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Kdansky

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Everything posted by Kdansky

  1. Well, it's quite easy to summarize I'd say: Equipment users are far superior to mages in combat. (Armor + Sword + Bow does enough) But we've got the classical "mages do everything else" Problem: They can Teleport, go Invis, use Telekinese, Read Minds, Create Light, have Flight, Summon Demons (for any tasks, true, our current mage can't control demons, but that's another story ), they can see in the Darkness, can analyze magical Items etc etc. And we don't even allow Multipowers at all. Gestures + Incantation + Extra Time + Requires Skill Roll is cheap enough...
  2. I don't know if what I search for is like D&D, never played that. I'd like it so magic just hurts the character less, fireballs don't do their full dmg, transformation spells don't really work, teleport other spells just fizzle, magical items somehow seem normal, telepathy just won't work on him. He can't control it, he can't deactivate it, hence the idea with Damage shield (which is uncontrolled anyway). It's not clearly visible (perhaps with magical detection or identify spells or something like that) too.
  3. How do you do Magic Resistance? As there is about any power possible by magic means, you'd have to buy: - ED (resistant probably) - PD (resistant probably) - Flash Defense - Power Defense - Ego Defense Seems quite costly to me, even with a -2 limiation. Magic does not occur as every 3rd attack in our game, and -2 is 66% discount (if you don't have any other disads). I don't want to spend half my points on this rather fluffy effect, as there will probably never be a villain using a magical flash or a magical Mind Control on me at all. Is there a way to do it the Suppress/Damage shield way?
  4. We don't use the stunning rules at all, because it usually means that the first hit decides the fight. If one character hits the other, he can easily land his next hit too, as his enemy is on 1/2 DCV. The only way around that is to be faster. The same speed does not help you, you have to top your enemy...
  5. Interesting, I'd say MAs are much too cheap for what you get. 4 or 5 points for 2 Damage Classes, +2 OCV and +2 DCV seems really underpriced to me. Compare: Katana 2d6 KA, used with Martial Arts defensive strike 35 points, 2d6 KA dmg, ocv +1, dcv +3 Sword 2d6 KA, used with combat levels 2d6 KA dmg, 2point levels: 1, 3point levels: 3 (and these do not cover ranged attacks!) 30 + 2 + 9 = 41 points. Martial arts was 6 points cheaper, so where exactly is it too expensive?? We are having a large issue on the 150 points (disads included) level with everyone wanting to take MA's because they are better than CLs... Just use MA with Killing Melee weapons, you only get 50% of the DC bonus but that's still better. (Offensive strike: 4 DCs, makes 2 DCs on KAs. That usually costs 10 points, but in MA you get it for 5 and some CV for free) Just don't be fixed on the stereotype characters like bricks, Energy blasters and MAs, if you try to mix some powers, you'll find large balance issues
  6. And one more problem on the topic: A dragon's breath begins at his mouth, so I took it as a RKA - no range. Now do I hit myself or does it start from the next hex on? so do I need Personal Immunity or not? Had an argue with a friend about that on ICQ just now
  7. Thanks, I did not see that ;-) Now I've gotten another problem: 2" per DC gives me nearly 18" range, that's too much for me to handle, is there a way to make it shorter and diminuish faster (ideally for lower price, as it is clearly weaker)? [Edit] And I've got another problem I just realised: how do I calculate stun and BODY from killing dice? remove the highest one from the list as it is proposed on page 166 for normal dmg is no option
  8. I'm trying to model a firebreath attack for a Dragon. Should be area of effect - cone, 2d6 Killing dmg. Now I'm trying something else: 3d6 Killing dmg, but with something like an explosion style diminuishing damage class system. As explosion is ruled only for circular shape, this does not work very well. Version 1: I just cut off everything outside the cone, but I lose a lot of area (about 2/3) and pay the full price anyway, I don't like that idea much. Version 2: I cuonted the hexes under the explosion radius. The problem I had: even 7 damage classes have a giantic area filled, and reshaping that to cone has quite an extreme range. And it gets worse with every DC... any ideas?
  9. Trigun rocks! You could also do that "destruction disadv." with Unluck (only affects the rest of the world).
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