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rjcurrie

HERO Member
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Everything posted by rjcurrie

  1. Re: Screenshots That's cool.
  2. Re: Steve's Chat Tonight (Wednesday, August 19) For future reference, Steve has a bad habit of using EST even during Daylight Savings Time -- treat his EST as EDT during the time that Daylight Savings Time is in effect.
  3. Re: Independent limitation in 6E My guess is either APG or Fantasy Hero.
  4. Hey Steve: To quote 6E: A Barrier, once created, is a physical object that remains in existence until destroyed by attacks, the passage of time, or other factors. If a character wants a Barrier that he has to “maintain,” he should apply the Limitation Costs Endurance (to maintain; -½). The way I read this, you can define an appropriate method for your Barrier to go away when you purchase the Power. For example: A wall of stone will last until it is destroyed or it is worn away by time. A wall of ice will last until it is destroyed or it melts. Can you also simply define a Barrier as dismissible? That is, when you no longer want it, you can just make it go away. Or could you define it to simply to go away when you are Stunned or knocked unconscious? Basically, I'm looking at how to create the equivalent of 5e Force Walls. Obviously for a "Force Wall" that costs END to keep up, you use "Costs END to maintain" buy what about the equivalent of a 0 END Force Wall, can you simply buy the Barrier to 0 END and define it as going away when you are Stunned, Knocked Out, or wish to dismiss it?
  5. Re: 6E: Weaponmaster, Deadly Blow, and Killing dice The builds for the talents are given in the Appendix to Volume 1 on page 447.
  6. Re: 6th Edition Question: New Powers? And of course, just because a Power can be abused, it doesn't mean you have to abuse it.
  7. Re: Reactions to 6e "Costs END to maintain" comes to mind.
  8. Re: Reactions to 6e I disagree. The comment about powers only really applies (if at all) to supers games. DEX-based Skills are among the most useful in a typical action adventure game. Also, DEX Rolls themselves are pretty common. I guess the initiative order is an individual thing -- most people I know seem to prefer going first. As for CON, I guess not buying it up is okay if you don't mind spending large amounts of time Stunned. If I'd been Steve, I would have considered leaving both CON and BODY at 2, but I think they will be fine at 1. You can always recommend that players buy them down. Well, you've said it yourself, it deals with people using levels. I suppose you could say something like "must roll 9-. This roll may be modified by any levels that affect DEX Rolls." which is a tad more verbose. Part of what Steve tries to do in the rulebook is cut off potential questions. It is sometimes better to be more verbose if it makes the text clearer. Probably not a bad house rule. This rule has been around since 5e. And technically, it would not be PSLs, but perhaps Skill Levels with a Limitation that they only work against time penalties. You may be right here. I'd need to do the math. Whatever, I don't see it being a big deal. Except perhaps when you don't have the points to buy 12 point Overall levels or don't see your character as being good at anything but combat. This rule was in 5ER and you're somewhat misrepresenting it. It's probably more accurate to say that Stealth can apply to Danger Sense if the GM feels it is appropriate. That's a very different statement in my mind. Yup. Overall, it's probably an improvement. Oopsie. Oh well, there were bound to be a few typos. Since no Modifier value is shown for AVAD in that sample, it's possible that Steve considered it a -0 Limitation and just used to clearly state that the Power worked against PD instead of Mental Defense. Or you could be right I have the feeling that this Power may need to be adjudicated on common sense of what the Barrier is as to what values a character is allowed to buy. I think the problem here is more with GMs letting players buy Characteristics as Powers that really aren't. Doing this for Damage Reduction was in 5ER. As for being overpriced for rare special effects, this may be true for Damage Negation which doesn't seem to allow any Limitation in this situation, but for Damage Reduction, this is addressed in the final paragraph under Damage Reduction As Immunity. I think the usefulness of Area Effect (Surface) may vary from Power to Power. I'd have to study this more.
  9. Re: The 2nd REALLY important 6th edition question I still say the easiest way to get the effect of Figureds is to just set minimum values in your campaign: PD minimum = STR / 5 ED minimum = CON / 5 REC minimum = STR / 5 + CON / 5 ... and so on
  10. Re: 6th Edition Question: New Powers? Can't you buy extra dice of Aid with the Limitation that they only increase the maximum but are not actually rollled?
  11. Re: 6th Edition Question: New Powers? They're available for both Healing and Regeneration.
  12. Re: What is your plans for your first 6th Edition game? I suppose. Just like you could buy extra PD and ED that doesn't work against Luchadores.
  13. Re: 6E Rules changes confirmed so far Remember though that GURPS has a pretty solid core audience, much like Hero.
  14. Re: What is your plans for your first 6th Edition game? Run the one that appeals to you the most. As for me, I've already run 5 game sessions using 6e rules, 3 were superhero, 1 was pulp, and 1 was fantasy. However, to a large extent, these were using characters converted from 5e as opposed to 6e characters built from scratch.
  15. Re: 6th Edition Question: New Powers? No changes to TK. As for Complications, you need less, but otherwise they are pretty much the same. The only real change (besides the name changes) is that the die rolls for Hunted and DNPC have been replaced by a frequency. Oh, and Reputation has been renamed Negative Reputation. Similarly, the Perk Reputation has been renamed Positive Reputation.
  16. Re: 6th Edition Question: New Powers? Yup.
  17. Re: 6th Edition Question: New Powers? 5 points per 1 DC Physical or 1 DC Energy. There is also an Adder called Reduced Negation that can be bought on Attacks that cancels Damage Negation (that is, 1 level of Red Neg cancels 1 level of Dam Neg). Per Turn is the limit for Regeneration.
  18. Re: 6th Edition Question: New Powers? It's before taking off PD/ED - in fact, it occurs before rolling the dice.
  19. Re: 6th Edition Question: New Powers? Yes, I could have, but since they have new names, I treated it as, for example, removing Force Wall, and adding Barrier. Damage Negation is bought as Physical, Energy, or Mental and can be limited further by Limitations. Each "level" of Damage Negations removes a Damage Class from an attacking Power. So for example "Damage Negation (-6 DCs Physical), Only against Bullets" reduces a 2d6 + 1 RKA defined as a gun to a one-pip RKA. Regeneration is 2 points per 1 BODY per 1 Week, 4 points per 1 BODY per Day, ... 16 points per 1 BODY per Turn.
  20. Re: 6th Edition Question: New Powers? Standard Superheroes are 400 Points with 75 Points in Matching Complications (or to use 5e terminology 325 + 75) with a maximum of 40 points of one type of Complication. High-Powered Superheroes 500 Points with 75 Points in Matching Complications (425 + 75) with a max. of 40 points of one type of Complication.
  21. Re: 6th Edition Question: New Powers? New Powers: Barrier -- expansion of the Force Wall power that can create real walls Damage Negation -- reduces DCs of damage Deflection -- lets you block ranged attacks at range Reflection -- reflects attacks back at firer or other target Regeneration -- recovers BODY faster - cost based on how often you regenerate a BODY point Resistant Protection -- replaces Force Field and Armor
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