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eightiesboi

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Everything posted by eightiesboi

  1. Hi @Simon, Why not? You just said "HD is doing things as intended and as indicated by the rules/writers' guidelines." You've repeated that multiple times. I've provided documentation and made a reasonable request for either a bug fix, a feature request, or an explanation of where the guidelines say that DCV modifiers shouldn't be reflected on the character sheet in the same manner that STR modifiers are, vis-a-vis the Growth power. I am posting in the appropriate forum. I have been polite and courteous. I don't know what I've done to earn your ire. If you can't help me because you don't know, no worries. If you are just refusing to provide information that you have but are choosing not to, I don't understand why you are behaving this way. Please, help me by telling me where the guidelines say I am wrong. Thanks.
  2. Hi @Simon, Can you point me to the section of the Writer's Guidelines that indicates the the negative DCV modifier from Growth shouldn't be reflected? In 5 ER 183, it clearly indicates that it should. Thanks.
  3. Hi @Simon, Can you elaborate? The power of Growth in HD indicates, for example, with 3 level of Growth, that the character should receive, "+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4m tall, 2m wide". HD gives you the option to add totals to Primary Values, Secondary Values, or not at all. The character sheet then correctly reflects the bonus to STR, BODY, and STUN. It doesn't indicate knockback, but that may be a reflection of the use of the Heroic template and not the Superheroic one. It also figures the weight and size correctly based on the values I have input under the Background tab. In fact, the only thing I would expect it to reflect in the totals but that it doesn't is the modifier to DCV. I think it would be fine if the DCV modifier showed up under combat information, the same way that CSLs do, but it doesn't reflect at all. I would expect the DCV modifier to reflect just as the other modifiers do. Alternatively, if you are suggesting that this isn't a bug per se because it was never coded to reflect the DCV modifier, then I would like to make this as a feature request that HD be updated to be in line with the RAW (i.e., Growth affects DCV just as it affects STR). Thanks.
  4. Hi @Simon, Okay, then how do I report a bug/? In HD, the Growth ability does not subtract DCV modifiers from the DCV, nor does it indicate the DCV modifiers in combat information. The power *does* correctly add to STR, BODY, etc. Thanks.
  5. Hi @Simon, I know that. I am asking if my assumption is correct the HD can't reflect the DCV penalty. Since buying growth indicates the penalty in the power but not under the under combat information or with Characteristics, I presume my assumption is indeed correct. Is this something that could be added in a future HD update? CSLs do indeed reflect correctly on the sheet, so I would hope that this is just a coding issue. Thanks
  6. Hey all, Been a *really* long time since I posted on the boards. Anyways, am I correct in assuming that HD can't model the negative DCV modifiers that are associated with base weight and size changes (per 5ER 576)? HD build 20190428 (although I literally just downloaded the July version). Thanks!
  7. Re: Pulling Financials Hi, Without getting too technical (message me if you really want the legal details), although there are situations in which the police may not legally need a warrant to get information like bank records, the bank is (usually) under no obligation to comply with the request. In fact, the bank may require a warrant before turning over bank records both to protect themselves from liability as well as to avoid a public relations problem. Thus, sometimes law enforcement may *need* to get a warrant even when a warrant is not legally required. Scott
  8. Re: Brand new to the system Hi! Welcome to the Hero System! About a year ago, I posted a bit on this board about learning how to really use the Hero System (or rather, unlearning what you've already learned from whatever you've been using)... If you are interested in reading it, go here: http://www.herogames.com/forums/showthread.php/68866-A-bit-of-advice-for-fellow-newcomers. Have fun!
  9. Re: 5ER: The "Disable" element from UMA and disabling generally Thanks for the reply! Okay, this is more in line with how I was reading the rules--in which case, as I understand it, a martial manuever with 1d6 HKA and the 'disable' element will never actually disable a limb on an opponent with more than 6 BODY, no matter how many times it is applied. Would you agree? Does anyone else have a better understanding of this? Does anyone know where I can find a llama?
  10. Re: 5ER: The "Disable" element from UMA and disabling generally Thanks for the replies! Normally, the regulars here are pretty good with answering questions, but between the lack of response in this forum and Steve's delay in response, I was beginning to despair... Gotcha. So the example in 5ER is just special effect. I'll buy that. Okay, I think this is where some of my confusion really starts. As I understand it, the limb isn't disabled until the starting BODY of the whole opponent is reached--not the BODY of the limb. If the limb has 4 BODY and the total starting BODY is 12, then 12 BODY, done to the limb, is necessary to disable it--not 4. Am I wrong here? Also, you refer to doubling the BODY for the purpose of checking to see if a limb is disable when using a martial maneuver with the 'disable' element, and I have seen this point referenced before; however, I am unable to find this in 5ER or UMA. Can you point me in the right direction?
  11. Hello all, I posted these questions for Steve, but he has indicated that he won't be able to get back to me for about a month or so. Therefore, I come humbly before you all, begging for illumination. Or at least a couple of solid opinions! I am constructing a custom martial maneuver for a heroic campaign. Disabling and Impairing rules are being used, as are Hit Locations. I am confused, however, as to the application of the disabling rules from 5ER 417 with the Disable element. Let me start with what I know: 1. The Disable element automatically targets a limb. (UMA 92) 2. The Disable element ignores all penalties and bonuses associated with the particular hit location targeted. (UMA 92) 3. A limb becomes disabled when the BODY damage done to an area is more than the character's total BODY. (5ER 417, ignoring the parenthetical about before or after location bonuses / penalties). 4. An attack that hits a limb cannot (normally) do more damage than 1/3 the total starting BODY. (5ER 413) Further, as presented in both examples on that page, one wishing to sever a limb need only do 1/3 of the total starting BODY in damage to that limb to do so. My questions (assume that my opponent has 12 BODY when fully healed, and has no applicable defenses): 1. If any attack that hits my opponent in the leg does a total of 4 BODY (after modifiers), is the leg severed, as in the example in 5ER 413? 2. Assuming in the previous question that the BODY done before modifiers was 8 BODY, does this mean that regardless of the previous answer, the limb is not disabled (but may be impaired)? In other words, if the answer to question #1 is yes, the limb is not disabled, but it isn't attached to my opponent anymore? (This seems nonsensical, which is why I must be misreading something.) 3. If I have a martial maneuver with the disable element, does that effect my chances to disable the limb at all? Is disabling now automatic, or is the only bonus that I don't receive any OCV penalties for targeting a limb? (It would seem to me that there must be something I am missing, as the rules for disabling already specify that BODY damage can be taken into account before and after the BODYx modifier.) 4. If I have a martial strike with the disable element that does 1d6 KD, and if the disable element does not automatically disable the specified limb nor provide bonuses to disabling the limb, would I ever actually be able to disable my opponents limb, as I can't roll 12 BODY on 1d6 (although I am working on it!)? Obviously, the answer to this question depends on the previous one. 5. Since a limb can only take a maximum of 1/3 starting BODY damage, is it ever possible to accumulate enough damage to disable (or sever) a limb? For example, in phase three I do 3 BODY to my opponent's leg (less than of his starting 12 BODY). In phase six, I do 3 BODY to his same leg--does this mean that I really only did 1 BODY to his leg, severing it, or another 3 BODY? In phase nine, I do another 3 BODY to the same leg (assuming it is still there). Finally, in phase 12, I do another 3 BODY, same leg. Is my opponent now at 0 BODY, with all limbs intact and fully functional, 8 BODY, but missing a leg from back in phase 6 (and I've wasted my attacks in phases 9 and 12), or 8 BODY, but with a leg that's just been disabled in phase 12? 6. Assuming that the rules for disabling nerve strikes (UMA 157) are not being used, can you disable or impair a limb with an NND attack, or does the attack have to do BODY (assuming the NND does not)? Can a limb ever be impaired or disabled through taking STUN? Any intelligent discussion or even a helpful grunt or two would be greatly appreciated... Thanks! Scott
  12. Hi Steve, I have a question about the disable element (obviously). I am constructing a custom martial maneuver for a heroic campaign. Disabling and Impairing rules are being used, as are Hit Locations. I am confused, however, as to the application of the disabling rules from 5ER 417 with the Disable element. Let me start with what I know: 1. The Disable element automatically targets a limb. (UMA 92) 2. The Disable element ignores all penalties and bonuses associated with the particular hit location targeted. (UMA 92) 3. A limb becomes disabled when the BODY damage done to an area is more than the character's total BODY. (5ER 417, ignoring the parenthetical about before or after location bonuses / penalties). 4. An attack that hits a limb cannot (normally) do more damage than 1/3 the total starting BODY. (5ER 413) Further, as presented in both examples on that page, one wishing to sever a limb need only do 1/3 of the total starting BODY in damage to that limb to do so. My questions (assume that my opponent has 12 BODY when fully healed, and has no applicable defenses): 1. If any attack that hits my opponent in the leg does a total of 4 BODY (after modifiers), is the leg severed, as in the example in 5ER 413? 2. Assuming in the previous question that the BODY done before modifiers was 8 BODY, does this mean that regardless of the previous answer, the limb is not disabled (but may be impaired)? In other words, if the answer to question #1 is yes, the limb is not disabled, but it isn't attached to my opponent anymore? (This seems nonsensical, which is why I must be misreading something.) 3. If I have a martial maneuver with the disable element, does that effect my chances to disable the limb at all? Is disabling now automatic, or is the only bonus that I don't receive any OCV penalties for targeting a limb? (It would seem to me that there must be something I am missing, as the rules for disabling already specify that BODY damage can be taken into account before and after the BODYx modifier.) 4. If I have a martial strike with the disable element that does 1d6 KD, and if the disable element does not automatically disable the specified limb nor provide bonuses to disabling the limb, would I ever actually be able to disable my opponents limb, as I can't roll 12 BODY on 1d6 (although I am working on it!)? Obviously, the answer to this question depends on the previous one. 5. Since a limb can only take a maximum of 1/3 starting BODY damage, is it ever possible to accumulate enough damage to disable (or sever) a limb? For example, in phase three I do 3 BODY to my opponent's leg (less than of his starting 12 BODY). In phase six, I do 3 BODY to his same leg--does this mean that I really only did 1 BODY to his leg, severing it, or another 3 BODY? In phase nine, I do another 3 BODY to the same leg (assuming it is still there). Finally, in phase 12, I do another 3 BODY, same leg. Is my opponent now at 0 BODY, with all limbs intact and fully functional, 8 BODY, but missing a leg from back in phase 6 (and I've wasted my attacks in phases 9 and 12), or 8 BODY, but with a leg that's just been disabled in phase 12? 6. Assuming that the rules for disabling nerve strikes (UMA 157) are not being used, can you disable or impair a limb with an NND attack, or does the attack have to do BODY (assuming the NND does not)? Can a limb ever be impaired or disabled through taking STUN? I know that's a lot of questions in a single post, but I'd rather bombard you all at once than make you feel like you're being nibbled to death by ducks. Thanks! Scott
  13. Re: Favorite 60-point Power Construction Yes. Per the FAQ: What would a character need Resistant Mental Defense or Power Defense for? He’d need Resistant Mental Defense to protect against, say, a BOECV RKA. He’d need Resistant Power Defense to protect against, say, an RKA AVLD Does BODY. Admittedly, both are pretty obscure and unlikely to crop up in the average campaign.
  14. Re: Automatic Suppression Field You are right, of course! Color me embarrassed...
  15. Re: Automatic Suppression Field My thoughts, as they occur. A 20d6 Flash would be the equivalent of an "extreme side effect", or you could go with a 10d6 for a major one. Note that the Mental Group flash would only blind mental "senses", and would not necessarily incapacitate or even inconvienence the character, depending on the power build (i.e., if the character has no mental "senses"). Also, is it a 7" radius or a 14" one? The build differs from the explanation in beginning. IIRC, you should probably add "continuous" to the build. Otherwise, a bad roll on the effect dice could result in having no real effect on magic within the area of effect, unless this is by design. Based on your power description, I might add No Conscious Control, as the build says that it turns on whenever a magic item is brought near him regardless of his wishes, and that it prevents him from using his powers. I might even drop the trigger at the present time for the same reason, and handwave it turning on--as long as its activation has the effect of disabling his other abilities. By the way--I assume the character actually *has* the ability to detect magic. Assuming so, this should be linked to that ability.
  16. Re: Calm the Storm I think that The Rose's statement is both relevant and accurate. If I buy a simple CE megascaled to make it warmer (the cheapest CE I can think of), why would that end the "storm"? Sure it's warmer now, but the penalities to OCV and PER from driving rain and gusting wind haven't gone away. I think the argument can be made that for a CE to completely cancel out the effects of another CE, the AP needed should be similiar, if not the same. Dispels, of course, are a bit cheaper, by design (i.e., the work via a different mechanism).
  17. Re: Calm the Storm I am going for the role of Devil's Advocate today... I can see where CE makes good sense, but if you wanted to make a Dispel Storm, it wouldn't be *too* difficult to decide how many points it would take. Let's assume that by "calming the storm", we mean that the storm completely dissipates. Let's also assume at most our storm-calmer can affect the area over a city. To figure out how big we want our dispel to be, we simply have to figure out how big the CE necessary to create the storm in the first place would be. (The following all comes from 5ER, mostly pages 135ish and 440ish) Here's my take. Let's go with a practically worst-case scenario (in other words, not Day After Tomorrow-ish, but relatively close). (Disclaimer: I am at work right now and don't have access to Hero Designer, so this is being done by hand and my results may be off.) Temperature: Let's bop it down one category, although we could probably leave this off due to wind chill. We get this free for the base 5 points. Rain: Driving, pounding rain. Since "pea soup fog" is listed as a -3 PER for sight and hearing, I think we can reasonaly call this the equivalent, especially since normal rain is a -1 to PER rolls. This will cost us a total of 18 points, 9 for each sense group. Wind: Wind speeds of 75 mph (yes, we could go higher). That equals a -3 to hearing and a -3 to OCV. This comes to 24 points, 9 for the loss to hearing PER, and 15 for the OCV. Now, tack on +5 for Multiple Combat Effects, and another +10 for Varying Combat Effects (to allow for gusts of wind that act as TK STR, etc), and give it a +1/4 MegaArea, and I get 288 AP. To dispel this doozy of a storm, and without being entirely cost efficient, I find I need a minimum of 48 dice of effect, for 144 AP. Add in citywide MegaArea (+1/4) and cumulative (to make sure I get to 288 points of effect) (+1/2) and I get 252 AP. Or something like that. Or you could just buy images of nice weather megascaled...
  18. If one applies BOECV to teleport, it automatically works Line-of-sight (5ER 253) and has no range modifier; however, does this mean that it *only* works LOS? If my fixed or floating fixed teleportation points are still within my teleportation range, but blocked from LOS, can I still teleport there? What if I want to teleport blindly, like Cheshire Cat on 5ER 367--is my TP automatically unsuccessful, because I lack LOS, or can I make an ECV attack roll to "hit" my target hex? And if I break a fixed teleportation point, can I return it under warranty? Thanks and Happy New Year!
  19. Re: Failure To Stop Drill I have a name for this: lawsuit. Seriously, I would question the competence of any current member of any U.S. police agency that would tell you this is a "trained" manuever. We own every shot we take, and believe it or not, bullets will bounce. If you don't have a target that you are willing to shoot in front of your muzzle, you *don't* pull the trigger. We are trained different stances, depending on whether someone is 4 feet away, or 25 yards (the general limit for police training with a handgun), but we aren't trained to shoot wildly, or shoot the ground. Note, I am *not* saying that this type of manuever doesn't happen; but it does not realistically represent police training. For the failure drill itself, with due respect to Toadmaster, the double tap is sights-optional; the head shot is with your sights. The reason for this, as already suggested, is that the head is a more difficult target to hit. Toadmaster may be a natural shot, or may be very quick on the draw, but my guess is that he or she was picking up her or his sights for the final shot. A two-three second time frame is indeed accurate, as the first two shots (the double tap) are done very quickly and usually result in a fairly tight grouping despite the recoil. If you really want to model real life, the double tap should be an autofire or rapid shot (held action or not), and the head shot done in a separate phase, possibly with a few PSLs to reflect the use of iron sights. Just remember to call out "RED" when you need to do a combat reload. And for the curious, police shoot not to "kill" but to "stop", because our intent is not to end your life but to end whatever threat you pose. Unfortunately, the areas of the body that provide the desired result, i.e., the quickest and most certain ways of ending a threat, are also the areas that are the most likely to result in death. Ah, anatomy.
  20. Re: Help with Clairsentience I think I understand what you are saying. You need to know where the particular person is, before you can place the perception point. You could do it this way... The +20 ECV is to counter the penalties at any distance, although it would probably be cheaper to buy PSLs. Mind you, I'm sure that this is neither the cheapest nor most efficient way to buy this... Someone to watch over you: (Total: 102 Active Cost) Clairsentience (Sight Group), Mobile Perception Point (can move up to 6" per Phase), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (62 Active Points) plus Clairsentience (Sight Group), x8 Range (1,000"), Mobile Perception Point (can move up to 6" per Phase) (Active Cost: 40) Who am I watching over, anyway?: (70 Active Cost) Mind Scan 6d6 (Human class of minds), +20 ECV
  21. Re: Countering Criminology with NSLs? I also think that Invisibility is the way to go. The Ultimate Skill has this: Although this obviously only covers blood typing, I think it wouldn't be too difficult to extrapolate from here.
  22. Re: Disease Healing Wouldn't the cumulative have to be increased? Cumulative by itself only allows you to do the maximum effect for the number of dice, e.g., in this case, 12 points of effect. Or am I missing something?
  23. Re: An Immaterial Question Agreed. I am suggesting that the OP may want to take a limitation for the UOO segment. I think it is clear from this description that Differing Modifiers does not mean that the granting character can also use the power granted with different limitations than if the power were granted on another. In fact, 5ER cautions against using differing modifiers for a power that is intended to be also used on the granting character. I do believe that a house rule permitting this may be in order--I don't believe the RAW intend for this use of differing modifiers. Agreed.
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