Jump to content

dsatow

HERO Member
  • Posts

    2,374
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by dsatow

  1. OK, before we go down this retread, say you have a choice of ALL GENRES and you have a CHARACTER APPROPRIATE FOR EACH GENRE. The GM in each GENRE is the BEST GM possible for that GENRE. You can only play in ONE game and the agents are in that game. Which do you choose? Also note, that you can choose multiple options in this thread. So if you like fighting alien robotic ninja cultist from underneath the earth. Choose them all.
  2. I don't know. It could be a major problem if it only affected people. Say you went out to eat and paid for a meal. As soon as they deposit the money you get no change and you get the bill again. They've forgotten you got the check and paid for it. In fact, if you ate alone, they are wondering why you are eating obviously someone else's food since they forgot you ordered anything. If you are with a group of people, they will constantly asking what you want to order. Doing anything in person will be problematic if you are on the side of the law. Are you a witness? Even if the lawyer has enough mental defense to not forget, what about the 12 jurors? How about villains? Have agents? Why should they follow you? They don't even remember you. Colleagues? You're obviously a law enforcement spy since no one remembers you. Any job you do for a "client" has to be written down as evidence otherwise they won't pay for a contract they never made. Any evidence eventually finds it way to the heroes.
  3. Normal is really whatever the GM sets normal as. If you try and compare it to people in the real world (as much as the game systems allows) then Strength 8 Average 198# man should be able to deadlift 155 (link) Dexterity 10 Nothing to guide this. So, I'll go with the benefit of the doubt and say 10. Constitution 8 Given the propensity of Americans to be overweight. In 5th and prior editions based on the figured end, you could guess that the average athlete with a speed 3-4 could sprint for 6-8 seconds. If they were pushing all that time, started on seg 12 with one recovery, that would probably be about 3-4 phases of pushed running or 11-12 end a phase. This converts out to about 33-48 end use with maybe a 7 recovery in there. I think an average person would probably get one to two phases before burning all their end or about 20 end used or a 10 Con. But all I know are computer geeks and gamers, so I see things skewed towards the unhealthy. Intelligence 10 I know, this seems high in an era where you have people attacking pizza parlors for harboring a supposed slave trade or believing the world is flat, but the average IQ in the US is 98. The more I hear in the news and the videos on the internet, the more I wonder about that value. Ego 8 Given the amount of Americans to impulse buy and be overweight and the success of the home shopping network ... Really though, 1 in 5 or 6 of Americans have a mental illness. That's 16-20%. So if "average middling sane is 10" then dropping it 16-20% would be about 8. Pre 10 Nothing to guide this. So, I'll go with the benefit of the doubt and say 10.
  4. I am curious what style agents people feel like are the best agents to trounce. I am leaving off Nazi/Facists because the last time I had a poll similar to this, they won by a 2/3rds margin. I also added multiple choice, so vote for the ones you like to fight if given a choice. Not that you will fight any agents because this is a Champions game.
  5. As a disguise, shape shift mental could mimic (with imitate) a person's mental signature. But it would not, mimic someone's mental powers. So, if a impersonated person has a tendency to read thoughts in non-combat time, a intuitive hero might suspect something being wrong.
  6. Yes, because whatever is powering the damage reduction is reducing the amount of magic that is powering the flame which in turn reduces the heat. A molotov is not magical, its heat is not reduced, and thus they take full damage.
  7. OK, point 1: we agree that historically, flails have not been used in combat consistently as a standard manufactured weapon of war. Then, point 2: we want to add flails to a game because cinematically, they are awesome or impressive or some such. OK, then why would a player ever want to use a flail? This isn't a criticism but an exploratory question. From what I remember of the original Fantasy Hero, the different weapon types had different capabilities. Swords were more accurate and had a +1 OCV. Hammers/Maces did more stun (+1 stun). Axes did a larger amount of damage. Picks had armor piercing. Furthermore Axes, Hammers, and Picks could become a combo weapon allowing the PC to pick any two. None of these weapons require a special maneuver to enact the feature. You just got the advantage. Granted, you can take a martial maneuver and get even better with the weapon, but even without the maneuver you could still benefit from the weapon. Now, let's look at flails. Per the rules, the -1 OCV is a penalty (god I now remember that's why I never took a flail in FH1, I am hoping it didn't make it to the future versions) if you use it's advantage which makes it useless against a buckler (+1 DCV) and of marginal benefit against a normal shield (+2 DCV). I say marginal because at the same time, your damage classes are taking a hit for the advantage on the flail damage. Worst, a buckler should be less effective against a flail as its a smaller shield. The flail should give a bigger advantage against the buckler user. As a player, you would be asking yourself why you took such a weapon because all the other options always give you the associated advantage (more accuracy, more damage, AP, more stun) in combat. Now we have a choice to make in our campaign. Do we keep flails? If we want to have flails not be the useless side weapon and make point 2 above, then what can we do? Ninja bear suggested a 3 point maneuver for +2 DCV and the ability to use the flail maneuver. So long as this also negates the -1 penalty noted in FH2p88 that ninjabear noted, it's tempting. Unfortunately, it doesn't add any damage. For a 4 point maneuver, I can use the other weapons noted in this post, get their advantage which applies to almost all targets (assuming most targets don't have hardened PD) and a bonus 2 DC. To be honest, I would just negate the flail maneuver penalty and/or let the indirect advantage also apply to blocks (making it an unblockable weapon or giving it a bonus against blocks). Better yet, instead of giving it the indirect advantage, it would be better to just give flails a +3 OCV only against blocks and shields (+2 if you get rid of the flail maneuver penalty). This also removes the damage penalty from having an advantage on the weapon.
  8. So, I've been online looking at flail fights on youtube. For the most part, the flail seems to be less used to get around one's shield as to counter people using their weapons to block. It doesn't seem to be a great weapon compared to a sword but it isn't super bad. But in comparison with other options, I wouldn't want to use one. https://www.youtube.com/watch?v=ukvI295xDRw https://www.youtube.com/watch?v=FWVY3EqU6Ok https://www.youtube.com/watch?v=haSHLtn-6tE And here's a guy (and he's not the only one) that basically says that the flail isn't the best medieval weapon. https://www.youtube.com/watch?v=Ox4sCJnCpzo Finally, here's a historian from the Smithsonian. Not a video but an interesting read. He believes the flail might be symbolic or even an experimental weapon which failed. He does note that two handed flails did exist, but the flail as a one handed weapon probably did not. https://www.publicmedievalist.com/curious-case-weapon-didnt-exist/
  9. I think you misunderstood what I was asking for. I understand what the -1 OCV is for. What I am asking for is where the reference comes from. What book? What edition? What page?
  10. Regarding how to use a flail. Let me see if I can help restate the issue. A short sword can be used to slash and to stab. The maneuvers are different but the damage the short sword does is the same. What the people who are wondering what the difference is, is what is the difference in usage? Take a nunchuku. A nunchuku is basically a flail. The damaging part of the nunchuku is always the other handle. If you block the nunchuku with a sai, it basically swings around and still has a chance to hit the target. A martial artist will swing a nunchuku more efficiently than a non-martial artist and get more speed and power out of a swing, but both will still use the weapon in the same fashion with regards to how the weapon will damage the target.
  11. I'm not sure where this is coming from, but I haven't played fantasy hero in a long time. Can you reference where this comes from?
  12. I generally play that the flail has the power rather than the maneuver. So any regular strike would work and the DCV from the shield would not be counted when using the flail. But it sounds fine if you want to make a special maneuver for it. Just a bit different viewpoint I guess.
  13. I generally play VPP, if limited by a special effect, then all powers from that pool must have that special effect. This is not to say that they can't have multiple special effects. Fire is fire despite it being a magical effect. If a mage fires a fireball into a library, are the resultant fires magical or not? I generally rule, that yes it's fire and will act like fire. It's also magical and will act magical.
  14. From what I could remember the game had 4 Spd 7 characters fighting 3 Spd 7 Characters and a bunch of agents at the bottom of the tripsheet. The bricks were speed 4 and were fighting bricks. Back then, most brick actions were limited and most agents had low damage attacks (I've changed my retinue of attacks since 4th ed). So all the lower damage fighters fought each other while high damage high defense fighters fought each other. The people playing the bricks would leave their DCV and Def on the table for people to see. They would get hit a lot, find out how many times they took stun and resume later. Their defs, stun, and con were high enough that it didn't matter in the short term. So say you are at segment 9 as part of the brick pack and just finished your segment, this meant all the agents would go. Then top of 11 with the 7 characters(PCs and NPCs) going, then top of 12 with them all going again, before the bricks went. Assuming each action took 3 minutes, that's 42 minutes of non-brick actions. This doesn't include speedsters who did multiple move bys. If a brick aborted, it was even worse for them.
  15. This sometimes happens, especially in combat, where say 2/3rd your players are martial artists/speedsters, and the other 1/3rd are slow plodding bricks. I've had players go out for lunch, come back with pizza, finish the pizza, by the time all the speed 7s were done and the speed 4s could go. In role playing situations, I try to do the "round the clock" method where you go to each player and ask them what are they doing and giving them 5 minutes. This doesn't alleviate them not doing anything, but then again, its not like I didn't give them a chance,
  16. Its just bad writing. Originally, the ring couldn't be removed unless it was done by an Oan, a Green Lantern, or programmed by the ring. In the comic, there were scenes where they would try to pull the ring off Hal's finger with machines designed with the Strength of Superman to no avail. Some time I think in the 90s or early 2K, this seemed to change.
  17. But if it affects the interaction of the story a lot, even if its not combat related, the GM may want you to buy the skill. For example: If say you have PS: Singer 14-. Normally, its just fluff and most GMs won't care if you buy the skill or not. But if you use the skill a lot in the role playing session, it can be a factor. Like say in one session, you sing to the troops to raise their morale. In a bar, you begin singing to distract people from your teammates actions. There is a crime boss you need to infiltrate, you use your ability to sing to get into his night club. None of these actions are combat related but could affect the game.
  18. Persistent Uncontrolled Constant Flash at 0 end would rob the target of the sense until the situation which would cancel the uncontrolled power would shut it off, right? (Assuming the flash lasts long enough between phases.) Also, if the power is running, I assume the user can cancel the power. Is this a bad assumption?
  19. The GM. Most of these are agents. The agents made in most supplements are one character sheet fits all these mooks. The best agent or second tiered villains I've had are using a generic template for a brick or some such and then during play, I just come up with a power or personality quirk on the fly. If the character is well received, after the game, I write up a full sheet for them.
  20. The answer to any "A normal person can't do it." is "I'm Batman."
  21. Just a comment I had a player once who asked for other player input. He basically said, "My Int is at best a 13. I am playing a 23 Int character. I could use the help."
  22. That's what you should ask your GM. And don't be surprised if it comes up enough, the GM may ask you to buy the skill.
  23. Another way I've seen done, is to use tunneling.
  24. Area effect continuous selective/non-selective autofire(5) with charges, does the power use up 5 charges or 5 charges per target? It seems more disadvantageous if it uses more charges per target. How much more would that be?
  25. Though, that was actually out of combat.
×
×
  • Create New...