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yoippari

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  1. Re: New players, gm, UMA Charge and 34d6 damage Yes. I did see martial throw. And if it becomes an issue then villains will have it.
  2. It is charge from UMA, so a martial arts maneuver. So should I have him justify the no turn move or just write it off as a loss. If I have him justify it and it doesn't fit the fluff of how his flight works then just tell him no? And the same with combat accel/decel? If he is really trying to make Dart then I don't think either works because Dart's flight is a pair of dragon wings that sprout from his summoned armor. And one last question. Combat accel/decel allows a character to make use of his full velocity no matter how little he moved, so a 20" charge could do 20/5+ whatever d6 with only moving one hex. This is how it was explained by the guy who knows more of the system than the rest of us.
  3. Re: the Five Coils of Cobra Villains do come back in this game but usually because while they have been bagged and tagged by the authorities they escape, Lancer has come back from the dead once as part of the story arc and since the next session she was accidentally killed again (I think because of the same miscalculations that got 35d6 but on a move through instead) I figure the game is gonna steer toward silver age anyway. Dark Seraph was knocked unconscious so when PRIMUS showed up (this had been UNTIL's involvement so far) he was taken away. However a hunted by VIPER was rolled so those weren't exactly PRIMUS agents. The way the dive bomber avoided damage was something about how with a charge, which he couldn't remember the source of, the weapon takes the impact. Like when a knight charges with a lance the knight is "unharmed" (quotes because I figure some impact is still transferred) but the lance breaks. His sword is some super material that he does want to pay for it being indestructible but we are still figuring that part out. My inclination is that the damage needs to go somewhere. Buying limited PD that just works for that one attack for example would solve it but still allow some to get through if he rolls too high. And from what I'm reading here about the combat accel/decel and no turn mode on flight is that it does make pulling a 90 degree turn at ground level legit, it is very powergamer? We have 2/3.5 players that are powergamers so that is a little unavoidable if they are going to have fun, but in the last gurps game one of them made a similarly broken character which made any combat a joke. So aside from the rules questions I need to either figure out how to balance powergamer and villians, like the dcv 18 guy distracting the bad guys (if they figure out they can be creative) or just say they need to tone down the dice pools. BTW, dive bomber is supposed to be Dart from the PS one game Legends of Dragoon. So super flying cavalry? And the dive bomb attack is Meteor Strike, one of the characters specials in the game.
  4. Re: New players, gm, UMA Charge and 34d6 damage He was enraged at another character. Enraged says no defensive maneuvers. I was ready to abort dodge and let the guy dive bomb right to the basement. But aside from not being able to do the dodge, the way the rules guy said it that was his last square of movement so he couldn't go further down anyway.
  5. Re: New players, gm, UMA Charge and 34d6 damage A lot of the at the table rules are coming from the one guy who has played this before, though he learned when 5th was just coming out from a guy who was running 5th but apparently mixed a lot of 4th in. So some rules mishaps are apparently happening. Where are the appropriate descriptions for diving, excess move (figuring out if he should have plowed through the bad guy and into the basement), and damage done to weapons during charge. Those in particular seem to be appropriate and I have no idea where to find them. The 10" over 30" down is from 20" flight and a full move charge. From what you are saying I gather that an attack can't be a part of full move. So a standard 6" movement guy can do a charge or move through/by with moving 6", or if it is 6" flight then 9" due to gravity? I can't tell you his stats other than dex (34), one less than the other two characters, because no one has bothered to give me a copy of their sheet. Revisions have been pretty common while we learn the rules and that this or that power is actually pretty much wasted on this character. The dive bomber in question was running his character out of hero designer on his laptop and it turns out making revisions on the fly. The guy next to him (rules guy who actually wants to play a balanced game) told me after a game a couple of weeks ago about this but his computer has since melted its power socket so that isn't an issue for a while.
  6. My first post here (I think) and sorry but I tend to be verbose. I'm having a difficult time dealing with how two of the players... play. I have a feeling that a large part of my problem is not knowing the system well enough and I hope to rectify that as I'll probably have 2 weeks off the game due to work. The other side of the problem is that I need to actually get sheets from everyone so that I know what everyone can do. The characters are "standard" 350 point super builds with directions to try to match up with the table on page 28. We are still working on things like acceptable levels of CSLs and whether a power framework is subject to the 80 active point limit. A character has flight 20", combat accel/decel, and no turn mode. He has a bit of strength and a "blunt buster sword" that is a HA weapon not KA. While fighting Dark Seraph he flew around while DS was enraged at another character inside a building. As soon as DS was outside he did a move 10" over and 30" dive bomb at the bad guy using charge, 30" of straight down movement (counting as 2 velocity), + STR, +weapon that ended at ground level as that is the end of his move dealing 34d6 damage, followed by knockback. DS went from 28 stun to -49. First off; is there anything there that doesn't work. I'm not wanting to retcon but being unable to find charge spelled out as anything more than a single line in UMA and having that much damage with out having any damage transfer to the charger doesn't sit right with me. And second; am I worrying too much about the 18 dcv character who over the course of 4 combat heavy sessions I have only ever hit with an ego entangle (which he has bought up mental defense to help with) during a practice session and an explosion. Should I adjust my villans or should I pull GM fiat and have him change it? I'm not a fan of option #2 but I think that villains as written should be able to hit on a roll worse than a 3.
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