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director13

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Everything posted by director13

  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!
  13. Re: PRE and EGO I had similar thoughts, but because of 5e ECV calcs swapped where you have EGO and INT. Then I had some runoff thoughts about Interaction skills as Combat Skill Levels with particular maneuvers (PRE dice for effect). I never did get what the results would come out of (social STUN and BODY) figured out, though.
  14. Allow OMCV vs. DMCV "attack rolls" in Presence Attacks as "Interaction Skill Rolls". Whether or not this takes half an action, and whether or not it makes Haymakering a Presence Attack slightly less cheesy is at your discretion.
  15. Re: Gun Summoning Sounds like your brother saw Ultraviolet.
  16. Re: No Gliding Limitation (6E) Do you mean that you can not allow the limitation on the EB if that was the only power the character possessed, or that you can not allow the limitation on that power at all (or some third thing that I missed)?
  17. Re: Limited Deflection +1 to the opposing camp that allows it, mostly because of drains (there are a fair number of technological drains against mutations in my Gamma World game).
  18. Re: Well, we haven't talked about Killing Attacks in a while... I like it, and I'll be using it (although not until January or so, I had to promise my players a rules freeze). I play in a Heroic scale game with Hit Locations, but I use the STUN Multiplier for AoE attacks, which comes out to be Grenades, Flamethrowers, and various post apocalyptic mutations. The lower STUN Multiplier means I get to use even *more* of these on my players (and vice-versa, I suppose). Hmmmmmmn. Smells like... victory.
  19. Re: Seeing in the dark I like it. It's elegant and simple. Wouldn't you need Concealed to avoid the "Flashlights shooting out of my eyes" effect, though?
  20. I'd love to see a published yearly supplement with FAQ updates and any necessary changes to pre-built power builds for Hero System. Hero System Annual 2009, Or Hero System Six Annual #1, kind of thing. Even Annual #0 if all the sample powers weren't in the main book, allowing them to be revised as necessary without worrying about needing to update the main book in the highly unlikely event that changes would be needed soon after publication. $5 seems like a fair price point, especially if it's text only, and mostly content from the web site. (Hopefully implicit is a "keep up the good work, let me give you money for supporting my hobby")
  21. Re: Seeing in the dark Apologies. I was talking about Nightvision being a part of the Sight Sense Group and not a subset of Normal Sight, which seemed to be what you were correcting someone about, not how you would houserule a new sense build. I don't have an opinion about the latter.
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