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LoneWolf

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Posts posted by LoneWolf


  1. For one there is no mention of a roll being required on the power.  So side effects would need to be always go off, but he only wants it to happen on an 8 or less.  He only wants it to be when the character shrinks too much.  That means the side effects are probably only on the last level of shrinking.  Since shrinking in 6E is so cheap, it is not likely to save any points. 

     

    What you would need to do to get this working is to put the side effect on the last 6 points of the power, but then put an 8 or less activation roll on the side effect limitation.  While that is legal, writing it up is not.  I am not even sure it could be done in Hero Designer. The only way I can see to do that is to figure out the math outside Hero Designer and use a custom adder with a negative total.  Compare that to simply adding the complication accidental change to the character. Using the side effects is going to be more difficult for someone reading the character sheet to understand.  
     

  2. The problem with using extra dimensional movement is this is something that negatively affects the character that only occurs or rare occasions under specific circumstances.  Making the characters pay for something that hinders them makes no sense.  You could use the side effect limitation but that gets a lot more complicated.  To do it properly you need to put a limitation on a limitation.  While this is something that can be done it will be confusing.  Using a complication is a clean simple solution. 

     

    The special effect is actually extra dimensional movement, but you can use a complication as the game mechanic. 

  3. @Sketchpad stated in his original post this was for an NPC, so there is no player to talk to.  If it were a PC then some of these concerns might be valid. But this is how he wants the NPC to operate. Points for an NPC do not mean as much as the GM can just give him points that the character needs.  The only time it really matters is when the GM wants to build the villains in the game using similar guidelines as the PC.   Having NPC’s have a required number of complications is not a bad idea as it gives the player something to exploit.     

  4. There is no reason Accidental Change cannot cause the character to change into a form that is so small it does not exist in our universe.  The only difference between this and shrinking down to 1 inch is size.  Making it fully impairing means the character is out of the game until the character changes back.  

     

    The complication has an offsetting advantage that reduces the value of the complication.  While the complication takes the character out of the game for a while it also prevents him from being captured. If this was under the control of the character it would have to be bought instead of being a complication.   As long as the character occasionally has need to shrink down to this size it can still cause problems so is a valid complication.  
     

  5. 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.  
     

  6. 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.  
     

  7. 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. 

  8. 1 hour ago, unclevlad said:

     

    In general, mechanically, yes.  But it simply does not fit the character concept.   And, note that the same issues arise with Drain, Transform, Entangle, or Flash that are delivered by touch...AKA, no range.  

     

     

    That's a specific situation...don't need to go to a character or style build, see 6E1 231, adding Ranged to an HA.  The baseline is, you can't add Ranged to an HA.  

     

    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. 

  9. 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. 

  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 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.          
     

  14. 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. 

  15. 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.    

  16. 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.   
     

  17. 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. 

  18. 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.  

  19. 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. 

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