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dsatow

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  1. Like
    dsatow got a reaction from Duke Bushido in Flight versus Throws   
    I'd allow it as both are uncontrolled forms of flight.  However, since the action is in reaction to an attackers move, I would make them abort and make an Acrobatics or Breakfall roll based on the distance thrown.  So, if they got thrown 10", they would need to make the roll by -10 to not move anywhere.  If they roll and get it by 5, they would move 5" and stop.  If in those 5" they'd hit something, they would take the full damage from velocity of the throw (10").
  2. Like
    dsatow got a reaction from massey in Penetration   
    Massey's response pretty much covers it.  I would just like to add two more points.
     
    Point 1:
    If the attack would normally do more normally than what get penetrated, you go with the larger damage.  So if a 6d6 blast does 6,5,4,4,2,1 = 22 stun against 15 defenses.  The attack would normally do 7 stun.  Calculating penetrating, it should do 6 stun (2,1,1,1,1,0 respectively).  Because 7 is greater than 6, the attack does 7 stun.
     
    Point 2:
    The penetrating damage is calculated after all defenses, including damage reduction and damage negation.  These defenses normally do not affect the penetrating damage unless, I guess, it's bought with impenetrable.  To be honest, I have never seen anyone put impenetrable on either reduction or negation, but I would assume it would be fine.
  3. Like
    dsatow reacted to massey in Penetration   
    I don't have the Champions Complete book, but I can answer generally.  Penetrating has existed in Champions for a long time, and I don't think they've changed it.
     
    The Penetrating advantage helps to ensure that a little bit of damage always gets through, past your target's defenses.  So when you roll the dice, you count the "Body" (though this is misleading in the case of killing attacks).  So let's say you have a 4D6 attack, Penetrating.  You roll a 1, a 3, and two 5s.  The '1' on the die counts as zero Body.  The 3 and the 5s each count as 1 Body.  If you had any 6s on the dice, those would count as 2 Body.  However much Body you rolled, that's how much damage will get through your target's defenses, at a minimum.  The type of damage that gets through is the kind the attack normally deals (killing attacks do Body damage, normal attacks do Stun damage, Drains... umm, do drain damage, etc).
     
    So Bob has a 4D6 Killing Attack, Penetrating.  His target has 20 resistant Defense.  Bob rolls crappy on the damage, rolling 4D6 and getting four 2s on the dice.  Well, each of those still counts as one Body (1 is zero, 2-5 are 1, 6 is 2).  So the attack does 8 normal Body, which the target shrugs off easily with 20 resistant Defense.  But is also counts as 4 Penetrating Body, so some damage still gets through.  The target takes 4 Body past defenses.  If the attack was a normal attack, they'd take 4 Stun past defenses.  If it was a Strength Drain, they'd lose 4 points of Strength.
  4. Haha
    dsatow reacted to Greywind in Need some names   
    Johnny Storm
    Susan Storm

    😛
  5. Like
    dsatow got a reaction from Doc Democracy in Invulnerability   
    Sorry, missed that on the first look through.
  6. Like
    dsatow got a reaction from Vanguard in Abort!   
    We have a saying: "Aborting to dodge is useless."  Not because gaining a +3/+5 to your DCV is tactically bad, but with a lot of our luck, if you abort your next phase, the GM will end up always rolling less than an 8 making it effectively useless.  The last time I heard the phrase from my fellow gamers, they aborted to a martial dodge making it a 6- to hit and the GM rolled a 5.  To put icing on the cake, the GM rolled just over 4.5 points per die of damage.
  7. Haha
    dsatow got a reaction from Shoug in Abort!   
    We have a saying: "Aborting to dodge is useless."  Not because gaining a +3/+5 to your DCV is tactically bad, but with a lot of our luck, if you abort your next phase, the GM will end up always rolling less than an 8 making it effectively useless.  The last time I heard the phrase from my fellow gamers, they aborted to a martial dodge making it a 6- to hit and the GM rolled a 5.  To put icing on the cake, the GM rolled just over 4.5 points per die of damage.
  8. Haha
    dsatow got a reaction from Gnome BODY (important!) in Abort!   
    We have a saying: "Aborting to dodge is useless."  Not because gaining a +3/+5 to your DCV is tactically bad, but with a lot of our luck, if you abort your next phase, the GM will end up always rolling less than an 8 making it effectively useless.  The last time I heard the phrase from my fellow gamers, they aborted to a martial dodge making it a 6- to hit and the GM rolled a 5.  To put icing on the cake, the GM rolled just over 4.5 points per die of damage.
  9. Haha
    dsatow got a reaction from Ninja-Bear in Abort!   
    We have a saying: "Aborting to dodge is useless."  Not because gaining a +3/+5 to your DCV is tactically bad, but with a lot of our luck, if you abort your next phase, the GM will end up always rolling less than an 8 making it effectively useless.  The last time I heard the phrase from my fellow gamers, they aborted to a martial dodge making it a 6- to hit and the GM rolled a 5.  To put icing on the cake, the GM rolled just over 4.5 points per die of damage.
  10. Confused
    dsatow got a reaction from Bruce Wallon in What is your superteam's rallying cry?   
    A common favorite is "Not in the face!" or "Delay!".
     
    Hrmmm, maybe I should make a speedster name Dee Lay, so when a tank yells out to Delay, he get a boost to his Ego!
     
  11. Like
    dsatow reacted to massey in What is your superteam's rallying cry?   
    I wasn't in this game, but one local group used the cry "Let's f*** 'em up!!!"  I think they called themselves The Brute Squad.
  12. Like
    dsatow reacted to ScottishFox in Flight versus Throws   
    From Volume 6E2 Pages 115+ on Knockback:
     
    A character with Flight may declare that he’s
    using part of his Flight to root himself to a single
    spot (or to remain at a specific location in mid-air,
    if he’s already flying). For every 2m of Flight used
    to stabilize him, he takes -2m of Knockback. He
    must declare which direction he’s bracing against.
    If he’s hit from an unexpected direction, he takes
    normal Knockback.
     
    Also, Resisting Knockback is a move that you can Abort to use.
     
     
  13. Like
    dsatow reacted to mallet in Help Driving HERO   
    Although it unfortunately never got released for 6th Ed, the Ultimate Vehicle for 5th edition has a lot of extra vehicle combat stuff that might be helpful to make the combat driving more interesting and would be easily adaptable to 6th ed. 
     
    But as to your question, I think since vehicle combat, driving and stunts are going to be such a major part of the game you should use Hero to create what you want to see/experience. 
     
    Maybe create some new skills like: Vehicle Stunts, Fast Driving, Fast Turns, Vehicle Jumps, Off Road, Chasing (both to follow someone and lose someone following them), Etc... And the players have to buy all these skills and they can by levels in each of them to start and as they progress. This will allow some of them to specialize in different aspects of driving and use them to their advantage. And make things different and challenging in situations. Maybe keep Combat Driving as the "control skill" (so no one can have any of the sub-skills higher then their Combat Driving skill) and they roll Combat Driving either only in situations where no other skill might apply or as a complementary skill roll to the other rolls in special situations. 
     
    And then maybe modify some of the other skills to be driving related. For example, allow the Teamwork Skill to be used in driving to coordinate special stunts (two cars towing a giant safe down a city street and working together to use it to take out the cars chasing them, or one car spinning and facing the other teammates car coming up behind them, and using their car as a ramp so the teammates car can use the "ramp car" to make a jump, or when a passenger has to jump from one car to the other) 
     
    You can make some Talents like: Damaged Driver (gives penalty skill levels when driving a damaged car), or modify Deadly Blow so that it makes the car do extra damage when ramming another vehicle. 
     
    Some powers might be: Hood Holding (Clinging, but only for staying atop a moving vehicle), Drive Thru (Tunneling but only for driving car car through a wall or building without taking damage), Slow Down (Drain vehicle movement but only by hitting the other car first), Smoke Screen (Darkness, but only by spinning the wheels of the car and burning the rubber).
     
    This is all off the top of my head, but you get the idea. There could/can be tons of great ways to build up and make a game like this really fun and cool, including adding in maneuvers and driving martial Arts like dmjalund suggests. 
     
     
  14. Like
    dsatow reacted to dmjalund in Help Driving HERO   
    Have driving based maneuvers and "Martial Arts" so different drivers can have different driving styles
  15. Like
    dsatow reacted to dmjalund in Shapeshift, Transform, and You   
    IMO shape change only changes your shape. At the basic level, you don't turn into a fly; you become fly-shaped. Shrinking may allow you to become fly-sized and flight may allow you to fly, but you still don't look like an actual fly.in fact, the difference between you and an actual fly is a Special Effect unique enough to identify that it is actually you. E.g. Beast boy can change his shape and size into any animal, but they are all a very distinctive shade of green.
  16. Like
    dsatow got a reaction from Lawnmower Boy in What is your superteam's rallying cry?   
    A common favorite is "Not in the face!" or "Delay!".
     
    Hrmmm, maybe I should make a speedster name Dee Lay, so when a tank yells out to Delay, he get a boost to his Ego!
     
  17. Like
    dsatow got a reaction from Trencher in How much would this limitation be worth?   
    It doesn't matter, the character only knows they have successfully hit once and the activation roll makes them believe they can hit a couple more times.  The player may know how well they hit by how well they hit, but the character really doesn't know they rolled.  So the trigger activates on any hit with an 11- or less chance to activate.
  18. Like
    dsatow got a reaction from Lawnmower Boy in What is your superteam's rallying cry?   
    For a little while, one of my groups was "Call the lawyers!"
  19. Haha
    dsatow got a reaction from Steve in What is your superteam's rallying cry?   
    For a little while, one of my groups was "Call the lawyers!"
  20. Like
    dsatow reacted to wcw43921 in Superhero Cosplayers   
  21. Like
    dsatow got a reaction from Vanguard in Freakin' Triggers, how do they work?   
    As GM, you control the game pace.  In this case, it's not about Kryptonite or specialty attack, but just a common attack type.
     
    1) If a player has a high level block and trigger attack linked to it, why wouldn't some of the villains?  What will happen is that in one phase, you will get a person blocking and riposting which in turn gets blocked and riposted until one of them fails.  Remember, anything you allow the players to buy, you should be able to buy for the NPCs.
    2) Ranged beats HTH in real life which is why the army is equipped with guns and not two handed swords.  Even in fantasy, a quick drawn thrown dagger spoils a fencers actions time and time again in movies.  If your city guards only have swords, then your city guard is poorly armed.  I would equip them with crossbows and have swords as back up weapons.
     
  22. Like
    dsatow got a reaction from Hatut Zeraze in Ideas for a Bigfoot Cop   
    I can see his nickname on the street as "Flatfoot" 🤣
     
    Any idea of the power level you looking at (8DC, 10DC, 12DC, 14DC)?
     
    I can see growth stats and maybe 3 levels of damage negation.
    A couple of PD/ED worth of resistant protection as toughness.
    A slight advantage in HTH OCV.
    Possibly claws and bonuses to climbing.
    A tiny little police pistol and the other standard equipment of police officers.
    Distinctive features.
    A psychological love of donuts, coffee, and beef jerky (Jack Links!)
     
  23. Like
    dsatow got a reaction from massey in Freakin' Triggers, how do they work?   
    The solution is using ranged attack.
  24. Like
    dsatow got a reaction from Duke Bushido in How does the 'Cover' maneuver work?   
    Just my $0.02.
     
    Personally, I think it's a matter if the player can decide whether to use a power that is at the issue.  If the player does not have a choice (i.e. that choice is preprogrammed into the trigger), then the action can occur during another action.  If the player can choose what to do with the action, then it can not occur in the same segment as another of the player's actions.
     
    Example: A trigger for a land mine would allow two attack actions in a single segment by the player because the player does not control the action of the land mine.
    Example: A player covering a target would only get their action or the cover damage, because the player can choose to release the cover.
     
  25. Like
    dsatow got a reaction from Grailknight in Freakin' Triggers, how do they work?   
    As GM, you control the game pace.  In this case, it's not about Kryptonite or specialty attack, but just a common attack type.
     
    1) If a player has a high level block and trigger attack linked to it, why wouldn't some of the villains?  What will happen is that in one phase, you will get a person blocking and riposting which in turn gets blocked and riposted until one of them fails.  Remember, anything you allow the players to buy, you should be able to buy for the NPCs.
    2) Ranged beats HTH in real life which is why the army is equipped with guns and not two handed swords.  Even in fantasy, a quick drawn thrown dagger spoils a fencers actions time and time again in movies.  If your city guards only have swords, then your city guard is poorly armed.  I would equip them with crossbows and have swords as back up weapons.
     
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