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Crypt

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Everything posted by Crypt

  1. Re: Encumbrance Nice idea.
  2. I think about using this simple equation (because i want to use the VF instead of the standard heroic +1/2"/hex over 6" of movement) : Horizontal Leaping = STR/10 X VF (if VF>0) You may see i keep the linear scale. Because it uses the VF the difference between Combat and Non-Combat movement is naturally included and SPD becomes an important variable. Ex: STR 10, SPD 2 6"X2 At max combat speed (<=6") VF=0 ==> 10/10= 1" At max non-combat speed (X2) VF=2 ==> 10/10X2= 2" Ex: STR 50 SPD 6 6"X4 At max combat speed (<=36") VF=3 ==> 50/10 X3= 15" At max non-combat speed (X4) VF=7 ==> 50/10 X7= 35" Divide by 2 for the Vertical distance. Note: you may find the VFs in this document (the table on the left) = http://cryptmaster.free.fr/HERO/throw.php
  3. Re: Throwing distance i agree with you.....(it reminds me several of my past posts... i dream of a decibel scale in a mix of HERO and MEGS...)
  4. Re: Throwing distance I am a logarithmic fanatic but in the precise case of leaping if think that it's good it doesn't follow such a scale. It all depend on the SFX of STR. If it's muscles then it increases the character weight, so leaping cannot be follow the same scale as lifting (*) If it's not muscles then everything is possible and, as with everything in Hero, the player may buy some leaping levels. The world record of weightlifting is 263 kg but i'm quite sure this doesn't mean this guy would actually leap 2.6 times further than a 10 STR guy. (*) But in the other hand maybe leaping could follow a slower logarithmic scale than lifting.
  5. Re: Throwing distance new modifications made
  6. Re: Throwing distance I think another mechanism might be needed to simulate air resistance and gravity IMHO, if we need a DEX limiter, it would be nicer to say ="use the lower of DEX or STR" instead of "maximum VF= DEX/3" But i agree with Presty, DEX is potent enough. Actually my goal is to get somewhat "realistic" results for low STR and very high ones for very high STR. (IMHO the official version gives too high low-STR result and too low high-STR ones (i know that's for playability reasons during combat but i don't like the Ultimate Brick "realistic throw" version neither.)) I do not target pure simulation, i just want it to be believable+interesting (imo the interesting part is the distance added from velocity. For instance you may be in a situation where you don't have enough room to get your maximum range. I tend to be more interest in tactics rather than true realism.) PS: About slow characters: i don't need the DEX limiter because i use velocity (SPD plays an important part here, so DEX too.)
  7. Re: Throwing distance EDIT: correction, see the first post.
  8. Re: Throwing distance no no the DEX limiter comes from John Kim.
  9. Re: Throwing distance a stupid mistake from me => (VF/2)X5 should be added, not VFX5
  10. Re: Throwing distance hmmm... that's worth considering... i'll make some research. If you find something on your own side, plz tell us.
  11. Re: Throwing distance i think you get the older version, i've made some corrections a few minutes ago. (i was working on a previous expansion of Kim's rules and i forgotten to made some changes) I'm hesitating between two versions: http://cryptmaster.free.fr/HERO/throw.php and http://cryptmaster.free.fr/HERO/throw2.php The problem is that the best reference is, imo, world records. But in the other hand it's hard to define, for instance, if the rotating movement of a weight thrower is to be seen as a full non-combat mvmt or something in between. (and of course there is aerodynamic...) I don't know. I must say i'd prefer a limited part of STR (STR+x (only for throwing)) or DEX instead of a throwing skill.
  12. As i was not totally satisfied by the official throwing distance rules (H5ER & Ultimate Brick) nor at 100% by the Kim's version here is my own => http://cryptmaster.free.fr/HERO/throw.php It's heavily based on the Kim's version but instead of using a Combat and a Non-combat column i use only one column.(which is equals to the Kim's Non-combat column divided by 4.) The final distance is modified by the velocity factor of the thrower so you only need to use the normal Combat/Non-Combat rules instead of multiple throwing columns. EDIT: CORRECTIONS: Thrown Object Velocity Factor: TVF = (STR-MASS) / 5 Throw Range: 1/4 of the distance from the RMod equals to (2xTVF) - 6 (note: no need to compute it in-game, this is in the table.) If the character is moving add his own (Velocity Factor/2) X 5 to the (Str-Mass) column Ex. A STR 15, SPD 3, 6"X2 character throw a 1kg rock (STR-22) : Without moving: we find at the 37 line (15+22) = 21" Moving at combat speed (6X3=18"/turn = VF 1) at line 39 (37+(1/2X5)) = 28" Moving at non-combat speed (6X2X3=36"/turn = VF 3) at line 44 (37+(3/2X5)) = 56" A STR 16 character, SPD 2, 6" X2 throwing a 7kg (STR-9) weight :Moving at non-combat speed (6X2X2=24"/turn = VF 2) at line 30 (16+9+(2/2X5)) = 8" A STR 13 character, SPD 2, 6" X2 throwing a 0.8kg (STR-25) ball :Moving at non-combat speed (6X2X2=24"/turn = VF 2) at line 43 (13+25+(2/2X5)) = 48" A STR 15 character, SPD 3, 6" X2 throwing a 0.8kg (STR-25) ball :Moving at non-combat speed (6X2X3=36"/turn = VF 3) at line 47 (15+25+(3/2X5)) = 84"
  13. Re: sticky electric bolt yes The Explosion is a nice way to "limit" its effectiveness (compared to the chained sticky) I think i would raise all targets must be physically in contact with one another to -1/2.
  14. the Hero FAQ is nice but do you know if someone ever made an index for it ? (it's quite painful to find any information when it's printed)
  15. Is it allowed to Abort to a Dispel Magic spell ? I guess no because: - Rules says that a Hold action is needed to counter spell - Dispel is an attack power. But in the other hand Dispel may be seen as one of those power which could act as a defense so i'm not 100% sure.
  16. Re: sticky electric bolt yes but it lacks the important flavour limitation (as far as i am concerned here) where the effect only spreads to touching targets. your version looks more like the classic D&D chain lightning spell.
  17. Does the post Seg12 recovery of stun (or end) applies to a stun (or end)-drained character ? (the rule page 110 say a 0 Stun character only get the power recovery rate but i find no information about a character who is not KO yet.) for instance 10 STUN drained (default rec 5/turn) on a REC 4 character At post seg12 does he recover 5 or 9 Stun ?
  18. Re: sticky electric bolt sorry, typo => AoE
  19. Re: All_or_Nothing and Drain yes, 8D6 would be too effective compared to the current level of my campaign. I've redefined the power with an EB 3d6 whose final Real cost is 7 too. It betters suits my needs. The character will have difficulties to overcome the CON of better than average foes but that's what i want now (and it gives the player more things to upgrade.)
  20. Re: All_or_Nothing and Drain but the SFX is not mental so IMHO it will be more logical to build it with an Energy Blast + BOECV. I wonder if a DRAIN STUN would be worth buying instead of an EB. DRAIN anything else is OK........ but does a Drain Stun makes sense ? (i will use the EB version but this raises some questions)
  21. Re: All_or_Nothing and Drain ....hmmm.........yes
  22. Re: sticky electric bolt yes hmmm, 1 point for you. This may actually lead to some problems with malicious players. Earth would not be conductive but, for, instance, rain (a common occurence in my campaign) would be. I will use the AoF version.
  23. In the main book the All or Nothing limitation is only used for transform powers. In the Bestiary i've seen the basilik has an All or Nothing (-1/2) Deadly Gaze (RKA 6d, NND, etc...) That's a interesting limitation and i think about using it for an HARP to HERO conversion. One of the Harp's characters has a spell (Jolts) which, if it's successfull, stuns the target. (note: Harp uses a stun status but has no stun points.) It's an all or nothing effect. The target is stunned or not. So i thought about that: DRAIN STUN 3d Base: 30 Ranged (+1/2) Based on EGO CV (+3/4) target may choose Power or Mental Defense Half End Cost (+1/4) Active: 75 Gestures (-1/4) Incantations (-1/4) Only when serving Save K'nor purposes (-1/2) Requires a Faith (Divine) roll (-1/2) Spell (-1/2) All or NOthing (-1/2) (Stunning: must overcome the target's CON) Real: 21 Casting time: Half Phase (attack) Range: LOS Duration: Instant Roll penalty: -7 End cost: 3 Target: DECV Question 1: DO you think the All or NOthing limitation is fair and balanced here ? Question 2: A question about the recuperation of drained STUN points. In the rules it's said that, by default, Action points are recovered at a 5/turn rate. Do you stack it with the natural post-phase 12 recuperation ? (i think so but i'm not sure.) Question 3: if both recuperations stack don't you think it would be more fair to use an Energy Blast instead of a Drain Stun. It would be cheaper.
  24. Re: sticky electric bolt yes but all the victims would have to touch each other, which is rare, imo. i don't see why that's why i've spoken about a 'chain' modifier (+1/4 to the sticky cost) But, anyway i'm seriously considering the limited AoF version. How would you build it ?
  25. the character has an electrical bolt (purely Instant, there's no continuous damage) which is supposed to affect characters who are touching the target. The (small) problem is that it's supposed to affect them like in a chain. Someone touching someone affected is affected too, even if this is not the main target. In the sticky description the sticky advantage doesnt spread from character to character. So i wonder: would you for instance increase the sticky advantage to 3/4 (chain) instead of 1/2 or use a limited version of an Area of Effect ?
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