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MrAgdesh

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Posts posted by MrAgdesh

  1. Re: 5th Ed: Flying Dodge

     

    I don't have UMA with me at present but IIRC correctly you can even use it to get out of the radius of an AoE.

     

    You remember correctly, although the clarification is in the FAQ, not UMA.

     

     

    Does Flying Dodge work like “Martial Dive For Cover”?

     

    No. Flying Dodge functions differently — it doesn’t require a DEX Roll, render a character “prone,” or the like.

     

    If a character with Flying Dodge moves out of the way of an area-affecting attack, compare the inches moved to where the attack hits (typically the hex the character was formerly standing in) and the attack’s size — it’s possible that, as with a Dive For Cover, the character’s movement didn’t carry him far enough to get out of the way. If the Flying Dodge’s movement carries him beyond the area covered by the Area Of Effect/Explosion, then the attack doesn’t affect him.

     

     

    Just to be clear, I know I can house rule it out: I'm just wondering why it is in - what need demanded its inclusion.

     

    In theory I can see it as a legitimate move for certain types of character (as I've already said), but I think that the FAQ rulings make it too powerful. On a Speedster, with a presumably high move value, this is an auto miss for an opponent's HtH attack, and probably area effect attack (unless its a really big area) with substantial bonuses likely against a ranged attack too.

     

    It does not seem to be 'right' that if the final distance away is used for the DCV range modifier, that interposing obstacles (cover) along the way will not also affect the chance of being hit.

     

    Personally, as it costs more than Martial Dodge and offers less DCV bonus, I will play it that the +4 DCV against an attack applies, with the movement occuring after that (if the attack is not successful of course, and perhaps stops the move due to other combat effects).

  2. Re: 5th Ed: Flying Dodge

     

    I have always handled it like this. If the attacker hits even after the DCV bonus, then the attack hits and the defender moves (assuming they aren't stunned or KOed). If not, the defender avoids the damage & is able to use the movement to reposition himself on the battlefield.

     

    Or have I misread something somewhere?

     

    Which is how I think I will test run it. A straight +4 DCV bonus, which then allows for the full move assuming no stun, KO, or Knockback.

  3. Re: 5th Ed: Flying Dodge

     

    If DFC is allowed and a character has Megascale movement they only need to attempt 1" of movement with regard to the DFC roll (The 1" automatically becomes the Megascale minimum of at least 1 Kilometer).

     

    So the character has a 'get away from any fight' ability.

    So what?

     

     

    Dive for Cover specifically says that you can't use Megascaled movement with it.

  4. Re: 5th Ed: Flying Dodge

     

    You can Abort to a Dive for Cover and use Teleport.

    Also, you can do this: 2" Running, 0 END, Trigger (When aborting to Dodge).

    Both are possible in the RAW, though the latter is as suspect as the Triggered counterattack.

     

    I agree that the rules allow an abort to DfC using Teleport, but there are other factors that at least work to balance that form of evasion. The necessary DEX roll for example (with the attacker gaining +2 OCV if you fail it), and the disorientation/prone effect at its conclusion (1/2 DCV until get to feet of get bearings).

     

    Flying Dodge as written has none of these factors and allows an infallible get away from a HtH attack with no possibility that the attack will work. I also don't get that if the final distance for range mod is used when calculating DCV against ranged attacks, how running behind full cover will have no effect on the attack.

  5. Re: 5th Ed: Flying Dodge

     

    If I had a Speedster with say a full move of 50", then he could abort to moving 50" away giving a ranged attacker a -8 modifier and still get a +4 DCV. Basically, it allows him to disengage and get the heck out of there as well as maintaining a high DCV.

     

    If it didn't automatically make a HtH attack irrelevent, or didn't take the final distance range modifier for a ranged attack, then it might not be too bad - effectively the Full Move occurs after the dodge, so any attack takes the +4 DCV into account, but not the moving away.

     

    As it stands it seems to be akin to allowing aborting to Teleport whilst maintaining a Dodge at the same time?

  6. Re: 5th Ed: Flying Dodge

     

    Its rare, true, but also listed in 'Drunken Clown' MA.

     

    Whilst a speedster could just take a Desolidification slot, that won't disengage the character from combat for free, moving him what could be a vast distance away. He could still be affected by powers with the Affects Desolid advantage (say a HA) thus not causing an auto miss because the character is no longer in HtH range.

     

    I suppose I'm having problems with this because it allows you to abort to movement. At least with DfC there is some sort of roll for success required.

  7. I've just been going through the UMA and noticed what seems to be a particularly broken maneuver; Flying Dodge.

     

    I thought I must be mis-reading something so I checked the FAQ. It seems to me that a few points don't tally. Firstly, if the game is simulating attacks that occur roughly simultaneously and that "all the maneuver provides is a DCV bonus" then why does a HtH attack against the dodger automatically fail? It does not seem to make sense giving the +4 DCV bonus and a final distance range modifier and still say that you can attack even if the character moves behind a wall. If a character moves behind partial cover , for example, does he get additional DCV bonuses?

     

    I can see how this maneuver works for speedsters or maybe wuxia characters but aborting to movement (especially in the case of speedsters) is suspect. I do like the maneuver somewhat though, but I think it needs some kind of tweak, such as still allowing a HtH attack to at least stand a chance of hitting and maybe just give the +4 DCV bonus without range/cover bonuses ('simultaneous action'). Essentially, allowing the dodge with the proviso of a full move if the character isn't hit and possibly knocked back/stunned/KOed, before resolving the move.

     

     

    Just wondering how other people use this in their games and has it proved problematic? :confused:

  8. Re: Captain America Build 350 pts

     

    For a Missile Reflection attack I can see the logic behind Personal Immunity. However, if you set off a Damage Shield by your HtH attack surely its your opponent's power damaging you? How do you use Personal Immunity against someone else's power?

     

    I'm in the process of building many different powers myself and looking at different ideas. For a shield bash I was thinking more of triggered armour (or maybe Damage Reduction) that only worked vs Damage Shields.

  9. Re: Captain American Build 350 pts

     

    3u 1) Shield Bash: (Total: 75 Active Cost, 26 Real Cost) Hand-To-Hand Attack +4d6, Personal Immunity (Only To Counter Damage Shield; +1/4),

     

    2u 3) Cutting Edge (HTH or Ranged): Killing Attack - Hand-To-Hand 1d6 (vs. PD), Personal Immunity (Only To Counter Damage Shield; +1/4), Range Based On STR (+1/4), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2), Does x1 1/2 Knockback (+1/2), Indirect (Any origin, any direction; Only To Counter Damage Shield; +3/4),

     

    Hyperman, could you explain the "Only to Counter Damage Shield" Limitations on the Personal Immunity and Indirect?

  10. Does anyone know if there is any such support for this game? I have heard that only the wired Xbox 360 controller is compatible. I have a Logitech Cordless Rumblepack and it seems as dead as a dodo. It worked just fine on Ultimate Alliance though.

     

    As a console gamer I really can't get on with incredibly irksome keys and mouse combo and it is rapidly crushing my interest in the game. :(

  11. Re: Rawhead Rex

     

    Yep, very nice write-up. I always thought that Rex was a traditional ogre (appearance, voracious appetite, brutishness, the 'fee fi fo fum' blood sniffing thing) although Barker never actually mentions what he is.

     

    He is a trully frightening villain and one that I will steal for my modern horror game.

  12. Re: Interview that Corpse!

     

    I want to make a character who can read the final thoughts of dead people

    How would I do this? My best guess is a combination of the Retrocognition form of Clairsentience and Receive-only Telepathy, but I'm not sure where to go from there.

     

    I'd say that the thought reading would just be a special effect of the Retrocognition. Otherwise you're looking at ECV rolls and telepathy dice vs a dead body. Limitation would be 'Requires corpse and limited by (its) final memories'.

  13. Re: Luke Cage

     

    Actually, in the campaign book, Iron Fist weighs in at Remarkable level Agility, which is below Cap and Daredevil at Incredible. I guess DD has the edge due to his heightened senses of balance and touch, and Cap has the super-soldier serum and years of experience.

     

    So, I'd see Iron Fist as 20-23 Dex, Daredevil at maybe 25-26, and Cap somewhere between 20-25 (but with Lightning Reflexes to represent perfect timing).

     

    Iron Fist's Fighting is a rank higher than his Agility, so any short falls in DEX could just be made up with combat skills.

     

    But yeah, Pinecone, at the power levels in your game, if you have Power Man at Spd 5, then I think you would have to put 'Fist at 6. I don't feel you have any need to go higher than that, though, FWIW.

  14. Re: Luke Cage

     

    I'd go for 18 STR, and lower on the DEX, somewhere between 20-23.

     

    Speed 5 would be good enough for me, along with the likes of Daredevil, Captain America, and Punisher. 6 would be Spidey/Nightcrawler level.

     

    K'un Lun Martial Arts moves, and of course some chi powers, which could justify a lot of different things some Healing, Aid to various CHAs, and maybe a little resistant defense for example.

  15. Re: Luke Cage

     

    Oh he can feel it the next day but an "ordinary" bullet goes 2D6 these days so 30 PD is needed to bounce it..(Max=12 body Stun 60' date=' avg is around 30)[/quote']

     

    If his Pd is that high, won't your combats just go on-and-on-and-on..? Depends on how your campaign handles defenses of course.

     

    Personally, I'd have a Pd high enough to bounce the Body of such an attack, but wouldn't be worrying if the stun gets through (he can still feel it after all). If the stun multiplier ends up giving a high result he's just been winged somewhere vital like across the temple, or solar plexus. In theory I think that he could he could be put down by a couple of well-placed (or lucky) high-calibre bullets.

  16. Re: Luke Cage

     

    Welcome back :)

     

    Thankee kindly, sir. :)

     

    However, if you look at old lifting records, the majority of competitive lifters Press more than they Snatch, but less than they C&J. As such, I'd call it about 45%. Running a few numbers though my spreadsheet, it gives reasonably similar results to the actual records.

     

    Good call.

     

    Cap would therefore be able to lift and push for a few paces, a Porsche boxster. Works for me.

     

    Looking at Funky 70's Cage (press 10 tons), this would put his STR at around 49.

  17. Re: Luke Cage

     

    First off, Greetings everyone! I'm a first-posting lapsed gamer (played HERO extensively throughout the eighties) that has recently returned to the fold.

     

    This thread seems as good a point as any to jump in on as I'm currently working on a Marvel 'Initiative' campaign, and thus working to convert an awful lot of characters over from that universe.

     

    @pinecone: If you haven't seen it already you might find this site useful. Certainly for converting older versions of characters: http://www.marvelrpg.net/

     

    @Bloodstone: Good point about the Pushing rules. How you see those really will affect conversions, and can 'explain' writer variations in max strength levels. For example; the OHOTMU continually mentions "So-and-so can lift (press) X under optimal conditions" or with "supreme effort". If you see that 'supreme effort' as a Push, it makes a huge difference.

     

    Incidentally, all the info I have on Cap though puts him pressing 800lbs not 1100, so I'll go with that in these examples.

     

    Firstly, the Press mentioned would be the old olympic Press, not the bench press.

     

    Here is the Press;

     

    http://www.chidlovski.net/liftup/web_external_modules.asp?s_module=mod_press_techniques

     

     

    So under the guidelines of alternate lifting in the Ultimate Brick, the Press might figure in at about the same as the Snatch (40%). Less than the Clean and Jerk (50%) at any rate, as its a more difficult lift.

     

    So, if Cap can press 800lbs with difficulty, that would put him at 26 STR, enough to lift and stagger with 933kg or the Liberty Bell (how apt).

    If you factor in his 800lb press as being a Push then his STR is only 16.

     

    The same logic applied even to Disco-era Cage (pressing 10 tons) would put him at 50 STR, and thus able to lift and stagger with 25 tons.

     

    Or 40 STR if you have him Push to Press that much.

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