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Jagged

HERO Member
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Posts posted by Jagged

  1. Re: Dropping defences

     

    I think the answer' date=' for me at least, would be to be able to better define your Power (and other) defences at teh time of build. So, the base assumption is that a defence is like a wall and, while it stands, nothing can pass through in either direction BUT if you buy your defence with an adder, for 5 points, it acts like a valve or dodge and you get to choose on a case by case basis without having to drop the whole thing. There seems to be a clear difference in utility and so there should be a difference in cost.[/quote']

     

    Oh harsh! Don't the rules quoted above say it wouldn't prevent Healing? So maybe that should be a limitation on the Wall version rather than an adder to the rest ;)

  2. Re: Dropping defences

     

    So you have 10 power defence. You are subject to a healing or aid.

     

    Assuming you do not drop the power defence do you subtract 10 points from the beneficial effect?

     

    Depends ... ;)

     

     

    Maybe Power Defense is like dodging. You want to be hit by one thing but not another, so you actively avoid one type of attact but jump in front of another.

    Power Defense doesn't reduce the heal. :)

     

    Maybe Power Defense is like a valve and only allows stuff to flow in one direct.

    Power Defense doesn't reduce the heal. :)

     

    Maybe Power Defense is a wall.

    Power Defense does reduce the heal. :(

  3. Re: Rolling lots of D6s

     

    If you have to roll a lot of D6's, say for a 15d6 EB, is there a method to maybe roll 5d6 and multiply by 3, or 5d6 + 3.5(the average) times 10 or something?

     

    I want to have *some* dice rolled, to preserve some randomness, but to cut it down to a manageable number.

     

    Thanks.

     

    Holding tons of dice in your hand before attacking that villain is a simple pleasure but one I enjoy. So I have no idea why you'd want to roll less dice :confused:

  4. Re: New option: Absolute Abilties, help please

     

    Absolutes are a matter of perception.

     

    Agreed.

     

    I am also of the opinion that if you want "absolutes" in your campaign then go ahead and have them, just don't bother with rules for them, they are "absolutes" after all.

     

    The other thing to say is that if you do have them then you need to be careful how you introduce them. Players of the Hero System will be used to the idea that there are no absolutes and if they can just somehow build up a big enough move-through then they will break down that unbreakable object.

     

    For example when I introduced the heroes to a force wall I decided was totally indestructable I introduced them to the idea by smashing a big nasty baddie against it. It acted as a nice way to set up the story and saved the players from wasting time attempting the impossible with dice ;)

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