Jump to content

Scott Baker

HERO Member
  • Posts

    1,738
  • Joined

  • Last visited

Posts posted by Scott Baker

  1. I am hoping my explanation was not specious. (Had to repeat, don't often get opportunity to use the word!)

     

    Comparing force field to damage shield is essentially comparing two special effects. Each one could now be built using a variety of ways depending on the effects you really wanted to achieve. The area effect tool is the officially suggested route to achieve a classic damage shield effect. The purchase of PD and/or ED using END is the officially suggested route to achieve a classic force field effect.

     

    Does not mean it us the only way but it is another tool in the toolbox and moves the power away from a defined special effect, like changing the name of energy blast.

     

    Doc

    Please don't feed the trolls. Even if they did check their Word-A-Day Calendar before posting. :)

  2. I assume FF is just Armor that cost endurance but is the same. YOU DAMN WELL KNOW when I say forcefield what I am talking about!

    What it was for 5 iterations of the rules . And the comparison still stands. When people think of the Damage Shield they think of the human torch. An aura around the body that causes damage. Not an area effect attack. 

     

    Now there may be legit reasons it was done that way in 6th. I just don't see it.

    I could argue that you don't need armor. Both it and FF can be created by applying advantages and disads to PD and ED.

    Very simple and Very clean. But it is not how normal RPG players think. They expect a FF power. It is question of competing philosophies and worldviews on how to do something. It is like Cloak vs Invisibility. There is really only a subtle difference between the two. One they are the same . look at it another way they work very different.

    Language please.

     

    Of course I know what the FF power in earlier versions was. That doesn't change the fact that neither of the powers you appear to be ranting about now exist in 6E. Are there alternatives? Yes. But you don't have, or know, those rules. Yet you choose to argue about it when the OP specifically asked about the 6E rules.

     

    So, go play the version of the game that you want. And let's let this topic get back on track.

  3. Yeah. It's not for immediate use. They aren't ready for what is on the other side but maybe something else will step through to this side. I'm not going to do something that I'm uncomfortable with. I'm a new HERO GM but not a new GM. I'm setting up the pieces as it were. The puzzle box is basically the Lament Configuration from Hellraiser.

    I don't know Hellraiser, so I looked this up. Use the box as the plot device it is. That's not game breaking.

  4. I don't want instakills but I do want them to be truly feared. I was afraid to go against certain creatures in D&D, villains in Hero do not have the same aura of dread.

    It's all how you define your campaign. And then build the villains. You can have a deadly campaign, even with superheros if that's what you want. However, Hero System was not designed with absolutes in mind, so it doesn't include your standard D&D 1001 ways to kill a character with no save or defense.

  5. @GCMorris. Your reply is missing.

     

    So, you're the GM. (Correct me if I'm wrong.) My first thought is that you shouldn't introduce something to the game if you don't know how you expect it to work. As a GM you should also remember that points don't matter. If you have to define a specific game effect, that's fine, but you really don't have a budget. (Like your Mind Flayers. If you want them to insta-kill, you can define an attack so large that it exceeds your campaign limits for BODY, and voila, I'm not saying that would be fun for anyone involved.)

     

    For the mystery cube, this reads like a plot device. You say it opens portals to other dimensions. Great. The players can open portals to other dimensions, only when you are ready for them to do so, and only to the place(s) you choose. Just because it can open portals doesn't mean the players have to have free reign over the effect.

     

    So, my suggestion is, plan your extra-dimensional adventure(s). Then feed the players one option at a time. Tell them they've figured out how to open a portal. When they go through, run the adventure you planned for that dimension. Lather. Rinse. Repeat.

  6. My point is the same FF isn't an area effect normally neither is a DS.

    You're talking about a rules set which you don't have and gave an example of a power which "works the same", yet doesn't exist in the new rules set. So comparing 2 5E powers to 2 non-existent 6E powers to corroborate yourself isn't really making much of a point, except that you don't know 6E.

     

    Your'e free to have an opinion, but you don't know or use 6E rules, and this topic is specifically about how to do something in the 6E rules (and is actually in the 6E rules). 

  7. Mental Damage Reduction is covered on 5ER 144.

     

    Power builds aside, your post screams "CAMPAIGN GUIDELINES" to me. Set limits on how many damage classes attacks can do. Set limits on how much defense can be bought. Don't let the defenses go so high that no one can affect the character.

     

    You could also allow characters to by mental defense with limitations to only affect certain types of mental powers (since you seem to have a multitude of types). Then a single character won't be "immune" to every attack.

     

    Finally, check out the Ultimate Mentalist for lots more information on running a campaign like this.

  8. It is a 5e advantage, it means the AE conforms to the area it is in. So say it is a 3" Radius AE and you cast it in a 2" wide passageway. Instead of just filling 6" of the passage way, it would fill 14" of the passageway. You calculate the area of the circle (A = πr2) and then re-figure for the conforming area type.

     

    - E

    Technically it says the GM determines how far and in what direction(s) the effect goes. You've provided one option a GM could use.

  9. I'll refer you to the "No Absolutes" portion of the rule books (6E1 11, CC 8, FHC 10).

     

    This really sounds like you are concerned with mature and responsible game play on the part of your GM. I would recommend talking with them about what you are trying to accomplish, and why.

     

    (Cue everyone else posting a bunch of power builds.)

  10. In a recent post you stated, "A character who has just been brought back to life through the use of Healing or Regeneration with the Resurrection Adder has a number of STUN equal to his BODY total (thus, his STUN may be negative). He may then begin taking Recoveries to regain additional STUN, unless the GM rules otherwise."

     

    On 6E1 235 and 6E1 274, the Resurrection adder states that the character has 0 STUN when they resurrect to positive BODY and can then start taking recoveries.

     

    These appear to contradict each other, unless I'm just misreading and missed the correct application of your recent post. Did I misread?

     

    Thanks as always for your time answering these questions.

     

     

     

     

  11. So, looking at TUS, there's a couple things to note regarding those 5 pt skill levels:

    1. Using a 5 pt skill level for PER is a default, but Steve specifically called it out as something the GM may not allow (as opposed to the overall "the GM can disallow anything they want")

    2. Such use is called out as an additional use for the 5 pt level

     

    So, pay careful attention to what each skill point level says it can be used for. It's pretty specific where a skill level can be used on Skills, Characteristics, or PER rolls. PER is specifically called out for 5 pt and 10 pt skill levels (your other example from the text about assigning skill levels. It is not called out for 2 pt, 3 pt, or 8 pt skill levels. In fact, 3 pt skill levels, which seems to be what you want us to agree with you on, does not even list characteristics as an option, let alone PER. The 3 pt skill level specifically only mentions skills.

     

    So, the answer to your original questions appears to be "NO" given the rules-as-written. No interpretation. No "logical conclusions." Just the facts.

     

     

    If you still want clarification, Hyper-Man is correct, go ask Steve in the rules forum.

     

    I'll throw in one more fact for you. In 6E, the equivalent to the 5 pt Skill Level specifically states that it cannot be used with PER. The only skill level that does is the Overall Skill Level.

  12. IMO - Trying to emulate other systems in every detail is a waste of time. If all they want is some other system, they should go play it.

     

    IMO with 50% less snark - This came up in my current group. The resolution was quick and simple...that's not a rule in Hero System.The players said, "OK," and we moved on. You could try that approach, although it does require some maturity on the part of the players. You could also just ask them to, "play by the rules-as-written so that we can get an idea of how the system works before we start making house rules that may break things."

  13. Granted, however this is just re-creating a character from Adventurer's Club into 6e.  How the villain would progress from there would be fascinating...

     

     

     

     

    Why for?? I'm not all that familiar with automaton rules...

    their existing defences are PD 2/ ED 3...

    6E1 293

    CC 89

  14. This assumes the copy store will agree to make the copy. Many will refuse on the grounds of (unfounded fears of) copyright infringement. It is common for copy stores to refuse to help customers take advantage of their Fair Use rights.

     

    An alternative is to buy the PDF and upload it to a print on demand service like Lulu. I paid around $11 and $9 respectively (beyond the cost of the PDFs) for the printed books you see below.

     

    attachicon.gifimage.jpeg

    attachicon.gifimage.jpeg

    Those look great.

  15. I'm not familiar with character, but I suggest:

    1. Make a list of the things the source character can do (or that you want your version to be able to do)

    2. Build each of those things as a power

         a. The special effect is attracting the metal/spare parts

         b. Depending on the game, having to have metal/spare parts around may be a limitation if this can be done on-the-fly

     

    For a more complex character, you could look at whether some of the powers would be better suited to a multipower or variable power pool.

×
×
  • Create New...