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Pattern Ghost

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Posts posted by Pattern Ghost

  1. Re: New GM for a new game need new tools

     

    Three bits of advice:

     

    1. Keep it simple. When running combats, try to keep all those optional rules off the table. This will help simplify things.

     

    2. Keep the SPDs low. I think the Marvel Universe is pretty low SPD anyway. A 4-6 range should work for most anyone you encounter, even Spidey and Quicksilver. A tighter SPD range will help keep things flowing faster in combat, and keep people from feeling left out when they're waiting for their turn. This is especially true if everyone is new to the system, and each individual's actions take longer to resolve while they consider their options.

     

    3. Allow the players a chance to adjust their characters after they've had a few sessions to see the system in use.

  2. Re: 6E Rules changes confirmed so far

     

    There will be another, more granular way to make a Power ECV-targeted than using the BOECV Advantage. No specifics given, but it involves breaking the Advantage into its separate components (i.e. ECV Attack Roll, Line Of Sight, etc.) and "reassembling" them to make them more flexible. Steve implied that he's used this approach for other elements of the system.

     

    I didn't like the overcomplication of some pretty simple things in 5th Edition by breaking them down, such as Regen, Insta-Change, and the powerfying of the Talents. This seems like more complication. Going to have to take a wait and see on this one.

     

     

    Disadvantages are being renamed Complications, and Psychological Limitations will become Psychological Complications.

     

    Pointless change IMO. Not a huge deal, but don't see the point in it.

  3. Re: 6E Rules changes confirmed so far

     

    Re: COM. You know, the whole buying -10 and below COM thing from 5th Edition was a special rule that no other characteristic had. Doing away with that with a talent for being exceptionally attractive or ugly will at least get rid of a rule inconsistency. Seems like a net gain for internal logic at least.

  4. Re: people with powers

     

    Pattern Ghost I think you may be confusing Pulp for Pimp... man i miss me some Fortunato.

     

    Pimp too. =)

     

    I dunno, I could see him as a pulp villain. Weird forehead sperm and all.

  5. Re: people with powers

     

    I think the first Wild Cards novel actually does a good job covering the early history of superhero comics. Seems more deconstructionist than people with powers to me. The heroes run the gamut from pulpy to Golden and Silver Age, but all suffer from real world problems, and the world gives a nod toward taking a "realistic" approach to what would happen with an appearance of superhumans. For instance, it doesn't assume heroes will work together in super groups to fight the villains. Most supers don't bother to wear costumes. There isn't nearly as much investigation of common crime by the heroes, and in fact most of the conflict is constrained to groups of supers or to resolving plots to take government power. These have a lot of the feel of a people with powers setting. Still, Wildcards ends up with more of a comic/pulp feel than a more modern take on the people with powers setting does.

     

    I'd say the basic philosophies of the Wild Cards universe have a lot in common with -- probably inspired -- the type of setting we currently regard as people with powers, but I wouldn't put it clearly in that category, if that makes sense.

  6. Re: STR Adding to HKA's

     

    Good catch.

    :eek:

    I don't know. I was probably thinking of the OIF & Restrainable combo I've used for things like Captain America's shield. I know I started to add 'Real Weapon' and didn't because I wanted the builds to be appropriate for supers as well as heroic.

     

    Ah, OK. I was just wondering if there was something I was missing from 5ER, since I only have 5th.

  7. Re: people with powers

     

    Wild Cards still involved people suiting up and choosing a side, though. I think it has a lot of elements of what we usually call people with powers, such as exploring the impact of supers on the history of the world, but I don't think it strictly qualifies.

  8. Re: STR Adding to HKA's

     

    If you want to build a killing attack that is both capable of being used in HTH & Ranged combat then you must start with HKA and add the Ranged Advantage (per current RAW).

     

    example assuming a STR 20 character:

     

    18 Basic Sword - Supers: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (Sword; -1), Restrainable (-1/2) - END=0

     

    18 Throwable Sword (like a Katana)- Supers: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (vs. PD), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (Sword; -1), Restrainable (-1/2) - END=0

     

    Ok, this is completely off topic to the thread, and I apologize. But I have to ask, why would you allow Restrainable on an OAF?

  9. Re: Ninjas in a Champions game

     

    Speaking of mook ninjas...

     

    This reminds me of the time I tried to get my wife to play Marvel Heroclix with me. I finally talked her into (pestered without mercy) trying the game. So, we got some starters and set it up. We had a ninja in the pack.

     

    That would. not. die.

     

    My wife finally cornered the guy on the edge of the map with a heavy hitter. (I forget who, but it was something stupidly overpowered like Firelord.) And she could not roll high enough to hit that ninja to save her life.

     

    Well, we never played again, but I kept the ninja. I named him Lucky.

  10. Re: Ninjas in a Champions game

     

    Well, if you mean these guys:

     

    http://blog.adlo.es/2007/08/swipe_of_the_week_22feb1999_yukito_kishiro_vs_frank_miller.html

     

    Just give 'em OCV, DCV and Damage values. Describe everything else, from the smoke and flash bombs to the soft, moist thud they make as they slam into a wall, to the sounds of breaking glass as they enter and exit through the windows. If they get tagged, they go down. Or if they get tagged by twice by smaller attacks.

     

    On another note: Sad that a Japanese artist had to swipe some ninjas from an American artist. Where's the national pride??

  11. Re: people with powers

     

    I think that's a reference to the sub genre of supers wherein people have powers.

     

    Hope that helps. =)

     

    j/k

     

    Think of more realistic/gritty type supers worlds. Where ordinary people are somehow given/granted powers, and the implications of this are explored in a realistic* manner. In other words, everyone doesn't pick a side and suit up to become a superhero/villain. I think the show The 4400 is a good example, and Heroes is another example.

     

     

     

     

    Within the boundaries of the medium. "Realistic" usually isn't. But typically, things follow some sort of logic of the "what if" variety.

  12. Re: Most Clever Hero System Builds

     

    I still want to make the guy who has 50 points in 250 point supers for followers. I think that's a pretty good buy. You could get like ten clones of the 4th Edition Champions to follow you around and guard your stuff with 50 pts. =)

     

    Of course, you can get your own unit of 256 supers for just 60 pts. If you wanted to go to the active point cap for a power.

     

    Let's see.. add in a Multiform into... all of the 4th Edition Champions.

     

    Hmm...

  13. Re: Captain American Build 350 pts

     

    Oh, to answer your other question: They did fight, in Civil War. So it doesn't count. Plus, Spidey was wearing the lame Iron Man made costume. Here's a random link to a page of that: http://www.captain-america.us/messageboard/article5.htm

     

    If I were to look at it, I'd say at range, Spider-Man would dominate Cap. The only way the shield will land at range is if Cap uses a trick shot that makes Peter maneuver into the path of the bounced shield. I think he's too experienced to fall for that. If Cap can close the distance, though, even with the strength disadvantage, I think Spidey is in some real trouble. Things like broken ribs, pressure point attacks, etc. The Spider-sense isn't going to help when it's all elbows and a--another elbow in an up close fight.

     

    In the end, I think Spidey would gun and run like usual against the Marvel heavy melee hitters, and eventually pull out a win. I wouldn't complain if a (competent) writer threw the win to Cap, though.

  14. Re: Captain American Build 350 pts

     

    I'm not even sure if this use of Clinging would require any additional stats in HERO terms (like Usable As Attack or Damage Shield).

    Any thoughts?

     

    I wouldn't give an attack action away with a cheap power like Clinging. If the character wanted to do this all the time, I'd probably suggest they buy some +OCV levels with a Grab maneuver with the special effect being using the Clinging to grab.

     

    I'd have no problem with the person declaring the Clinging as a special effect for the grab. What you're suggesting is that the Clinging should make the Grab easier. That would require some more points, such as OVC with Grab.

  15. Re: So what concepts are you tempted to play on the MMORPG anyway?

     

    Here's a listing of the power frameworks confirmed in game, from Nexus' Unofficial Game Content FAQ over on the CO boards. Note the bolding. :D

     

    • Darkness
    • Electricity
    • Fire
    • Force
    • Ice
    • Martial Artist: Dual Blades
    • Martial Artist: Fighting Claws
    • Martial Artist: Single Blade
    • Martial Artist: Unarmed
    • Might
    • Power Armor
    • Sorcery
    • Supernatural
    • Archery
    • Munitions
    • Gadgeteering
    • Telekinesis
    • Telepathy
    • Custom Framework

     

    Here's a link to the Champions Online Sorcery Trailer.

     

    I'm not sure what exactly Valdorian Age magic looks like, but maybe that will help you decide.

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