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Silbeg

HERO Member
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Everything posted by Silbeg

  1. Re: [Review] CU: News Of The World (+ Long Argument On MPA's & Frameworks) Nope... I know this because Battlestar Galactica hasn't started up again ARGH!!!!
  2. Re: [Review] CU: News Of The World (+ Long Argument On MPA's & Frameworks) OOOOOoooooOOOoooooo!!!!!!
  3. Re: [Review] CU: News Of The World (+ Long Argument On MPA's & Frameworks) And should have been no big surprise, given his write-up in TUB.
  4. Re: Quote of the Week from my gaming group...
  5. Re: Hero Magazines I really need to renew my subscription... haven't even got 42!
  6. Re: What does HERO Games have against >30 DEX, INT and EGO? And then use it to pick up a bus, so that you can use all that extra strength to spread your attack and hit the DEX 43 person. That'll prove that DEX suxx0rzed! Or... or... wait! Get a 20d6 Energy Blast!! Then, all you have to do is spread it for 10 dice, dropping to a 10d6, but gaining +10 OCV!! That'll negate the DEX advantage!!! Or.... You get my point, right?
  7. Re: What does HERO Games have against >30 DEX, INT and EGO?
  8. Re: What does HERO Games have against >30 DEX, INT and EGO?
  9. Re: What does HERO Games have against >30 DEX, INT and EGO? Another quick point... on the INT part of the thread. INT basically only portrays quick thinking. So, a character could be a "super genius" with only a 10 INT... he just is a ponderous thinker? what?
  10. Re: What does HERO Games have against >30 DEX, INT and EGO? Even then, the balance wouldn't be completely restored, as almost every character in a superhero campaign would buy up their PD/ED (with or without powers), but they would still tend to not buy up their Mental DEF. But, that's just my opinion. In my games over the last 25 years, special defenses, other than Sight Flash DEF (including Power DEF and Mental DEF), tend to be purchased reactively, or as part of a general character schtick, or not at all. Funny how a player can justify Flash DEF with a pair of "Super Ray Bans" but the idea of having a small amount of Mental DEF is out of the question (until they are made into "mind puppet" by the mentalist of the week).
  11. Re: What does HERO Games have against >30 DEX, INT and EGO? In fact, EGO can have an even more dramatic difference. When the majority of Supers have an ECV of 3-5 (EGO 10-14, typically), an EGO of 20 (ECV 7) gives the Mentalist a 13- or better to hit anyone. Or nearly anyone. Since mental powers tend to be less well defended against than physical or energy, this difference gets compounded to make mentalists very powerful compared to others. In fact, in most games, who actually buys Mental DEF? I would argue that a trained paranormal (superhuman?) should probably buy 5 points of Mental DEF, and have an EGO of 13-15, much like the DEXterity of those characters will tend to range from 18-23 (as a low range!). The DEX differentials get mediated at least slightly if the lower DEX characters have higher defenses, which is rarely, if ever, the case with lower EGO characters!
  12. I am going to be in Santa Clara, CA for the next week, and was wondering if anyone knew of any gaming stores in that area. I would even be interested in meeting any fellow HERO gamers in the area. Thanks!
  13. Re: Please Help If you are running a game, and are looking for some published adventures/etc/. I would get Champions Battlegrounds (perhaps the best "module" I have seen!) Villainy Amok (lots of story ideas)
  14. Re: [Review] CU: News Of The World (+ Long Argument On MPA's & Frameworks) In any case, I have to say that what I have read I already like in the book. Got it yesterday, and consumed about 25% of it. There are a s***-ton of character write-ups... Finally, the Champions have the staying power to merit their reputation!
  15. Re: [book Review] Champions Universe: News Of The World Yeah, I noticed that one, too. Especially odd, since Steve Long has often said that Personal Immunity is implied with Damage Shield.
  16. Re: [book Review] Champions Universe: News Of The World In all of your examples, it is not unreasonable. However, you can buy these as a single slot in the EC (as a compound power). That way, you aren't getting the EC credit twice. Ok, this may be quibbling over numbers, but...
  17. Re: OIF: Items of Opportunity Ok, true enough.
  18. Re: OIF: Items of Opportunity Now, these are two things that I would see as balancing the brick and the blaster, per tesuji's argument. On the first had (UB51), I really like that rule. This rule allows bricks to use environment, etc., to increase the area of their STR attack, at the cost of damage. Without it, Grond swings a 5"X2" bus for 18D6, with it, he only gets 8d6. Bricks now have to pay for their "free" area of effect. Now, like the new write-up of Ogre on UB121, the brick can get the variety of effects, much like a blaster with an EB. He still needs to buy the reserve, which is something that most bricks probably won't do (at least at character creation), since that reserve is typically without Limitations. But, with a Brick Tricks multipower, the "cookie cutter" 60 STR brick gets much more versatile. The Shockwave and Arm Sweep powers are probably the only ones I see getting used very often, but both are decent. Other than using an MP for this, you could give the brick a +1/2 Variable Advantage (or more) to use with his STR, but I like this even less for a variety of reasons. However, if you don't like 'em, you have the choice not to allow them. Especially since they are explicitly prohibited under the vanilla Framework rules.
  19. Re: OIF: Items of Opportunity Of course, with the rule I was talking about, Brick A (without a defined power) would still have to spread his attack to get the AE effect while Brick B, with an EB AE OIF would get the full benefit without losing dice. Now, if the car is a typical midsized car, it would be 2.5" X 1.25" = 3.125 hexes. Using the rounding rules, make that 3 hexes, so Brick A gets a 13d6 attack, while Brick B (assuming his AE is big enough, 2"R would do it, though) gets 16d6. The rule for this is on TUB51, "Spreading an Attack". Note, that with a Brick Tricks "power stunt" either could do it...
  20. Re: How to build: Traffic Light Changer 22 Soap for Dr. Anomaly's Brain: Minor Transform 7d6 (Remove Post From Memory, Reading HERO forums), BOECV (Mental Defense applies; +1) (140 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Skin Contact Required (-1), Based on CON (Defense: PD; -1), 4 Charges (-1), Incantations (Requires Incantations throughout; "I didn't read that... I didn't read that..."; -1/2), All Or Nothing (-1/2) This should do it... You can even wipe 4 posts a day with this! Of course, if you are more exceptional than the rest of us (have more than 2PD/ED and/or more than 10 CON, it will often fail).
  21. Re: OIF: Items of Opportunity I have to agree... I am confused.
  22. Re: OIF: Items of Opportunity Glad to be of service. I know that once my players got used to this idea, they really seem to like it, too. Gives the bricks more options, without giving them more "freebies".
  23. Re: Force Field LImitation Question I would tend to agree. Now, my guess is that it is wanted to be a Force Field for special defenses (like against an NND)? If that is the case, you could use a healthy dose of handwavium, and call it a force field (and say that it stops NNDs, etc., that are stopped by Force Field).
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