Jump to content

Scott Baker

HERO Member
  • Posts

    1,738
  • Joined

  • Last visited

Everything posted by Scott Baker

  1. It's covered in 6E1 133. I don't see a reference in CC, which is what I seem to remember you have. Short version--build a power to block or overcome the highest level effect you will allow in your campaign (if no one can have more than 10DCs normal damage, 60 DEF blocks that). Then you declare that to be an absolute effect. Anything using an Absolute Effect has to be evaluated against your own campaign limits if you want to price it correctly for your game.
  2. What everyone else said. I once ran 12 players at once. Never again. Current game was running with 6 players (most of the time) for a couple years. We're currently down to 5 and not in a hurry to add anyone.
  3. It sounds like you need to have a talk with everyone and come to some sort of agreement about what everyone wants from the game. Perhaps try making a list of what is and isn't working for everyone (you already have your list of what you think isn't working). Then discuss what you (as a group) can do about the things that aren't working.
  4. This pretty much sums it up for both my own campaign world (started back in 1981) and the current campaign I'm in.
  5. 6E/CC - Full PD/ED applies to STUN from Killing Attacks. (6E2 103 /CC 157)
  6. Again, refer to Defensive Absorption if you want Absorption to also act as a defense. (CC 51; 6E1 166)
  7. That's AVAD in the current rules set (CC 97) and may not be +1.
  8. I recommend reviewing CC 8 No Absolutes because what you describe sounds an awful lot like, "here's a power that does this thing and there's nothing you can do about it." Which isn't how Hero System is designed. If that's really what you are after, it's something to work out with your GM if they want to allow such a thing.
  9. No time for details, so I'll just answer the easy one right now: 3. Defensive Absorption (CC 51) More later if no one else responds.
  10. I've long felt that the "Hero System" was best for super heroes, even pre-4th Edition. I had my own house system that I started in '78 for non-supers. Not that I didn't play other genres using Hero, and numerous other games as well.
  11. It looks likes it's only available to KS backers right now. I'd expect it to show up soon.
  12. OT: I wish I could only remember one time. <- Pictorial representation of my character and multiple agents with autofire weapons (old-school autofire). Super villains, no problem. Agents, problem.
  13. Yep, I agreed clear back on page 1. (http://www.herogames.com/forums/topic/91443-are-tanks-really-that-tough/?do=findComment&comment=2436543)
  14. This is answering the question asked about whether Dr. Destroyer could stand up to even one modern tank.
  15. Most, if not all, of them are compiled into 1 book -- Thrilling Hero Adventures (http://www.herogames.com/forums/store/product/409-thrilling-hero-adventures-bookpdf/).
  16. Would it be a cone? Your description makes me think it would be an area that surrounds him.
  17. CC 113 - Real Armor and Real Weapon. No, they don't provide all of the specifics values that some of you post, but it' an RAW option to put those in. (Ex: maybe I say that Real Armor only applies half of the relevant defense against weapons/powers that don't have the Real Weapon limitation.)
  18. Sorry, thought you were agreeing with NuSoardGraphite's statement that spreading Mental Blast isn't as efficient as spreading Blast, which isn't true.
  19. Spreading uses Damage Classes, not dice.
  20. CC 147 says it's up to the GM what ranged attacks can be spread. FWIW, 6E2 50 specifically calls out Mental Blast as the only mental attack that can be spread (with a caveat for AVADs that count as "mental attacks").
  21. To put this in perspective, is that how you started out playing? Or is this something you progressed to over the years?
  22. Another vote for Altair. Multiform based on your original post.
×
×
  • Create New...