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Fitzerific

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  1. Re: Adding Str for HKA's as a side note, should I be sure to limit the AP of total strength to 60pts? Or do characteristics generally need to follow the AP cap rules?
  2. I couldn't seem to find this at the time, but how does strength add to HKA's? and in a super hero campaighn should I as a GM state that HA's and HKA's should only be able to be at maximum doubled by adding strength, DC's, and MA maneuvers? What exactly is the rule for what adds to the HA and HKA to become the base damage and what goes to adding to the base damage to become the max double damage? Any insight would be great. For instance, one of my group's supers used an HKA bite attack (4d6) with 60 Str added to become an 8d6 killing attack which was enough to put an equal level villain out and bleeding despite his 20Def armor. Is this a legal way of adding damage?
  3. Re: Always on for size and/or density altering powers I'm considering adding a size characteristic to the campaign that I GM, and modify growth and shrinking powers to have starting values at the size level that the character has naturally. I have to learn how to create templates and such in hero designer first though.
  4. Hey, I'm at work so I cannot look this rule up, however what's the rule on putting always on onto powers such as growth, shrinking, and Density increase to simulate someone who is a nonstandard size or realative density? I think I remember reading somewhere that a distinctive feature should be used instead, however I prefer to use the actual powers in order to gain the effective benefit (or resonable penalty) for being half as tall or twice as tall etc, and using the distinctive features to show that being a different size will generally make the individual more memorable and recognizable. Is there an official rule on this?
  5. Re: How to build power limitation? There is a limitation called side effect that you could use to simulate this, essentially the side effect would go off whenever ice or cold based attacks affect your character, and when the side effect goes off, it effectively drains the Damage Reduction power by a certain ammount. Consecutive ice/cold based attacks would drain the DR further until its at 0% reduction. You could create a chart for actual game play that shows how each consecutive actually affects your DR, get approval from the GM, and use it to make reference easier.
  6. Another question about SPD in general Incidentally, does allowing players and NPC's to have any level of speed (up to 12) cause any major unballancing issues? I was wondering because I allowed a number of my players to take max speed, which cost them dearly. I'm not concerned about the SPD of the NPC's because I was intending to have a proportional ammount of NPC villains to have comparable SPD values, however will those players who neglected their SPD value for offence or deffence powers and abilities fell that the higher SPD characters are stealing their thunder? Should I have imposed a SPD cap?
  7. Re: Speedster move throu/by thanks for the help, I was thinking that a move through/by wiz would always be fun to play when added to by a substanial movement power. It would be fun to see how the heroes in my campaign figure out how to deal with a light and fluffy dynamo of many owies.
  8. I have a quick question regarding speedster move through/by, If I had intended to build such a speedster that specialized in that type of maneuver, would it be "street legal" to purchase a form of physical defence or damage reduction that only worked against move throughs/bys? Does a character's defences actually help to provide protection against the secondary damage inflicted by the speedster making this maneuver? Thanks for any insight.
  9. Re: EC's cannot have non-END powers!!!! Just for clarification, since I cannot remember and as I am at work, I do not have my mannual, is the restriction against naturally non-END powers reserved for only EC's or all power frameworks? I'm under the impresion that it was just EC's, however as I stated, I don't remember.
  10. Re: EC's cannot have non-END powers!!!! If the main limiting factor to ballance out characters who use EC's versus those who do not use EC's is that you're paying twice the END compared to the point cost paid, then I suppose I can see the reasoning behind it. I suppose that I used EC's like I had primarilly because it put all of the appropriate powers in a tight package that was kept nicely. With this change of thinking, I'm confined to find another method of packaging static powers of a given effect (with or without any form of discount to cost).
  11. Re: EC's cannot have non-END powers!!!! I don't understand how allowing powers that inherently cost zero end into EC's is unballancing. Please clarify for me.
  12. Hi all! I've been skulking about the forums here for some time and just rescently created an account here. I am just starting up with Champions again after a several year hiatus, and I have noticed that the fifth edition has introduced a new rule that I find myself needing to break in order to create my characters the way I had made them in fourth edition. The change is that of a prohibition of powers that naturally cost zero end englobed into an elemental control. This was usually how I used to make all of my super armored heroes, I take an EC where I put all of my static powers such as life support, armor, flash defence, mental defence, power defence, damage resistance, and most importantly characteristics. The more dynamic powers were placed into a MP such as force fields, EB's, RKA's, HKA's, and any other powers that I could safely scale back in order to change tactics in combat. I can get used to the fact that now we cannot use characteristics bought as powers to allow for the calculation of figures characteristics, but I'm feeling constrained to create a house rule allowing non-end powers to be bought into EC's just to follow my previous notions. I'm interested to hear what other people think of the change and how they have adapted from the change.
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