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Nekkidcarpenter

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  1. Like
    Nekkidcarpenter reacted to LoneWolf in Attacking at the beginning of a phase   
    It would give a huge advantage to faster characters as it would allow them to move attack and move again.   Someone with a higher SPD and good movement would be able to keep out of reach when it is not their phase.  This can be done somewhat with the current rules, but it is limited to specific maneuvers or requires a lot more movement.  Normally if you want to attack and continue moving you use a move through or purchase a martial maneuver with the Fmove element.  Move By cannot be combined with other maneuvers and you only get ½ STR for damage.  

    It would also allow ranged characters to avoid exposing themselves by being behind something and only being able to be attacked when they are actually attacking.  Just hide behind something and when your phase comes up move out from behind cover, attack and then move back behind the cover.   Currently doing this requires using the Snap Shot maneuver which is a full phase action so you cannot move, and you take a penalty to OCV.  Even with Snap Shot you are still exposed during the phase you attacked and can duck back on the next segment on the DEX he attacked at.  This change would mean the character move a few hexes, attack, and move back behind cover.  He takes no penalty to OCV and is only exposed when he is attacking.  

    Those are just two examples off the top of my head of problems it could cause.  I am sure that this would probably also cause other issue.  So, yea it kind of would break the game, or at least alter the balance of the game and have a lot of unforeseen consequences.  At minimum movement and SPD will become more valuable and combat will last a lot longer.  
     
  2. Haha
    Nekkidcarpenter reacted to steriaca in Hound 13's Martial Arts   
    I just had a thought about Hound 13, a young mutant whose powers are all based on Luck. One thing which got me thinking is that he could possibly possess Martial Arts under the special effect that he is lucky (dodges out of the way for the last second before his opponent could hit him, wild swing punch which actually hits a cluster of pressure points at just the right time, etc.).
     
    Considering this is a part of his mutant powers, is it legal to buy his martial arts with the Unified Power limitation? Should it be bought per manuvers, or through the entire martial arts?
  3. Like
    Nekkidcarpenter reacted to vacopchris in Looking for Champions Players in the Orlando Florida area!!!   
    Looking for Players in the ORLANDO florida area to start NEW campaign. I live in ORANGE CITY, but am willing to host or travel for in-person gaming. My campaign is a combination of various sci-fi/comic themes. DC/MARVEL/STARGATE/CHAMPIONS being big influences. Galactic adventures, local city adventures, etc. I have created my version of the Lantern Corp as 'galactic guardians' with each color controlling a section of the known universe. Campaign Earth has a Sorcereress Supreme. Hero's and Villians are slowly appearing in the setting. 'Shadow Organizations' exist like DEMON.
  4. Like
    Nekkidcarpenter reacted to vacopchris in LF more Players/Gm's Orlando FL   
    Are you still gaming? If not, 
    Looking for Players in the ORLANDO florida area to start NEW campaign. I live in ORANGE CITY, but am willing to host or travel for in-person gaming. My campaign is a combination of various sci-fi/comic themes. DC/MARVEL/STARGATE/CHAMPIONS being big influences. Galactic adventures, local city adventures, etc. I have created my version of the Lantern Corp as 'galactic guardians' with each color controlling a section of the known universe. Campaign Earth has a Sorcereress Supreme. Hero's and Villians are slowly appearing in the setting. 'Shadow Organizations' exist like DEMON.
  5. Like
    Nekkidcarpenter reacted to JCR in LF more Players/Gm's Orlando FL   
    Greetings! We are a 3 member group looking for 1-2 more members for our weekly game. The group usually meets in the Orlando (FL) Winter Garden area (the middle point between all the current members). We have been playing consistently now for over 4 months once per week w/o any sign of stopping any time soon, which is great if you are looking for a steady group.

    We play champions w/ a twist and a bit more gritty and deadly than average (vigilantes welcome). Currently we meet every Thursday between 7pm and 12ish (we will also be trying to get a Palladium Fantasy or Rifts game same day 2pm to 6:30pm or Fridays or Saturday after 3pm). Also, the adventure is built in such a way that all members can take turns running the game w/o having to change setting or characters; though we do get to visit other dimensions from time to time and these places range anywhere from magic and fantasy to space age. This also allows you the opportunity to 'switch alts' between adventures if you so wish.

    Your character can be as immature or insane as you wish, but the group prefers mature players (no this doesn't mean old, lol).
  6. Like
    Nekkidcarpenter got a reaction from Christopher R Taylor in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Really wish they hadn't discovered classic rock.  I imagine Baba Oreilly is on this one as well?
     
  7. Like
    Nekkidcarpenter reacted to Matt the Bruins in DC Movies- if at first you don't succeed...   
    Back to DC movies, while Dwayne Johnson playing a charisma-free murder hobo isn't ideal for building audience enthusiasm, I can't say it's exactly a poor adaptation from the comics version. I've been mystified by the character's popularity since the beginning of the millennium.
     
    I am glad to see Hawkman and my all-time favorite comics character Dr. Fate featured in a live-action movie. I never actually expected the latter to happen, even with the boom in superhero movies.
     
     
  8. Sad
  9. Like
    Nekkidcarpenter reacted to unclevlad in Killing Attacks - Alternate Mechanics   
    OK.
    Stun mult 1:  hands and feet; 14 / 216
    Stun mult 2:  arms, thighs, legs;  67 / 216
    Stun mult 3:  shoulders, chest;  79 / 216
    Stun mult 4:  stomach, vitals;  46 / 216
    Stun mult 5:  head;  10 / 216
     
    Results.  STUN is the amount.  N is the exact number of ways it can happen (this is a 3d6 KA, rolling 3d6 hit location, so there are 46,656 possibilities.
    P is the probability that the damage will be the column 1 value OR HIGHER.  That's as before.  Note that if you want the probability for "less than this" you can just go with 100 - P.
     
    The dark line is hit locations;  the yellow line uses the 1/2 d6 STUN multiplier.  Note that 9d6 normal would hit 40+ STUN about 6% of the time.  So hit locations increase volatility greatly, and lead to significantly higher STUN.  Even 10% of the time, you're looking at 48+ STUN...on a 9 DC attack.

     
    Dark line uses hit locations for the stun mult.  Magenta line is 5E (d6-1).  Yellow line is 6E (1/2 d6).  
     
  10. Like
    Nekkidcarpenter reacted to Christopher R Taylor in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    The latest She-Hulk episode had Daredevil in it, and they did okay with him, kinda.  The show has been overall just... bad, with poor writing and CGI, but I did like something about this episode: they followed the comic book rules.
     
    1) when two heroes meet, they always fight
    2) The winner of the fight is the one whose comic it takes place in.
     
    I'm not sure how they got that right, maybe one of the few consultants working on the show told them about this or something.
     
     
    "We're going to lose the shop!"
  11. Like
    Nekkidcarpenter got a reaction from Hermit in The Adventures of "Fish Guy" (Superhero fiction)   
    If it doesn't have an archer it's a sidekick team not a hero team.  
     
  12. Like
    Nekkidcarpenter reacted to BoloOfEarth in The Adventures of "Fish Guy" (Superhero fiction)   
    I loved Pinprick's report and will use it with proper reverence.  
     
    Oh, and the hero team in question?  No archer = major suckage.  Maybe one day they'll learn.
  13. Haha
    Nekkidcarpenter reacted to tkdguy in A Thread For Random RPG Musings   
  14. Like
    Nekkidcarpenter reacted to Cygnia in A Thread For Random RPG Musings   
    The D&D people sent a twenty-sided die to space and it rolled a 20
  15. Like
    Nekkidcarpenter reacted to Christopher R Taylor in Speed   
    One thing that helps mix things up on the speed chart is to start combat not on phase 0, but on phase 2d6, so you get a random first phase.  That can result in slow speeds actually acting first, representing surprise, instability, and random circumstance.
  16. Like
    Nekkidcarpenter reacted to Christopher R Taylor in Spreading strength in 5e   
    I want to go on record opposing the very idea of "spreading" an attack. It kind of made sense in 1st edition with so few modifiers and ways to build attacks but now its just nonsense
  17. Like
    Nekkidcarpenter reacted to JCR in Looking for Player(s); Game is in Altamonte Springs FL (NOT online, in game shop)   
    New Version Of Player Recruitment (in store game, Altamonte Springs FL if anyone is interested)!!! Feel free to critique 🙂

  18. Like
    Nekkidcarpenter reacted to archer in DC Movies- if at first you don't succeed...   
    If they want a successful comic book universe for the movies, there's just one secret: quit telling origin stories (over and over) and instead start in the middle of a universe about superheroes having adventures. 
     
    I'd recommend the new head of DC projects to watch the TV cartoon series "The Avengers: Earth's Mightiest Heroes" from 2010-2012, particularly the first two episodes.
     
    The world has 3 or 4 prisons for superpowered people. There's been a simultaneous escape engineered at all of them.
     
    Heroes respond to all the sites, resulting in some teamups, some cases of mistaken identity, some villains immediately recaptured, and 75 superpowered villains being released back into the world.
     
    Most villains are just seen as teased glimpses as they escape. Sometimes their powers are seen, sometimes not.
     
    The first 2 episodes wrap with the heroes coming together to face one of the most powerful villains.
     
    After, they realize that going it alone was okay while the threats were scattered. But some of the escapees have obviously joined together and there's just too many bad guys concentrated in a few areas for it to be safe to chase them solo. So the Avengers are born.
     
    That's not a bad start when you don't have a $300 million theatrical budget plus five years of audience investment into the stories.
     
    It teased fan favorite villains and left the viewer guessing as to which villains would be a major part of that part of the story. And it left unresolved who engineered the breakout, why, and how he found the prisons which were hidden. There was obvious sequels which the audience was invested in seeing.
     
    Obviously you might not want to do exactly that. But if you did you could introduce a Justice League, the Teen Titans, and maybe another group like the Doom Patrol or the Freedom Fighters in a linked release of movies. 
     
    And in the background of those movies, you could tease in TV reporting scenes that solo heroes (who are scheduled for upcoming movies) have responded to the emergency. Then when their movie comes up, do a flashback scene showing what they were doing on The Big Day.
     
    Yeah, Marvel Comics had a big success with a multi-year slow rollout. But there's no reason you HAVE to do it like that if you make good movies which draw people into the situation. 
     
    WWII movies rarely went into the socio-political underpinnings of the war in order to justify people fighting for one side over the other. They just showed people fighting the good fight and gave enough background for the characters to create some sympathy and to provide a viewpoint.
     
    People know the origin stories for Superman, Batman, Wonder Woman, and Aquaman already. But a Booster Gold origin story, for example, could be told in a couple of seconds by Skeets telling the crowd, "Booster's the hero from the future, come to save the day!" and a bit of chit-chat with other heroes who ask him if it's true.
  19. Like
    Nekkidcarpenter reacted to Christopher R Taylor in Is the D20 system really that incompatible with superhero RPGs?   
    Mutants and Masterminds has a lot of supporting material and a huge company behind it pushing it into stores, conventions, etc.  Champions has to rely on being a really good game and that's not enough to really get it out there.  The lack of real support material doesn't help (a world setting etc doesn't actually help very much when you sit down at the table, you need real stuff to run and play with).
     
    I know that adventures don't sell quite as well as other books, but the perspective has to be more than just "does this make money right now."  A game has no future without content to play, and that small amount of earning from adventures gives your game a future, building players and market share in the long term.
  20. Like
    Nekkidcarpenter reacted to Christopher R Taylor in The Jolrhos Player's Guide   
    At some point in the future, I will be releasing the equivalent of the "Player's Handbook" for my Jolrhos Fantasy Hero setting.  You know, races, house rules, combat tips, how to build a character, that kind of thing.

    Initially I was thinking about doing a full writeup as if this was a separate, new game but with some of the changes in Hero policy and the work that it took to write up Western Hero which is enormously less complicated than a Fantasy Hero setting, I've decided to release just "here's what's different and how to use Fantasy Hero in this setting" and people will have to get Fantasy Hero Complete to use it properly.
     
    Still at that I'm realizing that this is going to be a pretty enormous undertaking since the setting is quite lush and full, and it involves a lot of unique and special things to make it work.  For example, in addition to the typical set of FH talents, there are several score new ones mainly designed to equalize build of combat and stealth types with magic.  For example there are leadership talents that allow a character to buff friends or debuff enemies in combat, and stealth talents that let you move across loud or trapped areas safely, etc.
     
    But I ran into a bit of a snag with spells.  I don't want to simply refer people to the Fantasy Codex and say "well use that" for a couple of reasons.  First, I want the Player's Guide to have enough information to get started playing without needing a buncha books.  Second, the Codex is a bit dated and I have changed a few ideas and want to streamline it slightly, and specialize it just for my fantasy setting.  So I have to write up a spell book as well as the Player Guide, but a smaller, more tight and less expensive one.  That way I have the spells designed (and written up in Hero Designer so they can be referred to as well as mathematically more precise even if I disagree with some of its calculations -- but that's another thread) for reference and ease of summarization.
     
    I figure the Player's Guide will have the bare bones without all the Hero speech and builds, and the Spell Book gives the guts to see how it was made (so spells in the PG look more like Talents). 
     
    But that's another book to write so... if you've been waiting for this to come out, um, its gonna probably be a couple of years.  In the interim I'll try to get out some modules and such to keep content on the shelf but this is a bit of a project.  And even if I could pay someone else to do it, its like painting a picture; I can't really have anyone else do the work.
  21. Like
    Nekkidcarpenter reacted to Steve in Would you allow your player to change their character mid-campaign   
    I think you need to settle with the player what “more fun” means. Are they not getting enough screen time? Are they not as effective as others in combat? Is the player borderline ADHD?
     
    I throw the last one in because I’ve dealt with players that just keep wanting a change apparently for change’s sake and just never seem happy with their characters, like it’s boring for them to play the same thing more than once or twice.
  22. Like
    Nekkidcarpenter reacted to Logan D. Hurricanes in "Neat" Pictures   
    Major anniversary today. The birth of one of the most imitated covers of all time. Also, pound-for-pound is the greatest run ever. 
     
     
  23. Like
    Nekkidcarpenter reacted to Duke Bushido in Superhero Bases   
    That's exactly what I _did_.
     
    I made them free.  That makes them way more meaningful for the points invested.
     
    The points, by the rules, is what-- it was 1 for five, originally.  I own the modern Ultimate Base book, but given that I don't bother charging for bases, I have zero intention of reading it.  Is it still 1 for 5, or is it 1 for ten now?
     
    At any rate, the points invested are one-fifth divided by the number of contributors to one.  Let's say you've got seven heroes buying a base.  You are, as one contributing individual, spending 1 point to get thirty five points worth base.  What actually _is_ a better value than that?  For five actual points from each of seven characters, you get access to what?  245 points worth of base? 
     
    If that minimal investment is too much- or rather, you are not getting anything significant enough to make a one-for-thirty-five exchange rate worthwhile, I respectfully suggest that you are making my point for me. 
     
     
  24. Like
    Nekkidcarpenter reacted to Duke Bushido in Superhero Bases   
    Which takes me to my two biggest reason that bases are free in my games:
     
    If you didn't pay points for it, you don't mind when stuff happens to it for the sake of an adventure-- you are more free to enjoy the game.
     
    And the biggest reason of all:
     
    If you pay for the base, you are going to want to be there a lot, to use it a lot, and to incorporate it a lot.
     
    I built a whole world for you and your friends.  I don't _want_ to spend every third week in your dungeon.
     
     
  25. Like
    Nekkidcarpenter reacted to Duke Bushido in Superhero Bases   
    Pretty much that.
     
     
     
     
     
    I am delighted that Champions II has been referenced!  It includes a paragraph that sums up so much of why I don't charge for bases:
     
     
     
     
     
    Going line-by-line:
     
    The purpose of a base is, apparently, to be attacked in the base.
     
    I am not charging someone for the location in which they are attacked.
     
    The more intricate your base, the less secure it is-- at least, that seems to be the ideal.  Never mind the points you spent for the Concealment Roll!  If your base is anything cooler than hiding under a manhole cover, villains are just going to get in and attack you.
     
    The security measures for which you paid points are meaningless, and will only serve to prevent your reinforcements from arriving.
     
    The best and most effective part of the base is the character team itself.
     
     
    Sure: I'm sure the rules are changed and better expressed, but at the very heart of the matter is this:
     
    The base is an enabler.  "using your lab in your base can give you a plus 1 to plus three bonus!"
     
    When you read your skill usage rules, using _any_ skill-appropriate lab will give you that same bonus.  Heck, you can use the points you'd spend on a lab in your base to buy up Skill a point or two!  Or just use anyone's lab.  That seems to be a common theme in comics anyway, right?   Ooh-- even better!  Your badguys aren't constantly breaking into the borrowed lab!  
     
    I can go on, but like four people have replied while I write this, so I'm just going to state my absolute agreement that bases are nothing but point sucks for PCs.  If you want a base-- fine.  You can have it.
     
     
     
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