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dsatow

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  1. Haha
    dsatow reacted to Pariah in Superhero Cosplayers   
    That is hilarious.
  2. Thanks
    dsatow got a reaction from novi in Philosophy of Complications: Secret Identity   
    I disagree.  I believe it is a social complication.  Its is not the reason for the complication that the points are awarded but the complication itself.  Even if there is a psychological reason for the secret (or public) id, the complication itself is social (unwarranted publicity, harassment, etc).  Its just like having distinctive feature for dressing funny.  Its not a psychological limitation that you chose a funny mode of dress, rather that you dress funny that causes the problem.
  3. Like
    dsatow reacted to Hugh Neilson in Critical Hits in the Hero System   
    I like Doc's idea.
     
    Many "do more damage" critical hit models for Hero use a "roll less than half of the number needed to hit" approach, so if you hit on 11-, you get a critical hit on 5-.  Most commonly, that means either maximum damage or double damage.
     
    Some use critical hits only on a 3 - 1 chance in 216, so rarely occurs. 
     
    However, as assault notes, the system has a lot of existing potential for critical hits which are not connected to the to hit roll.  3 - 5 is 4.63% likely (as close as we get to 1 in 20).
     
    I think it is important to recall that, over time, critical hits will penalize the players more than the opposition.  The players will have a lot of rolls against them, so they will be the subjects of critical hits as often as they deliver them.  If a critical hit is likely to be lethal, a PC gets a critical and nameless Orc #263 is instantly killed - lots more where he came from.  When the opponent gets a critical and the player needs a new character, they may start to question why they wanted critical hits in the game. 
     
    I find that, often,  the less likely the critical is, the more impact it is given.  A 1 in 20 chance of doing some extra damage that will help, but not likely end the battle, is one thing.  One chance in 216 of rolling a 3 and decapitating the opponent?  The players will have more than 216 attack rolls against them over time.  Do we want a random "time for a new PC" event arising every few sessions?
     
    If we don't, but we do want criticals, then less devastating, perhaps more frequent, criticals seem like they are in order.
     
    Keep in mind that whatever the critical is based on becomes more powerful.  "Half what you need to hit" incents more OCV to land a critical, and more DCV to avoid one.  The tank, easy to hit but hard to hurt, is a much less viable build when "easy to hit" also means also means greater exposure to critical hits.
  4. Like
    dsatow got a reaction from Ockham's Spoon in Luck...   
    I currently use luck as a re-roll mechanism.  This has been explained in a variant rules thread a while ago.  I side with the group that the RAW is a bit to ambiguous for my tastes.
  5. Like
    dsatow reacted to Doc Democracy in Small Guns how would I build that they are hard to notice and find if hidden on the person?   
    I don’t think I would allow the focus on the skills at all - that all wraps into the idea of self only.  Neither is the skill hurt if the focus is lost as the need to conceal it is also lost.  The character would have no need to conceal a focus he is not in possession of and so losing a bonus for that concealment does not limit him.  Therefore no limitation.
     
    I did not remember either-so I looked at the rulebook :-).   In 6th there are no 5 point levels and the rules say that the GM ‘may’ put Restrictions on what kind of levels can be limited.
     
    Doc
  6. Thanks
    dsatow got a reaction from Pattern Ghost in Small Guns how would I build that they are hard to notice and find if hidden on the person?   
    It was a rule in 5th.  In 6th, I think they removed it, but I don't know for sure.
     
  7. Thanks
    dsatow got a reaction from novi in Philosophy of Complications: Code vs Killing   
    I think one of the points here is, a complication is something unique to the character.  If the GM says all PCs have to have a 0 pt CVK.  Everyone has a 0 pt CVK.  If they give you points for it, that's nicer.  But if you are the only one with the complication, then it will haunt you in the game.
  8. Like
    dsatow reacted to Doc Democracy in Philosophy of Complications: Secret Identity   
    My understanding, like assault’s, is that a complication complicates your life.  Not taking a complication means that it does not complicate your life.
     
    so, having a hunted complication but no secret ID complication does not mean you do not have a secret ID but it does mean that, regardless of your identity management there are no related complications.  The appearance of the hunting character does not draw in your private life in any way, it never occurs to your hunters to threaten family, friends or colleagues.
     
    Doc
  9. Like
    dsatow got a reaction from bigbywolfe in Small Guns how would I build that they are hard to notice and find if hidden on the person?   
    Just a minor correction there. 6e1p380 the difference between OAF and IAF is a half lim.
     
    OAF = -1
    OIF = -1/2
    IAF = -1/2
    IIF = -1/4
  10. Like
    dsatow got a reaction from Brian Stanfield in Limitations 2: The singling.   
    Pomme Frites are ok, but America I believe has the best variety and taste by far (though my sample size is only limited to 6-7 countries so take it and fries with a grain of salt).
  11. Like
    dsatow reacted to 薔薇語 in 'Everyone Fears Me', how do I make that disadvantage   
    If there is no particular benefit to the PC, I would probably go with both Social Complication: Everyone is Distrustful and Distinctive Features: Frightening Aura. 
     
    Social Complication because we are modelling the social response to him AND Distinctive features because it is something innate to him.
     
    If the effects are benefiting the PC, you could build it as an Uncontrol and set effect Mind Control or PRE for PRE attacks to cause fear. Should be fairly cheap. You could still let them keep the Dis. Features with that build. 
     
    La Rose.  
  12. Like
    dsatow reacted to Greywind in Maneuvers w/ an attack action plus taking held half phase actions vs. aborting   
    1) No. Combat action (Martial Punch) ends his phase. There is no half-phase action left.
     
    2) No. Does not stack. Dodge modifiers take place.
  13. Like
    dsatow got a reaction from Duke Bushido in Do you need Personal Immunity or just Selective Targeting?   
    OK, 6e does not let you take selective on darkness.  
     
    Since you probably won't get an answer by Steve for 5th ed questions, lets take this logically.
     
    Personal Immunity says you and those with like immunity can not be affected by a power.  End of Story.
    Selective Targeting lets you choose which targets within an area of effect will be affected by the power.
     
    If you are just trying to avoid being encompassed by your area of effect, either power works for you.
    If say the area of effect is also sticky, the Selective Targeting will prevent you from being initially targeted but will not prevent the area of effect from being forced on you by someone it is stuck to.  Personal immunity means you will never be affected by the power.
     
    Thus if the power has selective targeting and is somehow reflected back on the user, the power will affect them.
     
    Example:
    Donnie Darko has a magical spell which blinds anyone he targets within a 5" radius.  Mirrorcaster can reflect powers directed at him to other people(reflection).  When Donnie Darko casts his spell, the GM rules Mirrorcaster can reflect the spell back at Donnie Darko who is also in the area of effect.  If Mirrorcatser hits, he too will be blinded.
     
    As always, this is my two bits.  Other people may have different interpretations.
     
  14. Confused
    dsatow got a reaction from TranquiloUno in Do you need Personal Immunity or just Selective Targeting?   
    I didn't think you could do selective targeting with darkness' area of effect as it does not use the area of effect advantage.
     
  15. Like
    dsatow reacted to Hugh Neilson in Time Lord Regeneration   
    A simple option is that it's a backstory for a new character who is replacing the dead character.  Why should you pay points for the privilege of continuing to be in the game with a new character?
  16. Like
    dsatow reacted to Hugh Neilson in Healing...self only?   
    I'd say "no limits" Aid or Absorb would be much more problematic.  I think the healing cap arose when Fantasy Hero was first created (we did not have Aid or Healing in Champions 1e - 3e, only in Fantasy) as a backlash to the D&D tradition that we could heal a character of enough damage to kill an elephant multiple times every day.  D&D, of course, had limited spells per day, which Fantasy Hero avoided.  If you want BOD damage to be a more serious issue than STUN damage, it can't be recoverable in full after every combat. 
     
     
    I'll take the blame for that one.  I hated the 5e FAQ requiring any advantage on Transfer being purchased twice, once for the Drain part and once for the Aid part.  I doubt Transfer would have been an independent power if we had Aid and Healing from the start - we would have made compound powers instead.  Adjustment powers in general have always had issues.  1e, only characteristics could be drained or transferred,. 2e/3e brought us Power, rather than CHAR, drains and transfers, while Fantasy Hero brought us Aid and Healing.
     
    4e brought us the vastly problematic "Aid both aids and heals" model.  5e cleaned some of that up.
     
    6e made Drains ranged (so a STUN drain finally could match an AVLD Blast) and cleaned up the "Transfer advantages/limitations" conundrum.  It also removed 5e's "once you can't gain more points, you can't drain more points" inequity.  It also allows a "healing transfer" by linking Self Only healing instead of self only Aids to a Drain. 
     
    So now we can buy 1d6 Drain (10 AP), joint Link with Aid (-1/4), Unified Power (-1/4) 7 RP + 1d6 Aid, Trigger (+1) 12 AP, Self Only (-1), Linked to Drain (-1/2), Unified Power (-1/4), limited to points drained (-1/4) 3 RP.  That's not the book build - I  think "must use Aid with Drain and vice versa" limits both, especially as you must spend the 1 END for Aid even when your Aid is capped out, and that not getting any Aid when your opponent has power defense mandates a limit there.  2 END and 10 RP per 1d6.  And, if you want a reduced fade rate on one, you put it on that one, or if you want it on both, you put it on both.
     
    Overall, I think it's better (both more appropriately costed and more flexible), but it's certainly not as easy as "15 points per 1d6".
     
     
    Ditching the cap means 1d6 Healing cures everyone on the team of all afflictions between every combat.  It also means you can clean out the hospitals pretty rapidly.  That Multipower makes "pick self or others" pretty inexpensive to overcome too.
  17. Like
    dsatow reacted to Lucius in Magic that requires adherence to a moral code to be used.   
    The most obvious answer is to use a Conditional Limitation: Only with approval of Deity, and set the value of the Limitation wherever you think it should be based on the parameters you want.
     
    Another option is to use some variation of Charges with the "Recovers under limited circumstances" option, and again set the difficulty by how hard you want it to be to use the power again; "must tell only the truth for a full day" or "pray for 15 minutes" or "perform some generous act of almsgiving" or whatever.
     
    Finally you can give the inspired character a (fairly expensive) Contact with the Deity in question, and treat specific powers like "equipment" or assistance from the Contact. That would be if you really want to get into roleplaying the Entity that dispenses power.
     
    There are probably other answer that other people come up with, but that's it for me right now.
     
    Lucius Alexander
     
    And a Contact with a palindromedary
  18. Like
    dsatow reacted to LoneWolf in Limitations 2: The singling.   
    It seems to me that what this and other threads are heading towards is list of prepackaged powers that you choose from with minimal to no modification.  If that is what you want there are a lot of game systems that do that.  The big draw to the hero system is to be able to build anything you want.  These proposals seem to limit this.
     
    The hero system gives us a basic framework to work with.  Without that framework each GM will have to do all the work themselves.  As a GM if I see a character has an OAF and 6 charges on a RKA I don’t have to worry that much and checking the math is easily done.  That gun should also cost less than one with 16 charges. 
     
    As to the being too much bang for the buck there is a point of diminishing returns with the current system. Past a certain point you have to significantly increase the value of the limitation for it to be worthwhile. A -1 limitation on a power cuts the cost by 50%, but a -2 only gives you an additional 17% reduction.  Adding an additional -1 limitation cuts the cost by an additional 8%, and going to a -4 limitation reduces the cost by another 2%.  Beyond this you gain almost nothing for each additional limitation.   
  19. Like
    dsatow reacted to Surrealone in Protean (New and Improved)   
    This appears to be Desolidification with the Cannot Pass Through Solid Objects (-½) limitation and the Does Not Protect Against Damage (-1) limitation.  Given that there's already a well-established way to build the effect of the proposed new power, I see the proposed new power as wholly un-necessary.
     
    That said, I think the Barrier Chart you've provided is an excellent additional to optional rules to help govern what someone (who builds out the aforementioned Desolidification w/ its limitations) can move through -- for GMs who desire a pre-baked chart of such things.
     
  20. Like
    dsatow reacted to Greywind in A Knockdown/Knock Prone Adder?   
    Hero System discussion forum; right under Steve's rules question forum.
  21. Like
    dsatow got a reaction from BoloOfEarth in Dealing with MultiPower in game   
    When I use variable slots in a multipower, I design the slots to be simple to adjust.  So, usually a power has no more than one or two advantages if any.  For me, as long as the advantages aren't over +1 (unless its a multiple of +1), it's easy for me in my head to calculate the cost.
     
    The other way is to make simple break points and then always use the powers within those break points.  For instance, if you have a 60 point multipower pool, a good break point is 15.  So I figure out each powers cost and effects at those break points.
     
    You can merge both methods too.  For instance, a +1/4 advantage at break point of 15 is 12 active points of power or about 2DC.  A +1/4 advantage at breakpoint 30 will be twice that at 24 active or about 5 DCs.
  22. Like
    dsatow got a reaction from archer in Dealing with MultiPower in game   
    When I use variable slots in a multipower, I design the slots to be simple to adjust.  So, usually a power has no more than one or two advantages if any.  For me, as long as the advantages aren't over +1 (unless its a multiple of +1), it's easy for me in my head to calculate the cost.
     
    The other way is to make simple break points and then always use the powers within those break points.  For instance, if you have a 60 point multipower pool, a good break point is 15.  So I figure out each powers cost and effects at those break points.
     
    You can merge both methods too.  For instance, a +1/4 advantage at break point of 15 is 12 active points of power or about 2DC.  A +1/4 advantage at breakpoint 30 will be twice that at 24 active or about 5 DCs.
  23. Like
    dsatow reacted to Surrealone in 'Get over here!' build question.   
    I believe the SFX of webbing a target and pulling it to the character can be readily boiled down to a focus-based grab maneuver with a triggered UAA movement power (that's triggered by a successful grab using the focus).  Thus, I think your stretching option makes the most sense, here.
  24. Haha
    dsatow got a reaction from Amorkca in Found on the internet   
    One of the web comics I read had this interesting snippet about secret ids and costuming,  I'd thought I'd share it. Enjoy!

    Edit: Original web comic link to image http://shotgunshuffle.com/comic/hit-list/
  25. Haha
    dsatow got a reaction from Brian Stanfield in Found on the internet   
    One of the web comics I read had this interesting snippet about secret ids and costuming,  I'd thought I'd share it. Enjoy!

    Edit: Original web comic link to image http://shotgunshuffle.com/comic/hit-list/
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