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yosimitsu

HERO Member
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About yosimitsu

  • Birthday 05/13/1972

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    igot2bfree@hotmail.com

Profile Information

  • Biography
    played D&D for 12 years. Now trying different systems like HERO
  • Occupation
    Programmer

yosimitsu's Achievements

  1. Re: +1 DC maneuver I don't think this is the case. Maybe only in unarmed attacks. DC from maneuvers do not increase the base damage.
  2. Hi, Since Steve will not answer design or philosophy questions I must refer this question to you guys. Can anyone unederstands the logic behind the fact that +1 DC maneuver effectively costs twice for KA? I think DC suppose to be an absolute reference to damage, so why pay more for killing attacks increase in DC if the level of DC in KA equals the same level of DC in normal damage?
  3. Steve, hi I have been searching for quite some time through the threads and I couldn't find an answer to my question, so I am posting it in hope to understand my bewilderment MA that add to DC are considered as only adding half as much to killing attacks. for every +2 DC through MA you only get +1 to KA. My question is why? The rules so far are consistent, so why changing them for MA? if DC represents a level of damage then it should be absolute - 1 DC of KA should be equal to 1 DC of Normal attack. So why can one benefit more from normal damage than from killing damage when using maneuvers? Thanks
  4. Hi, on page 373 there is a DCV modifier table which states that using any autofire skill causes a 1/2 DCV penalty. the Autofire skill section doesn't mention any penalty for DCV. What is the judgment regarding this? Two weapon fighting skill removes the DCV penalty of Rapid Fire maneuver for using two attacks, one in the main hand and another in the off hand. Is it still valid if I want to make additional attack with my main hand using the rapid fire maneuver and not just two attacks? Last thing: If I have two-weapon fighting skill and rapid autofire skill and have two weapons with autofire. The two-weapon fighting skill cancels the 1/2 DCV from the rapid fire, but the 1/2 DCV from the rapid autofire skill is still valid so I still have that penalty, right? (this question is relevant according to the answer of the first question) Thanks
  5. Hi, in the rules it says: "...If he takes damage or is adversely affected by any power that requires an Attack Roll or ECV Attack Roll while he’s Incanting, the power doesn’t turn on or immediately turns off..." What does it mean "when he's incanting"? does it mean anytime before the caster's phase? does it apply to all the turn? for example if the spell caster has a phase on segment 3 and 6 and receives damage on segment 2, can he use the incantation power on segment 3? what about segment 6? Thanks
  6. Re: Peter Petrelli - How can it be done? That gets me thinking Does Peter need to connect emotionally with Sylar in order to absorb all his powers, or with the people Sylar killed? Sylar power is that he knows how things work... In any case if Peter can absorb all Sylar's powers and Sylar need to kill Peter in order to do it, then Peter has a definite advantage.
  7. Anyone have any idea if it is possible to create a character with Peter Petrelli ,from Heroes series, powers? Since his power is actually changing or growing constantly it seems a bit problematic... what do you think?
  8. Re: Is STUN more important than BODY? Well, It takes some time testing and thinking until you get the right ratio, iguess. Thanks
  9. Re: Mother Nature Game Effects Hi, Some of the effects you can find in 5ER page 438
  10. I am relatively new to HERO and perhaps my question was already discussed, but I simply can't find any threads that will answer my question. I started a post-apoc campaign where the use of firearms can be quite frequent. The average killing damage is usually 2d6 for firearms. That means an average of 7 killing damage. While it is fairly easy to prevent such damage by putting armor and using damage resistance power, it is harder to protect against 3-times as much of STUN damage. On an average every killing attack does 3 times more STUN. That means that at some point it is much more threatening than killing damage as the character could get knockout or stunned often enough. What are usually the house rules regarding PD and ED? should those be allowed to reach 3-times the rPD and rED? How does killing damage gets the threatning level it deserves?
  11. Re: Post Apoc Setting I am relatively new to the HERO system, but rather decided to make a campaign of my own. I too made a post-apocalypse campaign that takes much of its atmosphere from FALLOUT. I decided to put some magic as well as an opposing force to the high technology that is being pursued after by so many.
  12. Hi, Two questions that I wasn't able to find answers to: 1. Blocking maneuver is an abort action, therefore the rules state that the next phase is forfeit. However, it is mentioned in the block section , that after a successful block the blocker may act first on the next shared phase of his and his attacker. I found it a bit contradicting unless it is an exception... If the blocker acts on 3, 6, 9 and 12 and so is the attacker and the block occurs on segment 7, can the blocker attack on segment 9 before his attacker or is it on segment 12? 2. It is possible to accellerate and achieve the maximum velocity before the end of the movement. How does normal move differ from this rule? Why accellerating if the character will end up moving the same number of hexes anyway? Thanks
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