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director13

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  1. Re: The Overbearing Presence Hrm. A little off the OP, but I like the Opposed Skill Rolls idea Sean mentioned earlier. Well, Opposed Characteristic rolls (PRE vs. EGO) as a zero phase "in conjunction with some other activity" roll, which lets me punt with skill vs. skill (or possibly skill vs. EGO, depending) for interaction skills when appropriate. Abstract the result to "reduced effectiveness for 1 action" per margin of success (two gets you a whole phase, for instance), and "temporary bonus to EGO for one phase" per margin of failure. I'm free to roll for group or individual EGO, as appropriate. Free to use the existing Presence attack table for what "reduced effectiveness" means guidelines, too.
  2. Re: More Complications, Please Generally, a big +1 to everything Hugh said, with a focus on those three things. Two things I would add are: 1) Granted, the creature writeups do look a bit goofy with the preponderance of 0 point Complications, but I suppose if it's good enough for lions, and horses, and bears, it's good enough for me; and 2) Regarding getting what you pay for with regard to points from Complications, I've always felt a bit uncomfortable with equal weight given to character design for what they *can't* do as to what they can. That just feels off center to me.
  3. Re: HERO SYSTEM MARTIAL ARTS -- What Do *You* Want To See? What I'd like to see (some of these have already been mentioned in the original post, or by other users): 1) How to build new maneuvers, and the point costs for doing so (as appearing in "How to built custom Talents") 2) Martial Arts specific Talents (with appropriate "Reality / Subgenre levels") 3) Optional Training rules 4) A discussion of optional Stances and Rock/Paper/Scissors maneuver modifiers, different ways to implement them, and fair (sample) cost modifiers for doing so. 5) How to use new and existing Skills to Martial Arts campaigns.
  4. Re: Weapon Speeds and Casting Times -1/4, "Weapon Speed" Using this weapon imposes a penalty to DEX equal to DC/2. Option: Only when against weapons with a shorter length. Option: Only when the attacker hasn't take at least a half move action since his last attack Option: Different formula than DC/2 ??
  5. Re: Phantom Steed Unrelatedly, that thread is crazymaking.
  6. Re: DoT/Con A related issue is comparing the cost of DoT versus Compound, Linked powers with Extra Time and costs no end on the linked powers. In the 2-3 instance field, real costs are cheaper with the compound power version. At the 3 instance version, both linked versions go off at the same time, as opposed to chaining off each other. Of course, it's been demonstrated that the subtleties of DoT continue to escape me.
  7. Re: Damage Over Time / Extra Time Three times now. Did I miss the part where it says the default is 1 instance, 1 turn for +1, but you can't actually take it for 1 instance (even though that's the default)? I did see where it says "Depending on the number of times the target takes damage, the length of the period, and how defenses apply, Damage Over Time can be an Advantage or a Limitation". I suppose "if the number of times is 1, that's a completely different limitation" would be confusing. Or setting the default to 2, if that's the least you can actually take?
  8. Re: Damage Over Time / Extra Time Those are pretty good reasons, the fact that DOT has "1 Turn" as a +0 modifier for duration but no +0 for 1 instance also suggests the same. But (setting aside DOT and Extra Time both have duration modifiers and integrating them would save space and, you know, make sense) if Damage over Time wasn't intended to be used for a single instance, why not call it "Repeated Damage Over Time"? Or set the default to 2 instances instead of 1, and have that actually be selectable? Anybody want to buy a 0 DC Blast for 5 points?
  9. Re: PRE and EGO 6E1 442 "Permanently shorter-than-human characters pay points as part of their Size Template to increase their DCV by the same amount as the Target Size OCV penalty. Therefore, don’t use the Target Size modifier when other characters attack them — the purchased DCV takes the place of the Combat Modifier. (Unless the GM rules otherwise, the DCV purchased to simulate the fact that it’s harder to hit a character who’s always small don’t “turn off” if the character’s Knocked Out, asleep, or the like. Think of them as being Persistent.)"
  10. Re: Damage Over Time / Extra Time Sadly, the APG doesn't, and the default for DOT is one instance. I don't know why (and don't expect enlightenment) DOT didn't work more like Charges, in that the default was a limitation, but you could buy it up higher to an advantage (although one not capped at +1). An opportunity for a single mechanic that made sense was lost. Makes me cry.
  11. In 6e, a poison that takes an extra turn to take effect from being inflicted either has a +1 (1 time / 1 turn) Advantage or an (Optional) -1 1/4 Limitation on it, although in the latter case by default it could be interrupted. Right?
  12. A character with Reflection (only Energy Beams) attempts to Block the blast from a laser rifle (with his hands). Would the normal penalties for Blocking unarmed be applicable? I'm the GM in question, and I'm still not sure. Thanks!
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