. Bump that up to an extreme side effect and you have you get a -3/4 limitation on all your powers.
  19. It depends on how much memory you change. A severe transformation would allow you to completely rewrite all of the target's memories. At this level you are basically completely changing the target into something else. For example, you could cause a person to think they were born and grew up in a different time. The person would remember a completely different life. A major transformation would allow you to alter the targets memories in significant ways, but still have the same basic memories. You could alter events of his life, but he would still be basically the same character. For example, you could have him change some decisions he made and have those play out. Maybe he went to a different college and chose a different career. A minor transformation could change memories details of a significant memory but would not lead to major changes in his life. You cause a person who witnessed a crime to believe someone else committed the crime. A cosmetic transformation would be able to change minor details of a recent memory. Something along the lines of changing the color of what someone was wearing.
  20. As Steve mentioned a partially limited power works well. Buy the amount of attack he wants to use without taking damage without the side effect and take side effect on the remaining damage.
  21. Again the “True” form does not have to pay for itself. Only the true form pays for the multiform, the other forms do not have to purchase multiform. The example in the book was perfectly clear. Only the “Strange Alien” paid for the multiform. There is no mention of the other forms needing to purchase the ability to change back to the “Strange Alien”. The first sentence of the second paragraph states “The Cost of the multiform, which only the true form pays for is 1 Character Point for every 5 Character Points the most expensive Alternate form is built with.” Under Changing Forms it specifically states, “A characters alternate forms do not also have to buy multiform so he can change back”.
  22. Not sure where you are getting this from. When I look up multiform in the book It says you have to pay for all alternative forms. The example it gives is an alien who has 4 animal forms he can turn into. The most expensive is 400 pts so the base cost is 80 pts. He pays +10 for 4 forms. The rules also state that a character with two or more alternate forms can change directly from one form to another without having to resume the true form. So, the example from the book has 5 forms. The first is the alien form, the second is a tyrannosaur, the third is a cheetah, the fourth is an eagle, and the fifth and final form is a fish. He only paid for 4 forms not 5.
  23. The size on a vehicle also gives you STR which can be bought down. If you buy down the STR to 0 as well as the starting movement, you actually get back more point than you paid for the size. This means you can have a base of infinite size and still get points back.
  24. As uncleavlad states you are not supposed to put perks in a VPP, so most GMs are not going to allow it. Another argument for the multiform is that everything has to be prewritten. Allowing a PC to create something on the fly is something I am very reluctant to allow in a game I run. Even if a player has a VPP I require them to write up any powers prior to the game. This is mainly to make sure the VPP does not end up being a huge black hole of game time. Too often I have seen a player with a VPP waste too much time trying to write up a power on the spot. Requiring all powers to be written up in advance prevents this. I don’t have a problem with changes to special effects, so the player can write up some generic powers and define the special effect on the fly. For example, if they a spell that does a 12d6 blast I don’t mind them defining it as fire, or electricity or whatever special effect works. But if they want to make it AP, they better have that written up. If you have HD just create a separate character sheet with just the VPP in it with all the powers written up. If you don’t have HD, use a spreadsheet or something similar.
  25. Summons is probably not the right game mechanic for this. I would use either multiform or shapeshift to accomplish this. If the form is just changing configuration, then shapeshift may be all you need. Otherwise, I would go with multiform. To keep it simple I would use the vehicle rules and not worry about the base. A sufficiently large vehicle without movement is in effect a base. This would greatly simplify purchasing the power. If you do use summon any vehicle or base is going to be more than a +1/4 advantage.
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