Jump to content

LoneWolf

HERO Member
  • Posts

    1,220
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by LoneWolf

  1. Probably the easiest way to do this would be to impose a strict set of campaign limits per rank. Apply that to skills, talents, powers and characteristics. As the characters rank up those limits also go up. When a character gains a new rank they also gain additional points to purchase new powers and maybe even need to take additional complications. It would be similar to character type guideline table in the beginning of the first book. A rank 1 character could start off as something similar to a standard heroic level character. When they gain rank 2 they gain points as if they were a powerful heroic character. The exact details may need some adjustment, but the idea would work.
  2. Another way to do this would be to use a multiform. I could see that a energy form might have little or no STR and could have a higher DEX.
  3. The thing with Hero system is that the game has not changed all that much throughout the editions. The majority of the changes were how much things cost and the way powers were purchased. For the most part the stat blocks are fairly close to when the game first came out other than cost. You can probably take most of the 4th edition source books and use them without really converting them to the new editions. You could probably take the write up of a villain from a 4th edition Champions source book and use it straight out of the book. While the cost may be different and you may need to adjust a few things they would be minor compared to what you need to do with any other game system. Try using a 1st edition AD&D monster is a current edition of D&D or a Pathfinder game. Most of the game terms have changed and even those that kept the same term were drastically changed. This is why I kept all my old Hero System source books and often still refer to them. The Fantasy Hero books for 4th edition had a lot of ideas for spells that can still be used even in 6th edition rules. Mostly when you convert it is changing the cost and maybe taking advantage of some of the new powers, advantages and limitations.
  4. You don’t need to make a DEX roll for defensive actions that you can abort to. You can also perform zero phase actions before holding a phase. Adjusting skill levels are a zero phase action. When you make the DEX roll you have already committed to making taking a specific action and cannot change it. You get any CV bonus or penalty for that action even if you lose the DEX roll. Since adjusting skill levels are a zero phase action you can also do that before you make the roll, if you have not already done so. So, if I have something that gives me a DCV bonus like defensive strike I can use that when I hold phase and get the CV adjustments including reallocating my skill levels even if I lose the DEX roll. The visual of how a particular maneuver looks do not matter. If I have a maneuver that gives me a bonus to DCV, or I put skill levels to DCV it does not have to be me dodging the attack, it could be me blocking the attack instead. So, if I want a counter strike type maneuver, I could easily build that as a simple bonus to DCV.
  5. One way to do this would be to build it with the must follow element. So instead of a combined maneuver it is two separate maneuvers. Since if you block someone, you automatically go before that person if you have the same phase the target of the move would have a harder time avoiding the follow up strike. Another way to build the maneuver would be to give it a DCV bonus with the special effect of blocking. Don’t get hung up with the description of the element. Just because your basic block has an abort element does not mean that every similar maneuver has to. Holding an action is a perfectly legitimate tactics. I have said it many times that a higher DEX does not mean you go first it means you choose when you go.
  6. The easiest way to do it would be Aid with some limitations. The value of the limitation would depend on what you are absorbing.
  7. What about the people who are injured in a super hero battle? Do those people not deserve to be healed? With the amount of damage a super villain can inflict on their victims and the amount of collateral damage that can occur is these types of battles a super hero can save just as many lives if not more in the field as in the hospital. A person with combat capability with healing ability would be of more help to people by being on the front lines. By doing so they would often be able to save people that would otherwise die.
  8. I would go with the two weapon fighting myself. Since Multiple-Attack did not exist in 4th edition they had to use other ways. I would simply consider each end of the staff to be a separate weapon and allows it. I would also not limit this to just attacking the same character twice. The wielder of the staff could also attack two separate targets.
  9. You can use teleport or any other movement with dive for cover or other maneuvers. Skill levels with movement are pretty cheap so it would not take many to get a high enough bonus that you almost always succeed in the DEX roll for the dive for cover. If you are holding an action you don’t need to use drive for cover you can simply move (teleport) out of the area. You only need to abort if you have already acted. A smart player will often wait to see what is happening before committing to an action. Having a higher DEX does not mean you go first; it means you get to choose when you act.
  10. Like a lot of things in the Hero system it is going to depend on special effect. If the movement has an accessible focus limitation a grab will usually prevent it from being used. Running and leaping usually involve the use of the characters legs so a grab can often prevent those from being used by simply lifting up the character of the ground. That is assuming the character is strong enough to lift the character. Flight with the right special effect may allow a character to move while grabbed. If the character is trying to use his movement to escape the grab I would not allow him to move without breaking the grab. You either get the bonus to STR to break the grab, or you can try and move while grabbed but not both. If the grabber has clinging the character in the grab will need to be able to beat the STR of the clinging in a STR vs clinging (STR) in order to move. Often this is going to be a GM’s call.
  11. Can the character do anything without the body, or does it just sit there until it can grow a new body? If the character cannot do anything without a body you could purchase it as regeneration with the resurrection adder. Destroying the helmet would be the way to prevent the resurrection from working. Take a physical complication for the body becoming useless if the helmet is removed. How much the physical complication will be worth depends on what happens when the helmet is removed. If he has to grow a new body any time the helmet is removed that would probably be about 20 points. If he can regain use of the body when the helmet is replaced, I would put that as 15 points. Removing the helmet is probably going to be considered a infrequent circumstance. If he needs to grow a new body every time that would be fully impairing, if he can regain control of the old body, it would be greatly Impairing. If the body is not all that resilient you could even buy down the Body of the character. You could also have lower than normal defense, or at least low resistant defenses. Purchasing a large portion of your defenses as stun only would also make sense if you are going for the idea that the character is taken out by destroying the body. When the character is stunned or knocked out the body has taken too much damage for it to function properly.
  12. If healing is the only power they have it might not make sense for them to be out fighting as super heroes. If on the other hand the healing is only one of their multiple powers it makes more sense.
  13. Like I said with the Hero system there is usually multiple ways to purchase anything. But while Barrier will work it has some implications you have not thought about and is going to make this a lot more complicated and expensive than it needs to be. First thing is that since Barrier requires an attack roll it takes a half phase action to create and it ends your turn. That means you can only use a Barrier that you created previously to swing from. If you are creating a barrier to use on your next turn you can only move half of your swinging. Also if you want to attack while swinging you may need to use the multiple attack rules which is going to impose a penalty. Once you have a couple of them up and moving this no longer applies, but getting it started is going to be a pain. Second Barriers must normally be attached to the ground and do not move. You can purchase the +10 Adder Non-Anchored and the +1/4 advantage Mobile. So this is going to cost a minimum of 16 active points. Using Barrier also costs END which means you are paying 2 extra END per turn. You can of course buy it with O END, but that increases the cost to 23. This is assuming you are not buying any DEF or BODY for the barrier which means any attack that is capable of doing body destroys it. . If you want it to be invisible you also have to add the invisible power effects, which is going to increase the cost even more. Since these “drones” are purchased as a barrier they cannot actually do anything but sit there and move. They have no sensors so cannot be used to monitor things or make any kind of attack. This seems to me to be way too expensive for just being able to use swinging and is not worth the cost. A better alternative would be to purchase the drones as followers so they could actually do more. You might also be able to buy them as Vehicles and add an AI to allow them to pilot themselves. This is going to be more expensive, but will at least allow you to get some useful abilities besides acting as anchor points for your swinging. In all honesty you are making this a lot more complicated than it needs to be.
  14. You are wrong about flight having a built in safety feature. When you dispel a characters flight they start to fall. Unless you put a focus or physical manifestation limitation on swinging you cannot prevent the character from using swinging. Without the limitations the character can simply create a new line at as needed. This is specifically mentioned in the rules on swinging. Most characters that have swinging put those limitations on them, but they are not actually required. The rules are also very clear that to use swinging you need to be able to attach the line to something. You cannot get rid of this and still use swinging. What you are talking about is flight a focus limitation. You are also confusing special effect with limitations. The fact that the drones cannot move is irrelevant and does not affect the cost in any way shape or form. If you only have a limited number of drones it might affect the accessibility of the focus. Having many drones would make it an inaccessible focus, where having only a couple would probably make it an accessible focus. Don’t get caught up in the name of the power. In the Hero system powers can usually be built in multiple ways . If you want to have a power that works like another one you buy the power that gives you the ability to do what you want and then add advantages and limitations to fine tune it. The classic example is flight defined as running. If you want to be able to run up the side of a building you don’t use running and try and add some custom advantage, you use flight only in contact with surface. Buy this as flight with an OAF. If you were to use swinging and the GM agreed the value of the advantage should be +1.
  15. There are so many ways in the Hero System to increase damage that it is pretty easy to get enough dice to make the game quite deadly. A normal person usually has a body of around 10 or so. Some characters may have more but for the most part you don’t see the high numeric value you see in Pathfinder. A 3d6 killing attack is usually enough to severely hurt most creatures. There are also a lot of ways to increase the damage in the Hero system. Unless you are using something like a dagger it should not be that difficult to get the damage up to a decent level. Using a decent weapon with some skill levels and a martial art you should easily be able to get the damage up to at least 3d6. Throw in Weapon Master or Deadly Blow and you are looking at 4-6 dice. Unless you are fighting Giants or Dragons that should be deadly enough. If you use some of the optional rules like critical hits and hit location combat becomes extremely dangerous. Using those rules a Orc getting a lucky hit can take out a extremely high point character. The impairing and disabling rules allow you to do more than Just straight damage. That is something that games like Pathfinder complete ignore. When the only way you have of taking down an opponent is to do damage the amount of damage becomes more important. Removing the bell curve is going to make combat even more unpredictable. Your chances of rolling above a 10 on 2d6 are about 11%., your chances of doing that on a d12 is 25%. This completely alters the balance of the game and not in the players favor. Anything that increases the damage across the board impacts the players more. Most opponents are single use so if something bad happens to them it does not affect the game that much.. the players on the other hand are the focus of the game so when one of them is taken out it has a much greater impact.
  16. While Hero system does not use multiple kinds of dice it is more likely to use multiple dice. To me there is something satisfying about rolling a whole handful of dice instead of a single dice with more sides. If you are using normal attacks instead of killing attacks you get to roll even more dice. In Pathfinder about the only characters that get to roll handful of dice are spell casters. Rolling few dice with a higher number of sides will definitely have a major impact on the game. Hero system is actually pretty well balanced because extreme results are a lot less common. But at the same time when you do get maximum damage the results are usually a lot more dramatic. In Pathfinder the majority of the damage comes from static bonuses, not the dice. When you have a +30 to damage the difference between a d6 and a d12 is insignificant. In Pathfinder the better weapons are usually not those that do the most damage. A higher critical range or multiplier is often more effective than a larger dice. The other thing about Pathfinder is that the damage is completely different. The amount of damage a character can sustain in Pathfinder goes up dramatically as the characters level up. This is not the case in the Hero System. While your Body and Stun may go up as you gain experience it does not come close to the difference between a 1st level character and a 12th level character in Pathfinder. In the Hero system you often have characters whose Body and Stun never go up.
  17. One thing to consider is that extra DC only apply when you are using a marital maneuver. Weapon master applies any time you are using an appropriate weapon. Most of the time you are going to be using your marital maneuvers, but there may be times when you want to use a standard maneuver.
  18. The Hunter: He usually hunts animals and has good wilderness sills, but can be just as deadly against humans. The Knight Errant: He is a poor knight but without the lands or family to support himself so he must seek his fortune where he can find it. Heir to a magical legacy: He is descendant from a magical creature and has inherited a portion of his ancestors power. The ancestor may have been an angle, a demon a dragon a fey or anything other magical creature. He does magic but not the typical spell casting of a wizard. Instead of learning his magic it comes naturally.
  19. Removing the STR minimum form all magic weapons is kind of like having all magic weapons glow. One of the things I like about the Hero System the ability to build anything you want. In Fantasy hero you are not limited to a few select ways of performing magic. You can have multiple different styles of magic and each one can be radically different. While some GM’s may impose strict rules for magic and limit casters to one type of magic it does not have to be that way. If spell casters can be that varied why should the weapons they create all be the same?
  20. When you remove the STR minimum on a weapon it increases the damage for less skilled characters, but does less for the skilled combatant. The less skilled character probably does not have as many ways to boost the damage. A skilled combatant on the other hand probably has multiple ways to boost his damage. If the base damage is not increased the maximum damage stays the same. This favors the less skilled character over the skilled combatant. If you remove the STR minimum and increase the base damage things can get out of control pretty quick. Take a broad sword; it normally does 1d6+1 damage with a STR minimum of 12. The 10 STR caster will take a -1 penalty to hit and do 1d6+1 damage. In the hands of an 18 STR warrior it does 1 1/2d6 damage from STR. In either case it maxes out at 2 1/2dg damage. Chances are the warrior has enough maneuvers and skill levels to max out the damage. If we remove the STR minimum the 10 STR caster no longer takes the -1 penalty to hit and does 2d6 damage. The Warrior increases the base damage to 2d6+1. The maximum damage is still capped at 2 1/2d6. Leaving the STR minimum and increasing the damage to 2d6 raises the maximum damage to 4d6. Now the caster is still taking a -1 penalty to hit, but does 2d6 damage, and is unlikely to be able to max out the weapon. The warrior now does a base damage of 2d6+1 and will probably be able to raise it to at least 3d6 if not higher with maneuver and skill levels. You could of course do both but that escalates the damage pretty quickly. Using the same characters we find the caster is now again not taking the penalty to hit and does 2 1/2d6 damage. The warrior is now doing a base of 3d6 damage and can very easily achieve the maximum damage of 4d6. If the warrior has deadly blow or weapon master the maximum DC goes even higher and the warrior has a good chance of being able to achieve maximum damage. Now the warrior is potentially doing 6d6 damage. If you are using more powerful weapons it gets even worse. Keeping STR minimum for most magic weapons also allows you to vary the STR minimum to get more interesting effects. You could have a weapon that has a higher than normal STR minimum, but does more damage. You can also have a weapon that has a STR minim that is a little less than normal. It also makes the weapon with No STR minimum something really unique.
  21. For the most part magic weapons should have some sort of STR minimum in a heroic campaign. Magic weapons should still be similar to normal weapons to make them less like super powers and keep the fantasy feel. In some cases the STR minimum may be different than normal, but in most cases there should be some STR minimum. Some weapons may even have a higher STR minimum than normal. Magic weapons should be unique and having all magic weapons have property makes that harder. By removing STR minimum from all magic weapons you are taking away a property that can make it unique. From a game balance stand point having a STR minimum on weapons in a heroic level game is one way a GM can maintain some control over damage. This is the real reason the limitation is used in heroic games. Since the characters don’t usually purchase weapons reducing the cost of the weapon is a meaningless exercise. But controlling the amount of damage a character can do is very important. Control of the damage does not only mean limiting it, it also allows for higher damage to be achieved. Without a STR minimum the weapons are going to need to be less powerful which can cap out the damage earlier. The books suggest capping weapons at double their base DC in a heroic level campaign. If you don’t have STR minimums and you want any kind of control over the damage the DC of the weapon needs to be smaller. This leads to a smaller maximum damage. If you have a STR minimum on the weapon you can afford to have it do more DC, which increases the maximum damage. This is also one way to favor marital characters over casters. A martial character will have more invested in DC raising abilities and thereby be able to make them perform better than the caster who spent his points on spells. Having STR minimums on magic weapons gives the GM more control over the game without limiting the characters.
  22. Binding/Containment Different emotions (Love, Hate, Anger, Sorrow, ect.) 4 Elements Life Death Sleep
  23. The equipment is fairly easy in Hero Designer. Make sure you are creating a Heroic character and there should be an equipment tab. Use this tab for any equipment magical or mundane the character has. Create the equipment using the normal rules with any appropriate limitations. Nothing on this tab will cost any points. The familiarity rules are for skills not powers. So this is not going to be easy. Probably the easiest work around would be to add a custom negative adder to reduces the cost of the power to what you want to charge. Not sure what you mean be familiarity with a power so that is about all the help I can be.
  24. No range reduces the range of the power to 0. Clairsentience is quite specific that the perception point has to be within the range of the power. The mobile perception point also states that it cannot move beyond the maximum range of the Clairsentience. Applying the No Range limitation on Clairsentience renders the power useless. While you cannot apply No Range you can use Limitation Limited power to state the perception point always starts at the character. How much of a limitation that is will be up to the GM. Personally I would rate it as about ¼ due to how fast you can move it. If the speed of the mobile perception point was slower it would be worth more of a limitation. Clairsentience can also use the adders for enhanced senses to allow it to perceive other dimensions. So to perceive into a related group of dimensions is +10 points.
  25. There are numerous ways around a character like that. I am assuming he also has significant mental power because otherwise any mentalist can absolutely ruin him. Images can alter the battle field so when he goes to block the villain from getting the object he is actually protecting the wrong thing. The same images can create false attackers so he thinks he is actually winning, but later finds out he was had. Precognition/Time Manipulation is another good way around the character. The opponent uses his knowledge of what the character is going to do to invalidate the character. For example someone with precognition could easily steal the item and replace it with a fake before the character got there. Someone with the ability to move through time could simply avoid the character by traveling back in time. The classic creating a diversion always works. Give the character a choice of saving a bunch of innocents or saving the item. Are you going to stop me, or the bomb I planted in the middle of the crowded building? Threatening his DNPC’s is another classic solution.
×
×
  • Create New...