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Nygenn

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  1. Reviving an old Thread. I've enjoyed the Bestiary for some years and always greatly enjoyed it's contents, however... Has anyone else ever thought that the index is mess? It should have just stated an alphabetical list of creatures, beasts and animals instead of dividing everything into categories. Though the categories could/should be mentioned in the creature profiles. The way it's done now just makes it unnecessarily complex to find things since you first need to know it's mythological origin or classification. Additionally, the classifications don't even seem to make any sense this way. Goblins seem to fall under Giants, Harpies and Griffins are under Golems. Buffalo, Camel, Chimpanzee, Giant Clam, Alligator, and Deer seem to be listed under Great Cats. The whole thing is just needlessly complex and searching for anything particular generally means reading through the entire index from top to bottom until you come across what you need.
  2. Greetings Mr. Long I have a question regarding attacks on and by smaller targets. 1) Do attacks against really small characters automatically become area of effect attacks? As for an example I have a minuscule sized Fairy character in combat with a normal human sized opponent. The GM in this case argues that since the hand of the human is large enough to normally encompass all of my character the attack would automatically count as an area of effect. 2) That same minuscule Fairy is going to attack the human back with a melee attack (ignore the futility of a fairy's physical punches). I want the Fairy to fly up to the man's face and attack. The GM tells me that will require me to take the -8 OCV to aim for the head. I argue that since I am up in the man's face, with my limited threat range I can only hit the face even if I swing with my eyes closed and should thus, not get the aimed penalty. I am however, required to take a move action first to reach the head. I believe that the answers of both questions boil down to a similar answer concerning "reach" of smaller characters. I hope you can shine some light on these situations. Thank you.
  3. Re: Power advantages to Martial Arts all fair points. The NND is solelly for the purpose of evading someone's PD. any other defense still applies. Other idea's were perhaps adding a damage shield to the block maneuver and/or autofire to the fast trike etc, stuff like that. While I see why most of you say that it's best to simply create them as powers, I don't really see what difference that would make. The effects would/should still be the same as when you simply add an advantage to a maneuver right? All in all this whole idea is nothing that'll happen fast. We get about 3 exp per adventure and have to buy flavor skills from that too. (examples are spesific dances, or board games, or new dishes you learned to cook). So it'll really be a while before any of this is ever going to become something. Still this is the ultimate goal I have in mind for my character. For her to turn this basic martial art style into something more advance. (think in the style of mixing Chi, Chakra, magic energies etc)
  4. Alright I'm having a bit of trouble creating a fancy martial art style. The idea is the following: I have a martial artist that has already mastered a martial art form, though in effect this martial art is just the basis for more advanced techniques. I was planning on applying advantages to the indivudual maneuvers to make them stronger, more potent. (see it as a way of the character taking the martial art style to a whole new level) There was one specific effect I kinda got stuck on. I wanted to add the advantage No-Normal-Defense to the entire style, though obviously it'll only apply to the maneuvers that deal dmg. The thing is, how do I do this? Do I have to buy NND for each maneuver seperatly, or do I buy a Group Naked Advantage? In which case the group would be all the maneuvers in the style. And even if do say yes or no I'm not sure I'll know what to do. I find the part about naked advantages and the part about applying power advantages to maneuvers to be a bit complicated. (english is not my primary language) Please some commends on this if you can. Thanks ----------------------------------------------------------------------------------------------------------------------------------------- PS: just to clarify what I'm referring to I'll post the Martial Art Style I made. JYUUKEN PO Maneuver: Hakke Kuushou (shove) Phase: ½ Cost: 4 OCV:+0 DCV:+0 Effect: +15 STR to Shove Maneuver: Hakke Nishou (Defensive Strike) Phase: ½ Cost: 5 OCV:+1 DCV:+3 Effect: STR Strike Maneuver: Hakke Suitai (Martial Disarm) Phase: ½ Cost: 4 OCV:+0 DCV:+0 Effect: Disarm; +10 STR to Disarm roll Maneuver: Hakke Sujikai (Root) Phase: ½ Cost: 4 OCV:+0 DCV:+0 Effect: +15 STR vs. Shove; Block, Abort Maneuver: Hakke Tonsou (Martial Escape) Phase: ½ Cost: 5 OCV:+0 DCV:+0 Effect: +15 STR vs. Grabs; Target Falls Maneuver: Hakke Yonshou (Fast Strike) Phase: ½ Cost: 4 OCV:+2 DCV:+0 Effect: STR +2d6 Strike Maneuver: Hakkeshou Fusen (Martial Slide) Phase: ½ Cost: 5 OCV:+0 DCV:+0 Effect: STR Strike; Target Falls; Fmove Maneuver: Hakkeshou Kaiten (Martial Block) Phase: ½ Cost: 4 OCV:+2 DCV:+2 Effect: Bloack, Abort Maneuver: Shugo Hakkeshou (Martial Dodge) Phase: ½ Cost: 4 OCV:- DCV:+5 Effect: Dodge, Affects all attacks, Abort SKILLS Cs: Contortionist Ks: Jyuuken
  5. Re: This old wound... Maybe a vulnerability on a certain location. Or something a little differently. One of my characters for example has a terribly damagaged arm that doesn't recover anymore. I took it as a permanent form of 'disable' on the left arm. Gives him 2 extra penalties on every skill he attempts with that arm and gives him 2d6 NND STUN whenever something hit the arm or he hits hard enough with it. It's one of the most limiting disads I've played so far. it really cripples your character but I love it and wouldn't want some surgeon rob me of it.
  6. I need some clarification concerning a piece of text explaining the sweep maneuver. In 5th revised on page 397 about halfway trought the sweep explaination it says the following: "With the GM's permission, a character can Sweep with more than one Combat Maneuver ---for example, Martial Disarming one opponent while punching another. In this case, Maneuver bonusus to OCV are not cumulative (each applies only to the attack it is used with)," Does that mean that if you sweep and use the same maneuver for all attacks the OCV stacks? My thanks in advance.
  7. Hello mr. Long it's the one with the silly questions again. This time I was wondering about offensive maneuvers with the abort function. I've read the UMA and know that it's absolutely forbidden to build Abort into an offensive maneuver, my question is why though? I don't really see why it can't be allowed to abort to a strike. You don't get any extra phases, you just hurry along your next one after wich you're left without any for an extended amound of segments. I originally thought up a strike with abort when I was looking for a way to fight against characters with more SPD that are otherwise the same. Normally you would never be able to enjoy the bonus of stunning someone if that someone has more SPD, with an abort to strike you could, although only once. I must me missing some situation that becomes available that horribly unbalances the game in some way because I really don't see why this has to be so explicitly forbidden. I hope you can and are willing to answere this question, it's a little different from your usualy questions but it's kinda bugging me.
  8. Re: Fighting against more speed Ok that's all fine and dandy, and there are lost of different ways to make sure you get to attack someone before he delivers the finishing blow, but I'm still wondering why it's so forbidden to have an offensive maneuver with the abort function. Is it that good that it unbalances the game so much? Just put aside the fact that abort is supposed to be for defensive purposes only, why isn't it possible to hurry along your next phase so to speak in situations where you know you're about to beaten anyway? Maybe I'm just being an annoying little brat that's just asking silly things, but I really don't see why it should be make so impossible as it currently is.
  9. Re: Fighting against more speed No I understand the rules (for the most part) and I read parts of the UMA, I just don't see why abort needs to be a defensive element only. Loking at things from a cinematic point of view, you see an attack incomming fo you abort your next move to dodge or dive for cover, but why wouldn't you be able to use your next move to raise your weapon and use this instant where your opponent comes to you to deal some dmg.
  10. Re: Fighting against more speed Thanks to everyone for the information and different opinions on how to deal with faster opponents. The initial question wasn't really about hoping to win against a combat superior opponent but how to best deal with one should you come up against him/her. I am really happy with the replies i got. Then on a slightly different note. Why is it so explicitly forbidden to build an offensive maneuver with abort. The way I see it you can only benefit from it once in combat against the same opponent much like any other maneuver. I wouldn't have raised an eyebrow if it had just a warning note attached to it, but the way it's written down makes it seem like it's the ultimate taboo that's not going to happen even should the GM allow it. Why? I must be missing something.
  11. Re: Fighting against more speed Ye ok it's true that instead of extra speed you can buy other stuff to overpower someone with more speed. I was really just seeing if there were some idea's on how to best approach someone that's faster than you in combat, but otherwise equal. Not sure i I someone here said something about that but how much would it cost to just improve your base CV the way more DEX normally does, without actually buying more DEX?
  12. Ok so, going by what you've told me you keep getting the cummulative -2 OCV modifier on each consecutive block regardless who you are blocking for, be that yourself or someone else. That much was already clear. Next thing I learned from your explanation is that when you block for others you only get the -2 OCV for blocking for another once regardless of the amound of blocks you make for others (be that one or more). This is new for me as I thought you'd get the -2 OCV when blocking for others each time you attempt to block for another. (in the example of blocking for someone else 3 times in a row you'd do so at -2 plus -4 plus -4, thus the last attempt would be made at your starting OCV -10) I'll give you another example fight (please bear with me but I really want to get this right) Hero A starts with 20 OCV to block. He blocks for himself at -0 (20), he then proceeds to block for Hero B to his left at -2 to block for other and another -2 for consecutive block (leaving a total of 16 OCV). Then he blocks another strike aimed at Hero B. He only gets a -2 for consecutive block but not the -2 to block for other because he already paid that once (total OCV is now 14). After that he blocks for himself again and does so with 12 OCV. If he would now block for someone else again, be that Hero B to his left or Hero C to his right he would only get a -2 from consecutive block and not an aditional -2 to block for other because he already paid that once in this chain of blocks right?
  13. I was wondering if there are any tactics one can use to fight against an opponent with a higher speed and dex. let's say you have 4 SPD and 20 dex and your opponent has 5 SPD and 23 dex. The 5 SPD character plays it save and keeps full DCV until he gets his free phase in segment 10 where he goes full OCV only to return to full DCV again in segment 12. I figured that the only way you could actually really fight a battle like this would be with an strike maneuver with the abort function in it, only to discover that that's not allowed. So what's left? besides multiple attackers.
  14. The other day there was a little discussion within our group about the OCV penalties assigned to multiple blocks. The question is this: do you keep the -2 OCV when blocking for someone else when you're blocking consecutively. I'll give an example. Lets say two heroic friends are standing right next to eachother and are being surrounded by enemies. Hero B is hurt so it's all up to hero A. An attack is being made on hero A and he decides to block. (let's assume his total OCV is 20) He blocks the attack successfully. Now another attack is aimed at him and he continues blocking so he gets a -2 OCV for a consecutive block right? making his total OCV 18. Again he blocks successfully, but then an attack is being aimed at his friend, Hero B and he wants to block that attack as well. So he makes that block at -4 OCV (-2 for consecutive block and -2 to block for others) reducing his total OCV to 14. and here is where the disagreements began. I believe that if he would now block again for himself he would have to do so with only 12 OCV left meaning he keeps the penalty he received when blocking for his friend earlier, whereas my friends are convinced he still has 14 OCV left to block because he gets back the -2 OCV he received when blocking for his friend because he's now blocking for himself. What is the right way here?
  15. Re: Weapon Speed Yep that's pretty much it, and I know that on short distances it doesn't really matter, but often enough I see my fellow heroes trying to shoot things at the maximum range of their bows and hit everything just because they have sufficient levels. Sure those levels can be used to better aim and counter all the aditional factors such as the arc in which the arrow flies and wind that might alter it's course a bit and whatnot, but surely not the speed by which it flies. More than once, when I see arrows fly 400m in single phase I'm tempted to build a maneuver that adds velocity dmg and abuse the 'realism' we're currently using. Of course I'm nitpicking a lot and being very annoying about it, but most of my characters are melee only and often on the receiving end of such arrows And I don't always want to be forced to buy Missle Deflection or build a new character. So that's why I was looking for something like that, pretty much an extra time: next segment limitation on arrows and other projectile when they are supposed to cover a large distance.
  16. Re: Weapon Speed Hmm, hadn't looked at it from that angle... now I feel all stupid and silly And Thanks but no thanks Crypt. I was actually hoping for something along the lines of a system someone might have deviced that says that arrows take so many seconds thus segments to travel X distance, which would make hitting moving targets over long distances almost impossible unless they don't see it comming. Please someone tell me that this sounds logical to you too.
  17. Re: Weapon Speed Thanks for the advice, I'll see how or what. In the meantime, there's anothing thing I would like to hear some different opinions about, and it's got to do with weapon speed. I'm talking about arrows. We like playing Fantasy Hero and bows and arrows are plentyful there. The thing is though, is there a way, not to complex, to make arrows fly a little more realistic? Let's say you shoot an arrow at it's max range somewhere over 200", acording to the rules the arrow travels that distance instantly, while in reality you'd shoot the thing ina curve and it'll be a few seconds before the arrow lands. I hope I'm conveing my question right, I don't really have a way with words
  18. Re: Weapon Speed I'm aware of the Weapons Lenght rule and really like it a lot to be honest, but I don't really see it affects a weapons speed or better said, the characters initiative with a specific weapon. I still think that applying DEX penalties is the best way to go about this, the main problem now is just to determine the severity of the penalty. Either assign individual penalties or come up with a system, maybe one based on the STR minimum of a weapon like: 1-10 STR minimum poses a -1 11-15 STR minimum poses a -2 16-20 STR minimum poses a -3 20+ STR minimum (should you ever make something like this) -4 All in all, my thanks to everyone for their thoughts and assistance so far ^^
  19. Re: Block Thanks everyone, now hopefully I can get my GM to see things the way most of us do here ¬_¬ Sean Waters, Buying a missle deflection just to deal with guns in melee might not be such a bad idea. Maybe, if I make my persuation with half or more I can convince my GM to even let me buy a missle reflection version of it, thought that's really a more secure form of grab weapon if you ask me.
  20. Re: Cheap and Effective Well of course there is a counter measure for every possible power out there, I'm well aware of how to deal with the powers and abilities I make and use. I was requesting you to share with me any similar small/cheap powers and or abilities, not to point out the weaknessess in mine. ^^ But thanks for reminding me anyway.
  21. Re: Block Actually what I meant with 'changing the target' was that it should have been me but I made it so that it isn't. And you can use someone else to attacked something you want with the grab weapon move. But ye, the main question was if it would be reasonable to allow someone to block a gun in close combat, since technically a gun is classified as a ranged weapon and should therefor countered with missle deflection.
  22. Yo, I believe I got the right board this time... ¬_¬ Anyway I was wondering if people here some idea's for small but effective powers (small being a real cost of 10-). An example being one I really like and often use, I like to call: Static Ranged-Killing-Attack: Thunder (ED) 1 Pip, Penetrating, Autofire (1/5) Penetrating says that always 1 BODY at least gets trough no matter the defenses, so then why bother with an attack that does more that just 1 pip right.
  23. Re: Weapon Speed First of all, I'm sorry for missplacing my questions, it won't happen again. Second, thank you all for your comments. I do see the trouble in actually keep track of weapon speed and I doubt I'll ever use it, although the suggestion CTaylor made about it affecting DEX to determine whose first is a nice option. I might actually use that thanks.
  24. Yo Something i've been thinking about and wanted some different perspectives on is 'Weapon Speed' Would it be a nice idea and if so how, to add speed modifiers to weapons. The only thing that differenciates weapons now is the dmg they do and, if you use the STR minimum rule, the accuracy. But don't you think that a knife, for example, should be able to slash faster than someone would swing a flail or other heavy weapon type? Or maybe I should have turned things around and said that heavy weapons would be slower than light weapons as to avoid the misunderstanding that wielding light weapons make you faster. please, your thoughts on this subject, thank you very much.
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