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LegionX

HERO Member
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About LegionX

  • Birthday 07/30/1971

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  1. Darned if you do, darned if you don't. I've always looked at it like this: Having a higher OCV means that you have a better chance of hitting the person at all. The damage dice actually determines how well you hit. I've played another game system (That I should say was no where near as good as the Hero System) where the attack dice determined how well you hit and you did not roll Damage Dice. The game felt flat. All depended on that single roll (actually the defender got to roll to see how well he took the damage too). And with a variance of 1 to 20, you could do well and knockout your opponent in a single blow, or pound on each other all day. When the big baddie that we were fighting fell down-went-boom with the first punch, we were all disappointed. Champions seems to be balanced well with the damage dice. You can roll well, but you seldom roll very well, and the inverse is also true. This tends to lead to generally rolling pretty average. This puts the emphasis is on the abilities of the character and not the luck of a die roll. But what do I know? I'm Incompetent. 8-) I hope that you find what you are looking for, LegionX
  2. Lunatic Well, He is the same person right? I mean if he dies, there won't be any more delusions, right? It would seem to me that you would want a base character to build all of his powers from. I mean, what if he was cured? LegionX
  3. My Two Cents... I use the same CV balance system as well as an Active point Offense/Defense balance system. They seem to work. So with that limitation in effect, that'll help. Maybe the Hit Location chart will work for you. I didn't like it with Superhero games, but it worked well in Heroic Games. At least for me. But GM styles differ, so who knows. Give it a try. 8-) Good Luck with whatever you try, LegionX
  4. Lunatic Oh yes, On that VPP with the "No Conscious Control" limitation, I forgot to mention adding a limitation that the "powers can only be used to create 'whole' alternate identities (-1/4)" only (-1/4) since you can still mix and match. And maybe a limitation that powers can only be changed between adventures since it appears not be a moment to moment thing, and the advantage "Does not require a skill roll". Just some ideas to help you out. LegionX
  5. Good Point Bnakagawa I hadn't even considered how tactics would play into it. LegionX
  6. Lunatic Though I prefer to be very sparing with the VPP's, I think that this is a perfect case for one, especially since it is an NPC. With the Limitation "No Conscious Control". That way, his normal stats would stay the same, and only be augmented by whatever powers that he currently believes that he has. LegionX
  7. Optional rules In my experience, Hit Location took away from the Superhero experience. But the combat maneuvers work fine. I have used optional rules like Hit Location and other optional rules from Dark Champions added to Heroic adventures where gunfire was flying and swords were swinging. Just my Two Cents, LegionX
  8. Wacky Combat Experiment Just a thought, I like the idea of how well you hit determines how much damage you do, and I'm sure that you've already considered this, but wouldn't that place a lot of emphasis on OCV and DCV? I mean, won't your characters buy them up very high to do 100% every time? I mean, where's the limit? If I could spend points on upping my OCV and DCV to beat the 3.5 average spread, I could save half of the points from my offensive powers and defensive powers and put them towards OCV and DCV. Doesn't that upset the balance of points and power costs? I'm not criticizing your idea. I like the idea of how well you hit determines how much damage you do. This is just constructive criticism. Hope that it helps, LegionX
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