Jump to content

Scott Baker

HERO Member
  • Posts

    1,738
  • Joined

  • Last visited

Posts posted by Scott Baker

  1. Ah, thank you! I was looking under "Death" not "Injury." (Tho the CC page does not specifically reference Negative Body.)

     

    Agreed, and I've always loved that distinction. But it game up in game last week, one player wasn't aware of the rule and we couldn't find the cite.

     

    The rule does say the GM may impose any penalties/restrictions they feel are appropriate. What do folks feel is appropriate? I don't generally impose penalties for BODY loss - and my players are usually good enough to roleplay it if they're down to their last point - but it seems like a character who wants to continue fighting while at Negative BODY should be at some disadvantage. I'm curious what others do?

    In CC, Injury doesn't need to specify anything about negative body. It states there are normally no penalties for losing body. The next section on Death talks about the effects of negative body (i.,e., bleeding out and dying).

     

    Check the rules for Impairing and Disablement if you want to add penalties for taking body damage.

  2. I see the point about not taking damage. Why do you say 0 DCV when the rules say taking a recovery puts a character at half DCV?

     

     

    Obviously, And obviously no one can put an Advantage on an action. I can't put the Uncontrolled Advantage on the Strike maneuver, either. I CAN put an Uncontrolled Advantage on an Attack Power, such as STR, and then hit someone with it using the Strike maneuver.

     

    Lucius Alexander

     

    the palindromedary says I forgot someone

    You really seem to want to belabor this.

     

    Lets go with uncontrolled powers use END from a pool and Recovering costs no endurance. And there's that big old Stop Sign on the advantage cautioning GMs to look out for abusive builds. So, never in my game.

     

    Cue the reply about adding the Costs Endurance limitation to the REC....

  3. I would have to look it up, but I think you still take a DCV penalty vs folk attacking from behind (unless you have 360deg Vision). (Too many editions of the game in my head, and a bit muzzy from being sick). Because you can't percieve them. Just like someone standing in front of you invisible.

     

     

    re: Attacks from behind

     

    I think the highlighted part of Defense Maneuver below clears it up.   Just being behind someone would not be enough. Getting there stealthily (not heard or seen) is the real trick.

    6E2 37 states "Attack from behind (Surprised)" to give the DCV penalty.

    CC 137 covers it under Surprised and gives examples of when someone may be surprised, including being attacked from behind, but not if an attacker moves behind someone to attack them (my paraphrase).

  4. The way I've done this has been:  

     

    Bug:  Detect Current Location -- Latitude And Longitude (radio, passive), IIF (bug), possibly RSR (Bugging), Only With Clairsentience  plus

     

    Scanner:  Clairsentience (radio) with Bug, Mobile Perception Point, Limited To Target's Movement (-1/2), OAF (scanner), Requires Prior Planting Of Bug (-1/4).  

     

    All the bug does is determine where it currently is.  The Clairsentience allows the character to always have access to that information.  The combination of Mobile Perception Point and Limited To Target's Movement means it moves with the target, regardless of how fast the target moves.  

    That's not how Mobile Perception Point works. It only moves at 12m and you pay +5/2x after that. It most definitely doesn't rate a limitation.

  5. As IndianaJoe said, it's the same format as in 6E Champions. 

     

    Just a note: the 2 templates you mentioned are actually called Caped Detective and Themed Gadgeteer. Both of those templates have 2 options for attack powers, so that I think that would be the biggest limit if you wanted to generate a lot of these archetypes. But again, that's similar to the original templates in Champions.

  6. Actually just the Latin for "Birthday".  "Natal" you know.  It's just that it's traditionally for girls who share a birthday with you know who.  

     

    Personally I'd forget meaning and just go with Nikolai.  

    Or, as from sources (since I don't speak Latin myself) -- natale domini. Natale is Christmas (likely derived from natal since both involve birthday).

  7. Depending on your interpretation, that might fit, although not literally.

     

    Natasha <- Natalia <- Natalie -- which apparently comes from the Latin for "Christmas Day".

     

    Nathaniel <- Nathanael -- Hebrew for "God has given".

  8. DANG!!!

     

    The Sue Richards fine you linked was XML and isn't recognized by my Hero designer. Can you link a new HDC file of Sue???

     

     

    Did the Reed Richards version work though?

    The fact that both show up as an HDC attachment and were built with the latest version of HD (at the time of construction at least) makes me think this might be an HD issue on your machine.  I'll test later tonight when I'm on my personal PC.

    The file is fine. Whatever browser GoldenAge used to download the file renamed it as an XML file or just took off the extension and the OS looked at the content to determine what to do with it (and from the other post in the HD forum, it looks like this is a Mac).

     

    There may be a difference in that for Mr F you linked to the download page for the file. The SS link goes directly to the file itself.

     

    @GoldenAge: rename the file to have a .hdc file extension.

  9. I'm not particularly new either (and I lurked for a long time before I signed up here).

     

    How did you come up with your 'handle' (forum name)?

         My name is my name.

     

    What was the first tabletop RPG you played?

         Dungeons and Dragons Basic Set (1977)

     

    What was the first tabletop RPG you GMed?

         Dungeons and Dragons Basic Set (1977)

     

    What are you currently playing/GMing?

         I play and GM Champions.

  10. I think the hardest part these days in introducing new players to real RPGS is that they're only used to computer "RPGS" so they think of the genre in terms of repetative quests, power acquisition, hordes of dead enemies, and boss fights, rather than adventure, role playing, exploration, interaction, and thinking through problems.  If you can't overwhelm the target you find a way to beat its mechanics rather than thinking through creative solutions or role playing it out.

    Sure. That's why they're called Roll Playing Games. Right?  :whistle:

  11. Scott Bakwr I reread Christooher's original post and i'm still confused. He claims that force field or armor with ablative is clunky but then wants to change it with Stun mechanic? To give a ship a stun value am I understanding that correctly? Plus he states you really don't need to know what value a shield would be, huh? Perhaps there are some players that wouldn't mind not knowing what strength their shields are but I would say that it would be a small minority. And if he uses a Stun characteristic, he still needs ti know starting values and such unless I fear the term dramatic tension is GM arbitration which players generally don't like.

    I was only noting that Christopher did state his position about copying things (i.e., mechanics) too closely (from his perspective). I was not judging the correctness of anyone's interpretation of how they want to build shields.

  12. Who said about slavish devotion? You said that the force field with ablative was unusable because of the rules which Im pointing out isn't the case and is the cleanest.

     

    Well, he did say something about it in the original post...

     

    I think this is not an issue with HERO however. I think it is an issue with trying to copy something from another medium too exactly.

     

     

    That doesn't mean there aren't multiple ways to do things of course.

  13. Counters are another option, especially if you have to carry stuff across town. Coins work just as well.

     

    One of my groups that didn't use miniatures sometimes used dice to represent the PCs and NPCs. Of course, that can bring on other problems with certain characters,  especially their looks. Do you know how hard it is to find dice that look sexy? :winkgrin:

    I still have some dice that I think of by the name of the character they used to represent on the map.

  14. UI preferences are largely a matter of taste.

    And sometimes adaptability to change. Change is hard, Rather than showing a perceived weakness that the change is hard to understand or that it just doesn't gel with a person, they often then express their preference or state that something, "worked better before." 

     

    This can also be influenced by a person's comfort level with computers/technology.

     

    I'm not saying this is you Pattern Ghost, or an absolute. Just another facet. I deal with this sort of stuff for a living, and see these things even from the so-called "experts" in the organization.

×
×
  • Create New...