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the fox

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  1. Re: So, what don't you like about HERO 5th? Base Move Half Move NCM "Attack Range" NCM, SPD 2 example w/ time to 1 m. ½" NCM 1" .75 mph 1 hr., 20 min. 1" 1" 2" 1.5 mph 40 minutes 2" 1" 4" 3 mph 20 minutes 3" 2" 6" 4.5 mph 13.3 minutes 4" 2" 8" 6 mph 10 minutes 5" 3" 10" 7.5 mph 8 minutes 6" 3" 12" 9 mph 6.7 minutes 7" 4" 14" 10.5 mph 5.7 minutes 8" 4" 16" 12 mph 5 minutes General Movement only, refer to other rulings if certain Abilities or Powers are reduced, esp. Running.
  2. Re: So, what don't you like about HERO 5th? If a character buys a Movement Power with only 1” of movement, can he make Half Moves with it? Generally, no — except for STR-based Leaping, there’s no real provision in the rules for only moving in 1/2” increments. However, the GM could allow it if he wanted to, and a Half Move of 1” would be possible if the character moved at Noncombat velocity. Interesting FAQ answer; let me apologize in advance if this pertains to a previous conversation. Are you speaking of a specific case as 'generally'? haven't we, since 1982, 'allowed' a Half Move with as little as 1" of Running, the most 'General' Movement Power? In which case, a true statement would be "Generally, yes — except for..."? Shouldn't an 'NCM for a Full Half Move' only be required for a ½ " move, 'obviously enough' ? Base Move Half Move NCM "Attack Range" NCM, SPD 2 example w/ time to travel 1 mile ½" NCM 1" .75 mph 1 hr., 20 min. 1" 1" 2" 1.5 mph 40 minutes 2" 1" 4" 3 mph 20 minutes 3" 2" 6" 4.5 mph 13.3 minutes 4" 2" 8" 6 mph 10 minutes 5" 3" 10" 7.5 mph 8 minutes 6" 3" 12" 9 mph 6.7 minutes 7" 4" 14" 10.5 mph 5.7 minutes 8" 4" 16" 12 mph 5 minutes General Movement only, refer to other rulings if certain Abilities or Powers are reduced, esp. Running, dumb ass. Rare are the opponents who cannot move normally, yet even they can Move and Attack! Not as effective as Normals at normal movement, they require Surprise or 'Cornering' of their victims. Such limited movement makes them 'Targets with potentially deadly attacks' to Normal Heroes, 'Target Practice' or 'Good Attacks and Defenses' for any self respecting Super-Hero. Relentlessly They Pursue...Summoning x64 Shuffling, Groaning Zombies! Summoned Creatures require Mental Defenses so that their Not Easily Controlled in any case, no problem there! Many such 'creatures' Summoned would be 'Models of Specialized Design' with everything besides Attacks or Attacks and Defenses or Movement at minimum min-maxed effective levels, even Subject To GM's Approval or Burden! Physical Limitation-Zombie Shuffle, Frankenstein III , 'Nascent' or Limited Machine Movement, Char./Creature with Only 1 Limb (as an arm and a leg), Anyone with minus ¾ or more limbs on the Disabled, Broken or Paralyzed Limbs Table!, with various penalties to STR and Movement, of course. (1" Base Move, 1" Half-Move) Frequently, Greatly effects Combat, NCM Travel. F,G +15 pts. Running & Swimming 1", 0 END for Zombies, Frankenstein pays END and freq. Pushes his 1". lol Great for huge crowds of Zombies, slowly engulfing a town. Add more Inches for fewer 'Hoardlings'. Poor Tunneling is common (1", DEF 6-concrete wall for 20 pts.) and is a lessening of the Physical Limitation-Reduced Running at even 1" of Tunneling (abilty to hide, stealthy movement). This would be the most common occurence of a 1" Movement Power. The question is, should Half-Moves (move and attack!) even be allowed with Tunneling? For Dramatic Purposes, Yes, but what happens? Can a Tunneler Attack while 'in the wall' or 'in the floor'? Sure, he's only a hex away, but what about the 'cover'? I'd like some rules for this, Perception needed to Attack, etc. but an easier ruling is No, you need to enter an empty or allied hex, 'ending' your Tunneling and possibly negating Surprise I'd then 'allow' an Attack, either Ranged or 'taking a step or two' against adjacent hexes, even with poor 1" Tunneling (common), since any and all Tunneling ends and 'taking a step or two' is a component of all standing HTH Attacks and is my basis for full or half DCV w/o Dodging. HTH range is limited, Surprise is Possible, acts more like 'Teleport' with Poor Tunneling being severely limited, Inch by Inch, in Combat and NCM--- doesn't need additional restriction, just definition over 3rd and 4th , sorry I don't have 5th Ed. Surely it isn't that different to all previous editions! Unless you prefer requring 2" of movement, with more Limitations or Partial Limitations on Normal Movement, this is the best way to go, especially if they halve the scale to 1"=1m. "Who can't move like a meter (half his height) and not be able to Attack??" as some might imagine it is now, "Who can't move like 1"(his height, 1 'space') and not be able to Attack??" (STR Related Movement Reduced and/or 0" Running; i.e. Restricted Maneuvering/Move.) haven't we, since 1982, 'allowed' a Half Move with as little as 1" of Running, the most 'General' Movement Power? Are you speaking of a specific case as 'generally'? If Leaping is your only Attack, then you have to perform a Move-By or Move-Through and enter your opponent's hex and collide? Shouldn't an 'NCM for a Full Half Move' only be required for a ½ "! move? Tell me I'm being grossly unfair to your expertise, that I've obviously misunderstood... Also, try not to rely upon 'GM's Caveat'; Questions on movement or basic rules should have some simple, basic answers; When pointing out the 'obvious' please include a little explanation, reflecting the ease and simplicity of the basic rules. I understand the need to cite pages of the rulebook, this is much better than 'allowing something' / GM's Caveat or Burden- 'rule on as you see fit, but probably requiring...' Tell me it's all my mistake; did you mean 'generally, Yes, but' and that you are speaking of a ½ " leap and not 'General Movement'? Actually, since I burnt a pizza and wasted time since I'm sure a 1" Half Move is a 'Lock' preparing this ridiculous document, could I get your thoughts on the "Terrible in more ways than one" OCV Penalty for NCM Attacks? First mentioned in 4th edition "achy-breaky" Champions; they had it as ½ OCV and ½ DCV or by Optional Table dividing Inches per Turn by SPD. NCM Attacks are stated as ½ DCV, 0 OCV. 0 OCV makes such attacks only barely 'likely' vs. DCV 0 Opponents. NCM Attacks vs. Any Positive DCVs are geometrically, increasingly 'unlikely', becoming 'very unlikely' (5-) vs. DCV 6 or DEX 17 Agents, DNPs, etc.1 hex away. With such unlikely chances to hit, their should be a chance of inadvertently 'converting' a Move-Through into a Move-by (near miss) and of inadvertently 'converting' a Move-By into a Move-Through(ouch!), since obviously little accuracy is allowed. I'll allow it, but you have no chance to hit; would you prefer to have your eyes closed for this maneuver? Combat Skill Levels 'throw a wrench' into my calculations until you consider that worthy opponents would have comparable Combat Skill Levels, negating their effects in pitched battle. Halving OCV might be appropriate in addition to the Standard Movement Manuever Penalty of -1 and Limiting Maneuvers to Move-by and Move-Through, which is only slightly more complicated than 0 OCV, simple, Yes! Fun and Logical?(0 OCV) No. Halving DCV is fine; no other table is required! You might be tempted to save it for 6th edition, because even simplified (w/o optional DCV calc and table) it is a Reversal of a Previous Ruling and all previously printed 'rule sets'.Also, ½" of Leaping doesn't require any change to NCM, so leave it. Until then, here's the Conversion Rule. Conversion Rule--- If you miss with an NCM Movement Maneuver, simply subtract 2 from your 'chance to hit' and re-roll the NCM Maneuver for the other Movement Maneuver, to show the effects of inadvertently 'Converting' a Move-Through into a Move-By (near miss) or of inadvertently 'Converting' a Move-By into a Move-Through (resulting in a collision). So, what are your thoughts?
  3. Re: Were these left out, or no? McFly 200's Hoverboard Multipower OIF('held' by flier; 'lost' or destroyed and later replaced with Flux-Capacitor equipped DeLorean), Required Skill Roll- Skate-Boarding? still in 5th Ed even if it don't limit to 14-? DEX 20/5+9+1Skill+1Overall=15- to Energy Blast 'bullet' base 10d6 (SuperAlloy reinforced Steel, Def 10 w/ 2 powers or 14 BODY in one attack) Required Skill Roll 15- to not 'loose his board' for EB and 'Running' Maneuvers partially and fully limited Multipower,OIF 65 25/17 Gliding 25" w/ Linked Powers 25 pts./17 40/16 =33 1/2 END? Running base 6"+6"=12", 10 pts.NCMx4=44" 25 pts./17 +10 STR, +5 DEX(forced quick action,+1 to subsequent rolls[16-]), +5 HA(1 END) must 'run' Linked Powers, Required Skill Roll 15-42/19 part. limit. slot 65/33/3u x3= 9pts also Gliding same as running and EB 11d6
  4. Re: Repost: Squirrel Girl 6th Edition 'Hero Points' will/should model her ability "to defeat any super-villain", which means there will/should be Hero Point 'Maneuvers' or 'Powers' for various miraculous feats. Until then her powers(similar to my own mutant 'Super Martial /Mental Powers') are rather complex, EC's and MP's with partially limited powers that 'scale up' esp. her 'Detect Vulnerability' and DEX so that she can prevail against Doctor Doom (how was he unable to repel her squirrels?) and the like, who are High-Level 'Master Villians' NOT Omega Class Mutants or 'Cosmically Powered' Beings but... Squirrel girl is Awesome!!! at least these chars./mental can be 'just right' INT 13 COM 18, take it from her Climbing Skill and +19 PRE defense, 9pts.
  5. Re: The Zodiac Super Hero Team? Capricorn granted 'Adaptive,Amphibious, Land/Sea Powers'-ALL Defenses,High ,Regen. Running/ Swimming MP 'Chars as Powers' DEX/SPD MP
  6. Re: The Zodiac Super Hero Team? Gemini, 'the Twins', could be 2 characters, Twin Brothers! Can Appear anywhere within sight of the other Brother- Mind-Link, Teleportation -1/2 Only One may 'port per phase(same SPD), other brother's sight LOS only. Standard STR, Flight, FF EC's or 1 Physical, 1 Mental w/Teleport? How would they compete w/ themselves?
  7. Re: EC's cannot have non-END powers!!!! Yeah, I built 4th edition battlesuits with ALL the Characteristics and ALL the Powers in a couple of EC's; a Main Powers and 'Mega-Mini' min-maxed EC for up to 500 Active Points of Powers!, most of which were 0 END or reduced! Grab yourself a Multi-power, you'll need it! and 1 EC now I presume, if you want to build a 650 pt. character for 350 pts! Thats nearly double all your points! I also had no DEX, SPD, Def! limits till I found this 1 page, buried in the book!, also w/ Max Skill Rolls (Major 4th ed. Broken Rules!).Full Life Support and Immortality please!
  8. Re: EC's cannot have non-END powers!!!! Yeah, I built 4th edition battlesuits with ALL the Characteristics and ALL the Powers in a couple of EC's; a Main Powers and 'Mega-Mini' min-maxed EC for up to 500 Active Points of Powers!, most of which were 0 END or reduced! Grab yourself a Multi-power, you'll need it! and 1 EC now I presume, if you want to build a 650 pt. character for 350 pts! Thats nearly double all your points! I also had no DEX, SPD, Def! limits till I found that 1 page,buried in the book, also with Maximum Skill Rolls (Major 4th ed. Broken Rules) but kept STR, Attacks to 60 AP------ All Characterics, Powers, Skill Levels, Attacks and Defenses should be limited by Total Power Points Max DEX,PD,ED SPD Range Max Skill Level Damage Class Running/Flight 330-359 20-39[1/10 pts] 4-7 +6 15d6/22 1/2d6 150 pts.or 360-389 21-42 4-8 +6 16d6/24d6!!! 160 pts.more? 600-629 33-66 6-12 +10 24d6/ 36d6!!! 240 pts. Skill Levels cannot overlap to exceed Max Level(+6 Overall means you can't buy any more Combat Skill Levels)Agents limited to +1,2 to +5 30,90 to 329 pt. 'Agents'
  9. Re: Growth, DI and Figured Characteristics Most 'Ultimate' Power Suits or Flying Bricks should use an EC and a Multipower, with overall limitations, varied limitations, all at point break, etc. for their MAIN Powers, possibly including STR!, Growth and DI, Add a second, smaller 'Mega-Mini' EC for 5, 10 pts.Growth, DI and STR!
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