Jump to content

LoneWolf

HERO Member
  • Posts

    1,207
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by LoneWolf

  1. If you are using the physical limitation you should apply the limitation requires a roll to reduce the value of the complication. The complication should not be worth as much as one that always affects the character at the same frequency. As it stands the complication is worth 20 points. Shrinking is only 6 points so the character can easily purchase 1 extra level that is rarely used. Accidental Change already takes this into consideration. The value of the accidental change is 5 points for uncommon or 10 points for common. That seems more appropriate for this.
  2. I would use Accidental Change for this. Depending on how often he shrinks down to the dangerous size it would be worth about 5-10 point on an 8 or less roll. The change is that he goes to the other universe.
  3. I ran a magic based game set in the 1920’s. Even though all the characters were magic based there was enough diversity that the game worked really well. A lot of the characters were spell casters of some sort but there was also a dragon, a character who was cursed with immortality and a fey who was banished to our world and stuck in the form of a cat. One of the characters was playing a Dorian Grey type character and was the best Hero and Villain in the game. He had split himself into good and evil and for the most part kept the evil locked up in a painting. But occasionally the evil side took over. He had an accidental change when knocked out. The most memorable thing he ever did was to summon up a school of Holy Piranha to eat the aquatic ghouls the party had to get past.
  4. What changed in 6th edition is 99% character creation not game play. It makes a difference when you write up the character but for the most part it still plays the same way. Many of the game mechanics changes may not actually impact Fantasy Hero. For example, many Fantasy Hero games use hit locations so will not be affected by the changes to the stun multiple for killing attacks.
  5. That simply says you cannot add the advantage ranged to the power HA. Even that mentions an exception for thrown HTH weapons in a heroic campaign. I don’t see a reason you could not use either HTH or ranged martial maneuvers with TK or blast no range. Since Blast with no range will obviously not have any range modifiers using ranged maneuvers really does not do anything, but if the power in question was part of a multipower that had both types of attacks I could see the value of having both ranged and HTH maneuvers.
  6. Special effect allowing I don’t see a reason you cannot use both. I seem to remember one of the knife based martial arts having both ranged and HTH maneuvers in it. If you can do that with a knife why is TK or blast no range any different.
  7. Considering the small area it looks like this was designed more for combat. If you want to search the area the darkness does not cover touch so you can use that a grope around to find something hidden.
  8. Darkness does not require a way to turn it off. UAA is what requires a reasonable way to turn it off. So, the first instance would require some way to avoid the attack, but the second one does not. The second instance does not have UAA it has Useable simultaneously by 16 people. That means the targets have to be willing. The price is also wrong for that one it should be + 1 ½ for 16 people. The second instance has personal immunity, so I am assuming it was designed as a defense and does not affect the target. It’s possible the power does have a reasonably common way to avoid it but is just not listed. When I construct the power in Hero Designer it does not list the defense for the UAA, the comment section is commonly used for this, but nothing prompts you for it. The power is fairly strong but there are plenty of ways to get around it. As Grailknight pointed out combat sense will negate this.
  9. That will also work, but the power can be boosted to include those sense groups. They would be considered Nontargeting sense groups so be 5 pts each. Each unusual targeting sense would also cost 5 pts, but you have to pay for each one separately. There are an almost infinite number of unusual senses that can be created.
  10. You cannot have darkness that covers the unusual sense group as a whole. Each unusual sense is considered a completely different sense group. So, you can have darkness to detect souls (in the unusual sense group), but that does not block another sense in the unusual sense group. You would have to buy each unusual sense as a separate sense. This does mean when you build your enhanced sense you don’t get any sense groups modifiers for free. Just build a sense from the ground up to counter this darkness. It will probably be fairly expensive and if you want to use it to attack you will need at least ranged and targeting and probably sense. Naked Advantage will not even work. All a Naked Advantage does is allow you to buy an advantage or adder for a power or group of powers. It does not allow you to create a power you could not create with the normal rules. If you can build the power with naked advantage, you can build it without it. Something like this would work. Detect Souls (unusual) Discriminatory, Ranged, Sense, Targeting for 27 Points.
  11. The problem is that life support is fairly cheap. 2 point gives you safe in intense cold or heat. This is because for the most part these types of attacks are usually minor obstacles, not major challenges. 2 points to protect vs a rare NND or hostile environment is about right. If you really want something to protect vs less severe cold you could buy it as +5 ED only vs cold, OIF. This would cost 1 point and give the character protection vs normal cold; it would still not stop an NND, but it still cost the same as LS immune to intense cold OIF. If this is for a heroic game and it is not costing points it does not matter and you can vary the amount of ED.
  12. Not everything needs to be explicitly defined in the rules. Even in a survival focused campaign you don’t need to explicitly define every single detail. For a cold environment you can define the attack as an NND with the defense and list winter clothing as one of the defenses. There are a lot of things in the game that do not have power based builds, but are still used. Food and water are going to be even more important in a survival-based scenario than clothing, but I have never seen a write up for ordinary food and water. My advice is to focus on the attack portion of the survival challenges instead of the defense. Write up the cold attack and leave it at that.
  13. If a creature or character has a weakness to decapitation then having some rules for said decapitation is probably a good idea. Vampires in fiction are often killed permanently if they are decapitated. If this is not a factor than using the narrative approach is fine.
  14. If you are using the impairing/disabling rules it is suggested that an unimportant NPC that takes a disabling wound be considered dead. If the disabling wound is a head shot count it as a decapitation. For an important NPC or PC if a head shot does enough damage to kill the character when at full BODY in a single attack count it as being decapitated. These only apply to decapitating in combat. Out of combat you just have to figure out the defense and body of a corpse, which is likely different from that of the character. For the most part a human sized target body can probably use 10 BODY for this. A character’s powers may modify this. Given enough time and a weapon capable of damaging the corpse you can hack the head off anything.
  15. No, I think you might qualify as a Lich though. This still does not beat your record for the other thread that was 23 years later. You might need to change your picture to something more skeletal.
  16. What you have looks like it would work. I am assuming the trigger and reset condition is missing the attack. in that case I don’t think there are any many limitations that would apply. About the only thing that comes to mind are charges if this can only be done a limited number of times per day. Another way to do this would be the alternative luck rules that allow you to reroll. That would probably work better than the charges if you wanted it to work a limited number of times per session.
  17. Using a single larger attack for the X-wing is going to be more effective against another ship. With a multiple attack each hit goes against the full DEF of the target. The points for doubling are also added after limitations so you don’t get the limitations on those points. this is a very inefficient way to damage a target. The way Hero System works once you can damage the target the best way to increase the damage is with more dice, not more hits. A single large dice attack is usually a lot more effective than multiple smaller hits unless you can ignore the targets defenses.
  18. The way it is described in the OP would be a multiple attack, but it could be bought as a combined attack. If you bought a 1d6 RKA and linked a second 1d6 RKA to the first, that would be a combined attack. You could not use the +5-point doubling rule for this and would need to buy the second RKA at full cost. What that would mean is that if you hit you roll the damage for each attack and the targets defenses would be applied fully to each attack. The thing to keep in mind is that with the Hero System there is usually more than one way to build any power. Some ways of building them are more efficient so those are usually used, but that does not mean they are the only way. I would not recommend purchasing the above power even though it is a legal power. A better way to build the above power would be to buy a 2d6 RKA with the limitation reduced penetration. Buying it as a 1d6 RKA and using the +5 to get an extra attack would allow you to use the two weapon fighting rules, but those modify your combat values. Normally using multiple attack is a full round action that reduces your DCV to half and takes a -2 OCV for each attack past the first one on all attacks. There are skills that can alter some of these, but they cost points. Two weapon fighting using multiple attack rules are more common in heroic games than in champions games. If a Champions character wants to use two weapons, they often build the attack that way from the beginning.
  19. If the first missile deflection is successful, the attack should be stopped and should not get further attempts. A homing attack is still only a single attack. Personally I would not allow a power to roll multiple times to see if it hits. This is going to slow down the game way too much. Autofire does get multiple rolls to hit a single target, neither should a homing attack. Giving the attack an increased OCV or making it using an area of effect accurate advantage is how this should be one. Playability should be the determining factor on how to build this type of power.
  20. LoneWolf

    Druids

    Multiform has a high potential for abuse, but if done reasonably it does not have to create problems. Turning into multiple highly specialized fully different characters is probably the most abusive thing in the game. Turning into multiple limited forms is a lot less problematic. If all the forms are animals that should not really create a lot of problem. Different animals may have their own specialties, but there is only so much they can do, especially if they don’t have a lot of skills.
  21. LoneWolf

    Druids

    Many Fantasy Hero games do not allow frameworks, so a multipower might not be an option. If the character has to purchase all the powers individually that will get very expensive. You only have to purchase the skills you want the other form to have. I can see a character that becomes an animal losing some of his human skills because he becomes more animal than man. That actually seems kind of fitting for a Fantasy Hero game. If the character is actually becoming an animal instead of just assuming an animal shape losing the human skills and gaining those the animal would have seems to be more of how a druid would change shapes.
  22. LoneWolf

    Druids

    It depends on what you want your shapeshifting to do. One thing that will reduces the cost is that you can buy extra forms for fairly cheap. Each +5 doubles the number of forms. So, and extra 5 points gets you two forms, an extra 10 gets your 4 forms, 15 will get you 8 forms and so on. The thing to remember is that each form only has what the form pays for. That includes skills, including knowledge skills. Assuming your mental stats are the same you will have the general memories of your main form but may not have everything. If one form had knowledge of magic and you don’t buy that in all forms you cannot make checks to recognize or identify magic effects. If you want to be able to shift into various humanoid forms you can probably just use the power shapeshift. If could also link some powers to shapeshift to allow you to shift into forms to gain those powers when you shift. For example, you could buy some enhanced senses linked to shapeshift to gain those senses when you shift into an appropriate form. You could also combine the two and purchase shapeshift in the multiform to allow you to alter the specific form. Create a form for each broad type of animal you want to change into, like canine, feline avian, reptile etc. have each form buy shapeshift for sight, touch, hearing and smell to a limited group. Now when you change into the feline form you can be a lion, a tiger a panther or any other similarly sized feline.
  23. Another way to do a homing attack would be to buy it with the advantage 1M accurate. As long as you hit DCV 3 the target takes damage. Basically it keeps attacking until it eventually hits. The attack could be avoided by diving for cover or deflecting it, but other than that it keeps attacking till it hits. Personally, I think that instead of using custom adders or advantages using limitations is a better way to build unusual powers. The game already includes those. The only argument you are likely to see is how much the custom limitation is worth.
  24. There is usually more than one way to write up any power or concept. You could just as easily use extra damage to simulate Karnak from the Inhumans. Find Weakness may be cheaper or more efficient, but it is not the only way to do it. The exact game mechanics of how something takes more damage does not matter, what is important is the end result. You could even use a multipower with a slot for each type of extra damage. In 6th edition it could be done just using skill levels. It would be expensive at 10 points per skill level, but it would work. For a more focused character it would be a little cheaper.
  25. In all honesty I don’t want combat to be simplified. If that is what I am looking for I will play a different game. The reason I play the Hero System is I like the tactical flexibility of the system. I don’t want the game reduced to roll to hit, and damage. I want to be able to dodge and block and perform risky high damaging strikes and all the other things that Hero System allows. That being said speeding up combat is a completely different issue. To me that is what people should be focusing on. Since the math seems to be the main thing that slows down combat speeding that up is where we should be focusing. Rolling dice and figuring the results seems to be one of the biggest time traps in the game. Working with larger numbers usually slows down people's calculations. For most people it is easier to figure out 7-5 than it is 37-12. When you add in multiple steps it gets even worse. Rearranging some of the formulas can speed things up. The formula to figure out the odds of hitting is OCV +11 – DCV, but if we change it to OCV- DCV +11 it will speed thing up for most people. For example, if I have an OCV of 15 and my opponent has a DCV of 12. Using the traditional formula, you get 11+15 =26, 26-12=14. Using the one I suggest you have 15-12=3, 3+11=14. The end result is the same, but you are using smaller numbers. If your players have had a few drinks or are tired helps even more. How you count dice can also speed things up. Figuring out the BODY does not need to be complicated. Just roll the dice and ignore everything but 1 and 6. Count the entire die that have 1 or 6 and find the difference. If there are more 1 subtract that amount from the number of dice you rolled, if there are more 6 add it. After that start sorting the dice in groups that equal 10. For example, pair a 6 with a 4 and set those slightly apart. Continue doing so until you have nothing left that can be added together to equal 10, and then count the rest. Now you simply count the number of groups and add the last result. When dealing with the targets DEF a way to speed it up is to count out the targets DEF and then count what goes over. This can be combined with the method above. Doing this you would still sort the die in groups of 10 until you get to near the targets DEF and then use individual die to equal the DEF. After this count the remaining and that is what the target takes. For example, if the target has 12 DEF and took a 10d6 attack, pull off 12 (probably a group of 10 and a die with 2), then start grouping the remainder of the die by groups of 10. Count the groups by 10 and add the remaining die. Many of you are already doing these things, but someone new to the system might not be. This sounds complicated but in reality, it is very simple. This works best if all the stats are known to both player and GM. If you GM likes to keep the stats of your opponents a mystery or is using some other method for combat it does not work as well, or the GM needs to do all the work.
×
×
  • Create New...