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Dust Raven

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Everything posted by Dust Raven

  1. Re: New Advantage: Area Effect Group Oh... well, then.... I was just questioning a rhetorical answer...
  2. Re: Rules to ignore, or replace And swimming. Drop swimming too. It's just Flight "Only In Liquids" anyway. And Teleport... as that's just Flight "Does Not Cross Interviening Space". And gotta toss out Running: Flight "Only On A Surface" While we're at it, get rid of FTL... Flight "Goes Really Really Fast"
  3. Re: New Advantage: Area Effect Group That isn't group limited though. That's a specific selection, made by the player, each time the Power is used. Why not just use Selective?
  4. Re: Help with Power: Regen as Armor That would not be a product of IPE on Armor, but the SFX of the armor and the conclusion of those watching. Functionally, and even based upon appearance, there is no difference between bullets bouncing off someone and them not being affected by that and bullets ripping through someone and then not being affected by that. Ultimately, they at just not affected.
  5. Re: Rules to ignore, or replace While we're talking about that perceivable power rule and things we ignore... that's one of 'em. All Attack Powers must be perceivable by normal individuals as being used, and it must be apparent who used it and on whom. This is not absolute, as anyone simply not paying attention may not notice each of these, and a clever person may use an Attack Power in a way in which it is concealed by the environment (by using cover, distractions, etc.). An Attack Power may take Noisy, a -1/4 Limitation in which case is it virtually impossible to conceal the use of it. Note I make no mention of required Sense Groups or such. It doesn't really matter as long as the above is accomplished. I also don't care about non Attack Powers. I don't care if your Flight is glowy, hums and smells funny and your Gliding isn't. I also consider anything that involves an OCV roll versus a target to be an Attack Power, such as Missile Deflection. Other Powers, in general, should be noticeable, but I'm not as strict as I am with Attack Powers. And of course Powers that shouldn't be noticeable by definition (Invisibility) just aren't noticeable.
  6. Re: New Advantage: Area Effect Group I was commenting primarily on the originally posted idea. Your's seems more sound and viable from a fairness standpoint. Personally, I'd rather just have a player buy CSLs with the attack than increase the Advantage value.
  7. Re: New Advantage: Area Effect Group This is why my suggestion of it being dependent upon the character's senses. If he can't identify the target, it's not affected. Of course, that "limited group" could easily be an advantage. "Not vs Members of [My Team]" or "Not vs Innocent Bystanders" or "Only vs Villains" are all Advantages for example. Hell, there's even an official, sanctioned, in the core rulebook "Not vs Me" called Personal Immunity.
  8. Re: Gestalt Powers and Active Points I agree. Personally, I solve this issue by not using point caps and instead use my own judgment when deciding what is too powerful for a specific power for a specific character. Of course, in some cases, these may definitely be equal, or the revers of what you'd expect... Well, this depends upon the circumstances and how they are used. Even given otherwise equally matched opponents, Mr. Zero END can always dodge, hide, stay behind cover or run away until Mr. AP is out of END, then laugh away as he blasts him back. As for circumstances, ask which one you'd like to use when in a fight against someone using those END draining batons of PRIMUS. Of course, I'm just being devil's advocate here. Deep down I absolutely agree with you, which is why I'd more readily allow the 0 END over the AP in any given campaign. But deeper down I just hate point caps.
  9. Re: Return to gaming Welcome back!
  10. Re: New Advantage: Area Effect Group While this is a really spiffy idea, I don't think it's function is universal enough to warrant a special rule for it. Maybe it's just me, but I don't think a Power should be making decisions for the character, and that's pretty much what this is doing. I suppose it could work like Trigger, and cost appropriately if you can change it upon use. You must choose what identifies a target and that must be perceivable by the character or nothing gets affected.
  11. Re: Invisibility to sense instead of sense group Based upon that description of how this works, Invisibility to IR is not the appropriate power. In fact, this wouldn't be a Power at all, just a unique description, possibly unique to be a Distinctive Feature. This is because if the character can't absorb heat, he'll be a "cold" spot in a hot environment, and maybe a hot spot in a cold one if he also doesn't disperse whatever heat he naturally contains. Thus, while he blends into an environment that matches is static temp, he'll stick out in any other.
  12. Re: Invisibility to sense instead of sense group I would say you don't need IR Perception to tell something is hot by touch. Nor do you need it to tell something is not hot. Being invisible to IR/heat doesn't mean you don't have a temperature, it just means your temperature is indistinguishable from the temperature of the surrounding environment.
  13. Re: Rules to ignore, or replace I agree. Invisible is Invisible. Being less visible shouldn't make you noisy, and being less noisy shouldn't make you more visible.
  14. Re: New Advantage: Area Effect Group I'm still a little fuzzy on how this is accomplished. How does the power know who to affect and who not too?
  15. Re: Help with Power: Regen as Armor I usually just by the character Armor (usually Hardened) and be done with it. "Instant Regeneration" is what I call it, but I usually also buy typical regen using Healing as well. This works to simulate regen threshold which is measured on a impact/blow/get hurt basis rather than a time basis. Doesn't matter how often he gets stabbed, just how badly he gets stabbed.
  16. Re: Invisibility to sense instead of sense group I see what my problem is. I'm having a 4th edition flashback! In 4th edition you had to choose between a single sense, or a sense group. 5th edition you always buy per sense group by default.
  17. Re: Invisibility to sense instead of sense group I'm still not sure why you wouldn't just buy this as Invisible to Detect Heat.
  18. Re: New Advantage: Area Effect Group I'm curious, what genre material does this simulate? I only know of one other game which does anything like this, and that's City of Heroes, which isn't genre/source material. It's just another game.
  19. Re: Invisibility to sense instead of sense group I seem to recall you can buy Invisibility to a single sense rather than a sense group now. If so, why not just by it that way?
  20. Re: New Limitation: Resistable I already have this exact thing in my Hero System games. I call it Limited Power.
  21. Re: Penalty Skill Levels for non-combat Skills Mmm. I've never thought of using PSLs for that. I've always used a KS for the particular new subject you could apply your medical skills to (i.e.: KS: Equine Medicine, KS: Dwarf Medicine, etc.).
  22. Re: Penalty Skill Levels for non-combat Skills I've always like using PSLs to eliminate the penalty for unfamiliar technology or difference in tech level penalties for technopaths.
  23. Re: Betterman Energy Balst I agree with PhilFleischmann on this. Just because it can't affect a character's flesh and blood body doesn't mean it can't affect the character. If the character is wearing armor made of the stuff, and and also has a FF, you can't blast the character or the armor without passing through the FF. Same as with any other Focus.
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