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MrAgdesh

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  1. Like
    MrAgdesh reacted to Christopher R Taylor in Gnoll type enemies   
    The key differences in Hero are going to be abilities (gnoll's ability to track and smell foes, for example) and behavior.  There's not a lot of difference between most of the humanoid monsters in D&D either; HD+1 is not that much change from 1HD, 9 AC vs 8, etc.  You can make up for that with cultural differences, behavior, how they fight, what kind of loot they have, what their lairs are like, and so on.
  2. Like
    MrAgdesh got a reaction from Ninja-Bear in Which is Better, Figured Characteristics or No Figured Characteristics?   
    Found it. Fantasy Hero 4E Pg 35 "Characteristic Ranges". 
     
    Characters (humans) with stats of 13-15 are Notable.
     
    Characters (humans) having stats of 16-20 are Remarkable - One in a Thousand. 
     
    Characters with a stat of 21+ are Incredible - One in a Million.
  3. Like
    MrAgdesh got a reaction from Scott Ruggels in Which is Better, Figured Characteristics or No Figured Characteristics?   
    23 becoming Default DEX is also possibly the fault of the "Joy of DEX" - another Goodman's School of Cost Effectiveness pointers in Champions II.
  4. Like
    MrAgdesh reacted to Hugh Neilson in Breaking an OIF   
    The OAF can be disarmed or broken and, while replaceable, can't be replaced in combat and generally takes some time outside combat.  A typical OIF is much harder to target in combat, but if broken or removed, takes similar time to replace.  A Weapon of Opportunity is more easily disarmed than a typical OIF, but also much easier to replace than a typical OIF or an OAF.  To me, that suggests the -1/2 limitation is reasonable.
  5. Like
    MrAgdesh got a reaction from Christopher R Taylor in Transform Question   
    So, to reiterate… for those of you using 4E and earlier, if i have a spell that transforms the target into a frog then presumably I get just that? A frog that has no connection to its previous form? It’s got frog DNA, a frog mind, it has the soul of a frog? 
     
    If I want to have the target aware of its predicament (I want the target to know he’s been cursed) I stick a Limitation on the power?
  6. Like
    MrAgdesh reacted to Christopher R Taylor in Transform Question   
    See how abandoning the three types of transform eliminates this kind of thing?  How the 3 stage bit adds a needless complication?  And how it violates the concept of "if you can make them dead, you can make them anything else" as the base concept of transform?  Now you have to make the 3 times as dead to make them something completely.
  7. Like
    MrAgdesh reacted to Duke Bushido in Transform Question   
    Thank you!
     
    Every time this subject comes up, I point that out as a problem-- even after a single recovery, an opponent can slap them right back to sleep (which is hilarious, by the way) any time they start to stir.
     
    And when you are asleep, you really have nothing to do but take recoveries, right?  So when do you wake up?  Positive STUN?  "Post Twelve, adventurers!  Wakey, wakey!  Hands off Snakey!"
     
    Or do we concoct some sort of delayed autofire or Trigger to keep them out for a bit?  And there is still the damage problem:  "well, I just took a nap, so I am ludicrously low on hit points for the next xouole od hours..."
     
    I tried EGO drain a couple of times, but similar issues: everyone wakes up as more or less zombies, vulnerable to any command (which is also hilarious, but not in the visceral slap-them-back-to-sleep kind of way that "drain damage-soaking characteristics" produces.
     
    Eventually, I settled on Sleep spells as very specific Mind Control spells, with modifiers to the breakout rolls and possible ligering effects (groggy for two phases; 1/2 CV, -2 to PER, -2 to Dec Rolls- whatever) as appropriate to the individual spell (basic Sleep spells usually last for a specific brief period and upon waking, the victim is very much aware that he was affectes by a sleep spell, etc-  lots of imperfections in the spell make it affordable and provides some utility without making it a walk-through-the-snoring-army" kind of thing.  In all cases, taking any damage will immediately break the spell (I learned that one after running with a brand new player to a newish group: our dedicated sorcerer came from a deeply murder-hobo group that had fizzled out after their GM moved and no one else wanted to run.  (Which I totally get!  If I knew ahead of time that I had to spend hours a week building something that my players would burn to the ground, i'd be hard-pressed to volunteer for the position myself.)
     
     
     
     
  8. Thanks
    MrAgdesh reacted to Simon in Transform - Mental and Physical   
    That is for the GM to decide based on the nature of the Transform and the Transformed Character's abilities (i.e. the GM's decision based on dramatic and narrative sense).
  9. Thanks
    MrAgdesh got a reaction from Duke Bushido in Transform Question   
    I initially wrote the Sleep Spell as a Constant Area of Effect NND where the defence was LS: Does not need sleep, being deaf, earplugs etc. I moved away from it being STUN based mainly due to the reason that when you wake up from sleep - as opposed to being knocked unconscious - you shouldn’t really be on zero END let alone zero STUN.

    The character conception was more that the spell should be more along the lines of epic fairytale (‘Sleeping Beauty’) kind of power. There are still the caveats in place that it won’t affect certain ‘protected’  targets but I think Transform works more elegantly overall. 
     
    The main question I have regards do I do it via Body or Mind, with my reasons given in the opening post. 
  10. Like
    MrAgdesh got a reaction from Ninja-Bear in Horror Hero - Shock & Stress   
    I ran Delta Green in 1999-2002 but under Hero. The way I did it was to treat SAN loss like a Mental Transformation. When you reached Transformation pips equal to (IIRC) 2xEGO you gained a 10pt Psychological Disadvantage (that you of course received no points back for). This then scaled up to a 20pt psychological at 4xEGO, and “0 SAN” at 6xEGO. 
    If you gained too many transform points at one time (at least 5pts I think?) you also got temporary effects - fight or flight type reactions/emotional shutdown.  
    You needed therapy to remove the transformation points - they would not heal with time - and therapy gradually reduced less and less the more you used it. 
  11. Like
    MrAgdesh got a reaction from Sketchpad in Horror Hero - Shock & Stress   
    I ran Delta Green in 1999-2002 but under Hero. The way I did it was to treat SAN loss like a Mental Transformation. When you reached Transformation pips equal to (IIRC) 2xEGO you gained a 10pt Psychological Disadvantage (that you of course received no points back for). This then scaled up to a 20pt psychological at 4xEGO, and “0 SAN” at 6xEGO. 
    If you gained too many transform points at one time (at least 5pts I think?) you also got temporary effects - fight or flight type reactions/emotional shutdown.  
    You needed therapy to remove the transformation points - they would not heal with time - and therapy gradually reduced less and less the more you used it. 
  12. Like
    MrAgdesh reacted to steriaca in Horror Hero - Shock & Stress   
    I believe the suplilment Horror Hero for 4ed had Sanity rules. It also was the first place to see Spirit rules.
  13. Thanks
    MrAgdesh reacted to Chris Goodwin in Star Wars Hero   
    I may have mentioned here and there a Star Wars Hero game... I've now been running it for a couple of months.  I've written up a document for it, which contains rules info and session write-ups, here. 
  14. Like
    MrAgdesh got a reaction from Scott Ruggels in Spears   
    I’d imagine that people were probably far stronger, generally. Everyday life was hard.  
  15. Like
    MrAgdesh reacted to LoneWolf in Spears   
    My copy of Fantasy Hero 6th edition shows both the short and medium spear as being one handed weapons that can be thrown.  The short spear has a STR min of 10 and a medium has a 12 STR min.  The Long spear is a two-handed weapon with a STR min of 14.  
     
    The average STR in a Fantasy Hero game is probably going to be higher than 8.  In a world where hard physical labor is more common the average STR will probably be higher.  The 8 STR is more for a modern world where we have devices that does not require a great deal of STR.  Driving a car with power steering does not require much muscle, but working on a farm without mechanical devices requires quite a bit of muscle power.   
     
  16. Like
    MrAgdesh got a reaction from Christopher R Taylor in How to: Falling Damage Immunity   
    If you build an immunity to falling, I can see an argument for that also providing an immunity to damage from being thrown (Strength or TK) and knockback damage. 
     
    Unless your SFX is some kind of geomagnetic/geomantic reason. 
  17. Like
    MrAgdesh reacted to Christopher R Taylor in How to: Falling Damage Immunity   
    If one was to use Life Support in the theory that its environmental damage like heat or drowning, then it would have to have some kind of scale.  Like 2 points per 10m distance of safety, then 10 points is "any distance", something like that.  Whether it makes sense or not is irrelevant, it would be a rule to cover this kind of construct: Vampire Grrl can fall any distance without it causing her harm, but she gets beat up by attacks.  Its like being able to withstand any amount of environmental heat extreme, but having only so much ED to defend against a fire attack.
  18. Like
    MrAgdesh got a reaction from Duke Bushido in How to: Falling Damage Immunity   
    The desoldification is “only to avoid the fall damage”, not to be insubstantial, hence the -2 limitation. You are only “insubstantial” to the impact damage when you hit the floor.
     
    If somebody launched an attack against you at the moment of impact, you’d still have to resolve that against your regular defences. 
     

     
  19. Like
    MrAgdesh reacted to unclevlad in Aborting and DCV Penalties   
    Incorrect somewhat.  6E2, 68-69:
     
     
    I'm also thinking, tho, of other timing considerations:
     
    Brick has SPD 4.  
    Phase 3:  start haymaker
    4:  complete haymaker.
    5:  Blast attacks with his SPD 5.  It is a new segment, so Brick can abort.  It is not a new phase for Brick, tho, so the Haymaker DCV penalty is still in place.
  20. Like
    MrAgdesh got a reaction from Christopher R Taylor in How to: Falling Damage Immunity   
    The desoldification is “only to avoid the fall damage”, not to be insubstantial, hence the -2 limitation. You are only “insubstantial” to the impact damage when you hit the floor.
     
    If somebody launched an attack against you at the moment of impact, you’d still have to resolve that against your regular defences. 
     

     
  21. Like
    MrAgdesh reacted to Duke Bushido in How to: Falling Damage Immunity   
    Right; understood it immediately.  It is identical to the 4e era wave of "Desolidification as immunity to damage X" builds that were so popular at one time.
     
     
  22. Like
    MrAgdesh reacted to Christopher R Taylor in How to: Falling Damage Immunity   
    I think this falls under one of those "The power works the way you intend it to, as long as you're not being exploitative" situations
  23. Like
    MrAgdesh reacted to Christopher R Taylor in How to: Falling Damage Immunity   
    I'm not sure its worth 120 points to be able to survive terminal velocity unless it also protects you from, you know, being punched as well.  If its just "I fall safely no matter how far" that's really not worth a lot of points.
  24. Like
    MrAgdesh reacted to theinfn8 in Horatio on the bridge   
    I went with a Change Environment (-30m Running), with something like AoE 3m, OIF ("Great Weapon"). If you want it to have a PRE component, PRE Roll to Activate. Basically, if you're fast, you can make it by the guy with the giant sword, otherwise, you're stopping to fight.
    A more advanced version might increase the radius, decrease the PRE roll requirement, or tack on a Trigger Attack with the sword that resets itself.
    This kind of thing is where the bigger two-handers shine. The montante material that still exists has methods designed specifically for holding ground. It isn't meant for the guy to hold the gap (or bridge) indefinitely, just long enough for back-up to arrive and help push back.
     
     
     
  25. Like
    MrAgdesh reacted to Christopher R Taylor in Horatio on the bridge   
    There is a concept from D&D 3.0 that I thought was really good and reasonable: attacks of opportunity.  The idea was that in old D&D people could move around all over the board with impunity, you could run right past an opponent and they could do nothing.  AOO let a character do an ordinary attack against a foe if they moved past their "zone of control" which is basically their square and any adjacent square on the mat.
     
    This concept makes sense; you can at least take a swat at someone who is buzzing past you, even if you are fighting or aren't currently active in the stack.  So yeah, I adapted it for my house rules; you can abort to attack with no combat maneuvers and using the OCV you had at the end of your last phase.
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