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xanatos

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  1. Re: MnM Hero Points ("Power Stunt" "mode") Wow... It's fantastic!! Now the big question... How do you calc how much powerful can be the power emulated? Do you use the Real Pt. of the original power or the AP? --- bye
  2. Re: MnM Hero Points ("Power Stunt" "mode") Yeah, but with absolutely no guideline on how to use them :-) And from the description it seems that it should be used for "background" tricks (turning coal to diamonds? writing something on steel with superstrenght?) They explicitly tell you to not use them as cheap VPP and to not use them in combat or to add advantages to powers. --- bye
  3. Re: MnM Hero Points ("Power Stunt" "mode") Yeah... But there are other funny things you can do in MnM... You find an intangible monster... You spend an HP and your power can hit intangible things for a round (you are changing the frequency of your eyebeams)... And you can even totally change the power (you have eyebeams... You use them to entangle the enemy fusing something on them)...) They are probably the best rule of MnM... You can have that "feel" of comic books where superheroes are not limited by the powers they have bought but by their imagination in using them ("stunting" them, using a word that is even used in Exalted). In Hero this is normally simulated by small VPP, but I don't like it (from a balance point-of-view this isn't a problem for not-VPP using players... All of them have the same options, and in MnM even the GM has Villain Points that work like HP). In MnM players buy the powers that normally they use, not the powers that are used once-in-a-lifetime. (and they even get very good discounts for buying multiple useless powers) --- bye
  4. MnM has a very very good rule about HP: you can spend one of them to have for a round any other power that is "in concept" with your character... Your level of the power is based on "converting" 1-1 the points of the power you are stunting from to the new power (so if you have an Energy Blast 10 (10x2pt) you can convert it in a Energy Blast Area (cost = 3pt/level, so you get a level 6 power for a round)) (yes, I know... The rule is a little different... stunting causes fatigue and HP cure fatigue). Do you think it would be possible to "import" this rule in Hero for a Heroic campaign? Should I use AP or Real points? --- bye
  5. Re: Should FH wizards use VPPs? Ok... Now... I'd like to give my players the option for a small Cantrip VPP... (The 20 points one... 10 + 10). Now my question is: should I cap the number of spells my player can have in this pool? Or can they write 200 pages of small cantrips? Mmmh... They are "cantrips"... I could see them as direct manipulation of magic (so the fact that they have to write them before using is a "meta-rule" to make the game faster) --- bye
  6. How much energy do you need to move this small black hole? You told that it's mass is in the hundreds of millions of tons... How much big will the engine be? --- bye
  7. You are thinking in a linear fashion... 60 DEF is not 3 times stronger than 20 DEF... It's much much much more! --- Bye
  8. What whas the reasoning for the very high numbers given in Star Hero for the Sun? (page 100-101) The nucleus inflicts 975d6 Killing damage (plus a ton of advantages) per segment.. Isn't 3000 damage per segment a little too much? Using the tables of TUV (or the ones of FRED) the sun should have around 100 BODY (the Sun has a diameter of 700 million hexes, so a Size of 90). So the Sun shouldn't be able to survive to himself for a segment (the attack doesn't have the Personal Immunity)... And the Sun isn't even the hottest star of the galaxy/universe!
  9. Very beautiful map but... you can hate me... I've found a small error: in the lower left side, look at the Light Years.... 0, 5000, 10000, 200000 (yes... 200000 and not 20000) and you should have written 5,000 and not 5000 (because you wrote 10,000 and 20,000) Bye Max
  10. I don't have my G:Traveller here, but wasn't included in that book simplified rules for building starships? ("tile"-based rules, if I remember well) You should compare Star Hero with G:Space (and I'm not very sure which one is the best, while Star Hero is probably the best supplement for Hero, G:Space 3rd ed. is probably one of the best supplements for GURPS)
  11. You can't compare the TUV with the GURPS Vehicles! They are totally different! GURPS Vehicles gives you nearly-realistic results (if you can call a FTL starship realistic) (and so you discover that to build the Enterprise you have to be very very very very very rich and have a very very very high technology, and that the weapons of the 21st century will be very expensive (when you begin using very expensive frames and armors your pricetag skyrockets)). TUV is more like a shopping mall... I want an FTL drive, very much armor, a big laser... And I want to mount everything on my citycar. Do you pay with credit card? No, with character points! :-) With GURPS Vehicles you can't build a TL7/8 (our Technology Level) Fighter that has the armor of a tank, the firepower of a Fighter and the speed of a missile. GURPS Vehicles even destroys the "magic" of UFOs. Without (very improbable) iper-strong materials, UFOs are quite easy to shot down (it's quite easyer to punch more damage than to defend against more damage) GURPS tries to be on the realistic side, HERO is on the heroic/superheroic side. GURPS Vehicles is GURPS, TUV is Hero (and we don't have to say anything else). Bye Max
  12. And you can pre-compute OCV-10! (so you obtain something like 3d6+x where x = OCV - 10 and x quite often < 0 in low powered campaigns) Another advantage is that the GM can hide the DCV of the enemy. Bye Max
  13. Note that you shouldn't use Growth for ogres! This is one of those 4th ed. things that have been changed. The truth is that we should look at what NCM is... Is it the ceiling of human maxima (so is it an instrument to define how a top-human is made and why it's so rare) or is it a a campaign balancer? Probably the second, perhaps both. First we have to thank the gods because the cost for the attributes is linear... Now think if the cost had been non-linear (1 point from 10 to 11, 2 from 11 to 12, 3 from 12 to 13 for example). Now think how many ways to "optimize" attribute we would have... I buy a ring that gives me a +1 STR, a pair of boots that gives me a +1 STR, I have +1 STR because I'm from a beautiful race, and a +1 STR because my father was blessed... And I buy these 4x+1 separately, because I'm a munchkin! Now... At least we only have the problem of NCM! NCM works very well in a human-centered nonmagical world, or in a human-centered low power fantasy setting, where you can't buy attributes as powers (or at least they are very very very rare) where everyone has the same potential. In this genre NCM is both a campaign balancer and a human ceiling. In a standard Fantasy Setting it's only a play balancer. In a high-powered Fantasy Setting it's a false play balancer (you think that you gain play balance, but you aren't gaining anything, because players have learned that they can buy attributes as powers and then they can tell you a very beautiful history of faeries and ents)
  14. Ehm... LS is much more... Self-Contained Breathing, Extended Lifespan, Heat/Cold Resistance, Disease/Poison immunity, No Sleep, No Eat/Drink... There are various examples of Ghost being made "material". There was even an episode of Buffy TVS where she fought a ghost-like enemy and Willow casted a spell. In GURPS Black Ops there is a machine that can be used to make ghost material.
  15. What are the Powers that should be made Inherent? Reading the Hero Bestiary it seems that only Extra Arms is a must. Life support isn't, armor isn't, Damage Resistance/Reduction isn't. Even claws aren't. So, is there a rule? Can you tell me why an extra arm shouldn't be dispellable but an extra pair of wings should be? Thanks Max
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