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Scott Baker

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Posts posted by Scott Baker

  1. No need to apologize. You don't want to see how I'd fare in another language.

     

     

    To answer your question, I will say No, based on the descriptions above.

     

    These sound like either 3 pt (small group) or 5 pt (large group) skill levels which are defined as applying to the martial arts technique the character has. The standard Disarm maneuver is not part of that group (based on your descriptions), so the skill levels do not apply.

     

    This does not mean that you couldn't have a skill level that applies to specific maneuvers, both standard and optional. For example, I could take a 3 pt (small group) skill level with Disarm, Martial Strike, and Block.

  2. Multipower

    Multi Slots (Limits Charactet to Active Points to Multiple Powers)

    vs

    Ultra Slots (Limits Character to One Power at a time.

     

    Limitations applied to Multipower Active Points

    vs

    Limitations applied to Individual Powers

     

     

    More later

     

     

    QM

    An Ultra slot does not limit you to one power at a time. Ultra slot powers just take their full points from the pool no matter what level of effect you use them at. So, being limited to one power at a time would be an effect of how you built the specific powers and the size of the pool.

     

    Side note for anyone confused: QM references Multi and Ultra slots which is 5E (and earlier). 6E refers to these as Variable and Fixed slots.

  3. Doesnt the once a season charge mean the lifesupport ends each season amd everyone involved has to once again redo the spell to be covered?

     

    Also, I really like the idea. Quite the concept for a bunch of nature spirit worshippers. Maybe they could even get a bonus to defense because in part the tree redirects some damage to itself. Maybe even have that as the thing that must be destroyed in order to kill some resurrecting baddie or his goons.

     

    Foreign Orchid.

    Actually a charge only lasts for 1 phase (CC100), unless you make it continuing and pay for extra time (1 season is a +3, so the charge only works out to a -1/2 total). Built that way it would mean the spell has to be re-cast every season just as you were asking.

  4. Y'see, I just googled that quickly to post a confirmation here and didn't actually read it all the way through. Strangely enough, the paragraph continues with "the same ruleset that made Cyberpunk 2020 gain worldwide player acclaim". Which ain't exactly true. (Maybe even the opposite, although I blame CP 3's lack of success more on the abysmal production values)

     

    So it seems it'll carry the brand, although it will be interesting to see what's underneath, i.e. whether we'll get some major revisions compared to the last public version. (It would also be a good time to finally give the core a more open license, but I'm not really counting on that.)

    Thanks. I thought maybe I was missing something. I don't follow all of the gazillion game systems and variations out there.

  5. I think the wording of the original question is a little confusing because we don't know all the Modifiers on the base VPP (specifically, whether it has any advantages to reduce the time required to change Powers or Requires a Roll to change Powers).

     

    From CC p104

     

     

    Drawing a weapon on Phase 4 takes a Half Phase. 

     

    IF changing the 'spell' selection of the VPP requires a Half Phase action THEN the answer to the original question is a sort-of YES.  The remaining Half Phase action of Phase 4 can be applied to CHANGING the VPP.  Then the character's Full Phase action of Phase 8 can be used to actually CAST the spell. If the VPP takes a Full Phase to Change then the actual spell could not be cast until Phase 12.

     

    Hopefully the following 3 example Magic VPP's will illustrate what I mean a little better.

     

    60    Magic Pool - Full Phase to Change: Variable Power Pool (Magic Pool), 40 base + 60 control cost,  (70 Active Points); all slots Extra Time (Full Phase, -1/2)

    0    1) Magic Blast: Blast 8d6, Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points) Real Cost: 40 - END=6

         

    70    Magic Pool - Half Phase to Change: Variable Power Pool (Magic Pool), 40 base + 60 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (85 Active Points); all slots Extra Time (Full Phase, -1/2)

    0    1) Magic Blast: Blast 8d6, Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points) Real Cost: 40 - END=6

        

    80    Magic Pool - Zero Phase to Change: Variable Power Pool (Magic Pool), 40 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (100 Active Points); all slots Extra Time (Full Phase, -1/2)

    0    1) Magic Blast: Blast 8d6, Area Of Effect Accurate (4m Radius; +1/2) (60 Active Points) Real Cost: 40 - END=6

     

    :)

    HM

    I think this is reading more into the question than is there. The OP isn't asking about changing the power in the VPP (and actually the whole VPP is irrelevant to the question of Extra Time in this case). The variations you mention still don't actually change the "it takes a full phase to cast" breaking over the half-phase. That doesn't happen in RAW.

  6. First, remember that VPPs don't get to change to just anything anytime the player wants, except at a significant cost. So first, be sure you understand the circumstances under which they can change the VPP (perhaps by studying spell books for several hours), and what they can change to (e.g., only fire spells, or maybe only spells they have in their spell books).

     

    Second, outside of the rules, unless the GM and Player are both very experienced Hero System players, and know and trust each other (e.g., one of the people in my current group and I have been playing Hero together for 30 years), I don't recommend allowing on-the-fly spell creation. Have the player create a common set of spells that they can switch between and then the GM verifies that they work the way they expect them to for the game.

  7. In my opinion, character trees are better suited to games with much less intensive character building / design requirements Hero is a front-loaded system. Actual play is reasonably simple and quick, but building a character, especially for genres that use the powers section of the rulebook extensively (superheroes, fantasy, urban fantasy, horror, etc) can be time intensive. Even building a pulp hero or dark champions hero is more time-intensive than building a character in many other systems. As a result, Hero is not a game that lends itself well to "disposable" or "replaceable" characters. A tangential observation is that more design investment also tends to mean more character investment. So, character trees in Hero are something I would look askance at. It takes a very specific breed of gamer who also has significant time on their hands to want to build multiple hero characters "just in case." Character trees do work for games with minimal character design and an expectation of high-lethality. But, for me, if I were asked to build multiple hero characters for a game, I'd respectfully BOW OUT.

    I think that for "normal" Hero System games this is true. Addressing this for a more lethal game may be as easy as using a system like the Superhero Gallery (Champions 6E 243; Superhero Gallery Expanded PDF).

  8. 1. Invisible Power Effects only affects the perception of the power. It has no effect on the person using the power. For example, where you specify IPE to the Sight group, the character does not appear to be desolified--they look 'normal'. This doesn't make the character invisible to being seen.

     

    2. There's no overlap. The use of the teleport power can be perceived whether or not anyone knows the character is desolidified.

  9. For heroic games there is a guideline how you can make a campaign rule of invlunerability: Just take the highest possible attack on the highest possible roll for this setting, buy enough rDefenses to cover it and call it "Invulnerability" (for this setting).

    One of the APG's has rules for 100% damage reduction. But of course Penetrating can still overcome it and the price is acceptably.

    This isn't "for heroic games". It's just an option in 6E1.

  10. Yes. That's workable (it's definitely a special effect).

     

    Unless the power is being restricted from being used by the social mores, I would not give a limitation for that specifically. You don't get a limitation (at least in my games) just because you have a Blast power and have to face the consequences of using it.

     

    However, the fact that they have to be naked is a limitation because the power doesn't really work if they are wearing clothes. They will (likely often) have to remove said clothes to use the power. Therefore it can be a limitation. How much will depend on how often they wear clothes, the time to remove, etc.

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