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Istaran

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Everything posted by Istaran

  1. Starting everything at 0 would (by default) substantially affect the costs of multiform, duplication, summon, follower, vehicle and base. It would add 186 to the cost of every character (which is fine for PCs/NPCs as you just add 186 to their starting points), which adds about 37 base active points to those powers/perks. You could maybe make this even more extreme by making people buy the standard human senses. (And maybe 5 points to have the default limbs. 0 point characters can be senseless spheres)
  2. Well, unfortunately, they were. Here are the major features you have to address between 5th and 6th and what they mean. If your world is thematically driven, you have to figure out what to do about Power Defense and attacks that work vs. Power Defense. Drains became 1 1/2 times as powerful because they all became ranged. Now, any idiot can tell you that 60 does not equal 90. But between 5th and 6th, that's exactly what happened. What it means: This means that unless power defense becomes more common, characteristic drains are one and a half times as effective as they used to be, because these powers now gain range for free against progressively cheaper characteristics. The two big winners were END and REC. Whereas these characteristics used to be problematic to drain, now they're truly hideous, especially END. Most characters don't have more than 50 to 60 END, nor is there a reason for them to ever buy more. Whereas before, you were being drained of about 28 END for 60 points, now you're being drained of a whopping 52. Most characters will be burning stun after just a couple actions. However, Power Defense is difficult to justify and can't be put on every sheet so easily. Stun became half as expensive, while defenses stayed the same. Players began building characters that had lower defenses (around 20) and buckets of stun, because it was more cost-efficient to do so, and you stayed on your feet while your opponent dropped like a stone. The only way to correct this, as near as I can figure, is hard maximums for who can buy how much STUN. In a fantasy game this is less of a problem, but the math remains the same. What it means: It means that attacks vs. Power defense are going to become a lot more common, in order to circumvent the ridiculously high stun totals characters can generate. Growth: Growth in 6th edition works great, except for creatures whose only main ability is the ability to change size. This is a problem because the ability's most basic use should be the ability to change your size. In-between numbers generate absurd amounts of effort and calculation for very little end result. This is frustrating. Regarding Drains, is it really imbalanced though? Drain v STUN is 10 points to do 1d6 STUN only, OCV v DCV, resisted by power defense. Mental Attack is 10 points to do 1d6 STUN only, OMCV v DMCV, resisted by mental defense. Blast (AVAD: Power Defense or Mental Defense) is 10 points to do 1d6 STUN only, OCV v DCV, resisted by the chosen defense. The only real difference between the Blast and the Drain is how they are recovered. Blast will combine with other typical attacks for REC recovery per Turn (and subject to taking Recoveries), while Drain will be recovered 10 STUN/turn independently from REC. The drain still seems weaker, at least at this level. Draining END instead is a little more unclear. As you said, you can quickly get someone burning STUN for END. So at that point your 60 AP power has them taking 3d6 every time they use a 60 AP power. So after two of their phases they've taken the equivalent of one of those above 60 AP powers. Every Turn, they get back 25 END, which is enough to use 4 such powers, so you probably have to reapply regularly. It -could- get out ahead (though far less likely to stun them), but on the other hand there's a lot of ways to get around it. If they have a no-END attack, for example, possibly built on Charges. If Drain is more powerful, maybe it's simply that it used to be too weak? On the other hand, Suppress is now a -1/2 instead of half base cost. Otherwise, Suppressing STUN could be kind of out of hand.
  3. Re: Multipower Variable Slots, ever use one? I tend to use fixed slots for the efficiency. For example, I had a draconic character with a multipower for his wings (flight, gliding, or +leaping) which cost 3 points more than any one of those. (Might have even had a second flight with lower inches and higher NCM, don't recall.), and an attacks multipower with a variety of different attack powers. Each of those MPs had nothing but ultra slots. I also had a kitsune themed character with a multipower for shapeshifting tricks: growth, shrinking, DI, stretching and a few others (PD/ED, I think?). Each of those slots were multis. She could mix and match and very fluidly change her capabilities to fit the situation from phase to phase. The dragon was a lot more efficient in combat, but mostly because of the massive point spend the kitsune had on the Shapeshift power.
  4. Re: Is VPP overpowered/How do you properly use it? That's a good point. The ability to turn into a fly should always be built as a VPP, with the special effect that it lets you build things on the fly. Like: "I turn into a fly. And I build a rocket launcher (as an RKA with Explosion, naturally) on the fly."
  5. Re: Is VPP overpowered/How do you properly use it? I think a flexible shapeshifter concept is a fine use for a VPP, and one that is a lot more well defined than a lot of VPP concepts (it's pretty clear what it can and cannot do). Though it seems to me like the concept basically demands a very costly Shapeshift power to cover the cosmetic aspects (and possibly some kind of Linked, like you have to change the cosmetic appearance and the VPP powers at the same time, so that they match. Want to have wing based flight now? You change to an appearance that includes wings). (I might allow a concept like Teen Titans' Beast Boy to skip this, based on the fact that he is glaringly obviously Beast Boy no matter what form he takes. But otherwise part of the advantage of turning into anything is that people see you as being that thing you turned into.) Multiform can be a -lot- cheaper because the possibility of completely altering your appearance is included for "free", and you can change a much larger chunk of your character sheet relatively cheaply, but the VPP + Shapeshift works much better for an "I can turn into anything" concept. (Personally I usually use Multipower for such flexible shapeshifters. It makes you pay for each new option, but makes it all clear and simple and you never worry about assembling a new power on the fly.)
  6. Re: Let's talk about movement This suggestion is something of a poor simulation. By the end of the first phase when they are up to their full movement per phase, they are at their full combat velocity.That is, the SPD 4 guy is already going twice the velocity of the SPD 2 guy. It's only his average velocity over the last 12 seconds that will take him 12 seconds to build up to full, his instantaneous velocity is already there, and that's what's going to determine how hard he slams into things. It is however, possibly, a reasonable balance especially if we are going to keep the existing price scheme. Effectively you would be able to burn phases building up your momentum to get in one really solid hit. You would give up the attacks in between to add over-cap dice to your one big wallop.
  7. Re: Is this worth a Limitation? I had a draconic character that used that for his "blind sense" (stealing the concept from D&D 3.5 dragons). In concept, his scales were sensative enough to feel the disturbances in the air including airflow, so in a vacuum or perfectly still air it wouldn't work (but he could always move his wings a little to stir up the air to suit). I agree with others that Restrainable isn't really fitting here. It's basically like trying to take points for "Can't see through opaque objects".
  8. Re: Killing Damage in 6e I'm wondering if it would be more balanced for the normal multiplier to be applied pre-defenses? For your example, that pushes the headshot to 60 STUN v 48 for the KA. The body blow (x4/x1.5) is 39 v 32 for the KA. Typical (x3/x1) would be 18 vs 16 for the KA. Normal becomes all around better for dealing STUN, and the prefered choice for games with high resistant defenses. KA keeps its niche of being higher BODY per DC, and with only resistant counting so it is a good object/barrier/entangle/automaton breaker, but not the all-purpose go-to when hit locations are in play. This makes normal pick up roughly the same variability as KA does in a hit location world, and makes punching someone in the head a perfectly devastating attack (for a brick anyways).
  9. Re: Killing Damage in 6e Hmm. Hit locations gives normal attacks the volatility to get the extra OOMPH to stun targets more easily, plus allows for tactics to play an additional role in damage per hit (by allowing you to use reduced DCV situations to target vulnerable locations and aim for the jackpot rather than just lucking into it). However, you probably need to limit or ban PSLs for targetting hit locations to make sure it can't become trivial (maybe 4 as a hard cap? Or limit their use to halving the penalty? Then few would take more than 2, and there would be no point to more than 4).
  10. Re: Killing Damage in 6e I strongly agree with you. However, I also am aware that there is a vocal contingent of gamers who prefer their RPGs include occasional, random, semi-unavoidable PC death such that there is a noticeable PC turnover rate. I am not such a person, so I can only speculate as to their motives. I personally prefer to invest heavily in a single character, build them up over time and grow more depth and breadth to the character and I find it jarring to lose such a character unexpectedly and have to start over from scratch. If a game seems to make that a likely/common outcome then I personally have a hard time investing in characterization, and will instead make statblocks combined with hollow cliches as a way to protect myself from caring. One of the things I like about the HERO STUN/BODY version of HP is that it can make KOs plausible (even fairly likely) while keeping actual deaths very uncommon (while possible enough to keep it on people's radar). (I find 4e D&D achieves the same ends, but earlier D&D does not. Just one of those things that tends to split people between liking 4e or liking previous additions.)
  11. Re: Killing Damage in 6e So if we go for heroic instead, it's say.. 6d6 Normal or 2d6 KA vs CON 10-12, 30 STUN, 12 PD/ED (6 resistant). Aside from a little extra volatility due to smaller numbers of dice being rolled, the numbers are basically all just halved and the chance of stunning remains unchanged. Also, if you look at your numbers.. switching to 6e no hit locations, only the low defense guy can even possibly be stunned by the KA on an average BODY roll. But with hit locations, our sample dude gets stunned by a normal attack headshot reliably as well as a KA. For that matter, the x4 locations are x1.5 for normal and will also stun him. (12d6 = 42, -24 PD = 18, x1.5 = 27 STUN through defenses, more than the 20-23 CON you specified.)
  12. Re: Killing Damage to Normal Damage I'm generally inclined to think each PC should have one (or more but few) unique exemptions from caps that says they can be just a little better than everyone else at that one thing, and I think dealing damage is a reasonable one for wolverine. (Aside from regeneration and maybe freakishly high BODY I can't think of anywhere else he would be expected to excel compared to other supers. But dealing damage, especially to highly armored targets, is quite clearly where he is portrayed as shining.) Beyond that, even if I weren't inclined to grant such an exemption, I think ignoring one instance of AP from the cap is reasonable. In the vast majority of cases, he's just got the effect of one AP, which does increase his damage from what the dice alone indicate. The fact that he is extra-specially effective against enemies with one level of hardened (or rather, isn't screwed because they ignore his schtick and make him just plain lower dice than his teammates) is a niche bonus, for which he should pay cp but not be penalized with caps. It mostly only matters against enemies designed to let him shine. That is.. if everyone else has 12 DC attacks, I might allow for 4d6 KA + APx2 because that's his special area to shine and go over cap, while someone else might be allowed to break campaign CV limits or DEF limits or something. But I would definitely let him do an attack that would be 12 DC with APx1 but has APx2 (paying the CP and END, but not inhibited by caps).
  13. Re: Killing Damage in 6e I bought this once in a heroic game for a rogue/assassin type character. Everyone else had 2d6 KA or equivalent. I had 1d6KA, x3 autofire, that was always headshots. There was no question that mine was "amazingly powerful". Going from heroic to superheroic, all the numbers scale up. THat 24 rPD super might laugh at my multiple headshot 3 DC attack, but nothing I'm actually going to fight against can shrug off those kinds of blows. (Unless they're automatons that ignore STUN or the like, in which I have the classic rogue's weakness?)
  14. Re: Killing Damage in 6e I know head shots with normal attacks are x2 STUN. I don't recall if that is before or after defenses. If it's after defenses, then 12d6 (normal) is 12-72 STUN, -24 PD = 0-48 STUN, doubled is 0-96. The same max as your 4d6 KA example. If it's before defenses, then 12d6 (normal)x2 is 24-144 STUN, -24 PD = 0-120 STUN (and none of that is being clipped up to 0). The 4x and 5x locations do more STUN from normal attacks too. On the other hand your example of all 24 PD being resistant does not ring true to me (at least not typical). Usually at least some PD is non-resistant, which means a high roll on the 4d6 KA could get BODY through, while the normal attack cannot. (And, as mentioned, resistant defenses can be capped if desired to enforce some lethality.) Because the 4x and 5x locations all do double STUN from normal, their inclusion on the hit chart does not restore KAs to the best plan for dealing STUN, and I'm not sure it even gives them greater odd for stunning compared to targetting those locations with normal attacks. 4d6 KA vs head (24 rPD) averages 14 BODY, 60 STUN - 24 PD = 0 BODY, 36 STUN. 12d6 n vs head (24 rPD) averages 12 BODY, 42 STUN (x2) (after defenses) = 36 STUN through defenses (before defenses) = 60 STUN through defenses (I'm becoming more convinced it is, or should be, doubled after defenses. It also helps keep hand hits from bouncing entirely) If CON > 35, KA might stun more often since it is more volatile. If CON < 35, normal will stun more often because it is more reliable.
  15. Re: Hero-D&D system merge? It is perhaps a "gamist" tendancy of mine, but I generally prefer having mechanics that change the incentive structure, rather than basically relying on my enemies to make suicidally bad decisions in the name of roleplaying. That's why, as someone who generally likes to play "tank" type characters, I really appreciate D&D 4e's defender concepts. Basically, if two characters (A & are balanced against one another overall in combat, and A has better defenses (defenses here includes PD/ED, DCV, STUN & BODY totals, REC and regeneration, etc. everything that makes them passively harder to take out) than B, then logically B has some other major advantage. Either B deals more damage (per hit, or via accuracy) or can heal party members, or buff/debuff, etc. In a general sense we will call this thier "output". A has more defense, and B has more output, and overall they are balanced in combat. If this is the case, and it is observably so, then an enemy that is fighting A and B, and can chose which of the two to attack (first) should definitely attack B first. B will be both easier to eliminate and also eliminating B will eliminate more "output" when he is eliminated. (I realize it isn't always clear-cut, especially in HERO system. Maybe character C has low OCV/DCV, but is super tough and hits like a truck, while character D has high OCV/DCV and SPD, but is more fragile when hit and deals less per strike. I'm talking about a case where one character is heavily invested in defense while another is heavily invested in offense, or combat-defining utilities, so that the one is clearly harder to take out and the other is clearly doing more harm to the enemy, consistantly.) If that's the case though, then investing in defense ultimately becomes selfish and wasteful.. by being so tough, you discourage enemies from attack you, thus making your toughness go to waste, while the superior "output" of your teammate(s) encourages the enemy to attack them instead. You could use PRE and roleplaying, as you said, but ultimately that means you're relying on your GM to have the enemies make decisions poorly. Personally, I'd rather make their options all suck and let them chose as they will, rather than try to convince the GM to have them chose stupidly. That's where marking (and equivalent mechanics) comes in. Basically, the idea is that I apply some conditional defense to my allies and/or conditional output from myself that is triggered by my enemies ignoring me. If they attack me, they are bringing my high defenses into relevance, and leaving my high output colleague alone. If they bypass me, they are granting me an output boost and/or triggering the conditional defense boost for my allies. Either way, I'm contributing. The problem with this from a hero system perspective is basically one of pricing. To allow for balance, this conditional boost in defenses/output should be less than an unconditional boost in the same. But Trigger is an advantage, quite possibly a pricey one, and it's going to be on top of paying for an additional attack power. Let's say I have a 12 DC attack power right now based off 30 STR. I want to add a 12 DC attack that triggers when an marked enemy walks away from me or attack an ally while adjacent to me. That's about a +1 advantage (no time to activate, zero phase to reset, two conditions apply simultaneously) if I'm reading it right. Doing that as a HTH (5e), that's 40 real points, before any further limitations. I think that's a fairly efficient way to buy it. Half the cost is "free" from STR, and a free -1/2 limitation on top. Of course further lims could cut it down, etc. But let's look at some other comparable options, shall we? For 40 points I could get +4 speed. That probably also at least doubles my damage output. For 40 points I could add 12 DCs to my normal attack if it's a HTH attack, or 8 DCs otherwise. That probably far more than doubles my damage after defenses. For 40 points I could get a vanilla +12d6 HTH attack and combine it with my existing attack for multiple power attacks. (Heck it's already 18d6 w/ strength, probably more than double my damage after defenses in and of itself.) For 40 points I could get +20 DEX (selling back any speed), giving +6-7 OCV and DCV, which will greatly affect damage output and defenses. In other words, because trigger is seen as such a potent advantage (and rightly in a general sense) I get much less effectiveness per point than just doing something straight forward (like punching harder).. but in order for a mark-type mechanic to be balanced it needs to cost much less than doing the straightforward thing. Doubling damage output (only if enemy violates mark) is strictly worse than doubling damage output (straight up, no matter what the enemy does), and should be priced accordingly. Now one possibility is that the GM puts caps on damage output, but allows the trigger to functionally exceed those caps. For example, if the limit is SPD 6, OCV 8, DC 12 then you could have a SPD 4, OCV 8, DC 12 character with a OCV 8, DC 12 trigger (zero phase reset as above) that can potentially attack 8 times per Turn. But you then also run into the problem that you are spending so much more for your offense (especially the triggered part) that you either will be far -behind- on defenses (the opposite of the whole point) or will spend significantly more on combat. Remember, the whole goal is to spend a similar amount on combat as a whole, more on defenses, and still have enough conditional bite that it makes sense for the enemy to attack you instead of your friends. Does someone know a good trick for this in HERO? Say, some way to add a triggered attack as above for roughly half the cost of just adding that damage output to your character in a straightforward way? EDIT to add: It occurs to me that one approach that could get the desired results (in terms of change of incentive) while being cost efficient would be for the defender to have conditional bonuses rather than triggered attacks. For example, maybe character B is SPD 6, OCV 8, 12 DC. I want character A to be tougher, but I want him to have less damage output unless I'm being ignored. So I build my main attack power as partially limited.. let's say it's 8 DC, +4 DC (only when attacking an enemy that I have verbally challenged who has attacked one of my allies since then. The bonus can't be used again until the enemy attacks an ally again). Maybe it's OCV 6 normally, but with 2 CSLs with the same limitation. And then I take those points I saved and use them to buy some extra PD/ED/etc.
  16. Re: Hero-D&D system merge? I disagree. Holding an action to attack an opponent walking past you is HERO's version of D&D's "Readied action". They're almost identical except for how they interact with initiative/turn sequence. AoO means you have a zone of control in addition to your standard attacks. Held/readied action means you can hold off an attack for a better moment. Using a held action to serve the purpose of an AoO means you are dropping your normal damage out put to threaten to possibly go all the way back up to normal damage output if your opponent misbehaves.. meaning at most you do as much as you would normally. (The aforementioned optional rule at least gives you an accuracy boost.) Holding an action to threaten doing what you could have done normally is, generally speaking, a bad trade.
  17. Re: Hero-D&D system merge? I haven't seen the inside of that particular suppliment, not sure if my old GM ever did either. Also, at least the official version only gives 1/2 DCV versus a held action attack.. so anytime you didn't specifically hold an action, no zone of control. Got it. Though this does highlight one strength of HERO - it's designed to be a 'toolkit', and is generally able to pick up optional/house rules pretty easily, generally more smoothly than D&D.
  18. Re: Hero-D&D system merge? I am not familiar with such a rule, and certainly we never played with it. (For that matter you couldn't even stop someone from passing through your own hex.) That could certainly help re-establish some zone of control, though it's very conditional.. so if I make an attack against that character vs DCV (not an AOE, not a mental attack, etc) that hits only because of the half-DCV then it makes a difference, and if the enemy is doing something that would halve their DCV anyways then it's suddenly costless to walk past? It's something, though I do personally prefer the simple effectiveness of a decent OA. You're welcome to different preferences of course.
  19. Re: Hero-D&D system merge? I'm just curious, how often are AoOs actually coming up in your game? In my years of D&D (3.5 and 4e) I have seen them provoked only rarely (much less often in 4e, mostly I think due to removing "standing up" from the trigger list), and they are usually very straightforward to resolve. You aren't the only one I have seen complain about how much time AoOs consume, so I'm sure it's a real phenomenon, but I just don't see it in play myself.
  20. Re: Increased skill roll resolution While I don't think that a chart is really needed, I can see that "die <= remainder" is simpler and more obvious than "die > 1 AND die <= remainder +1". However, running the numbers through Excel, that -really- screws up the probability distributions. That rule works much better, IMO, if we use the idea to roll a seperate die, only when it matters to tip it over. I'm thinking that probably is the best way.. 90% of the time or more there won't be any difference, and when there is a difference, the added drama of the followup roll will emphasise how close to the edge of success/failure the player is. (Now I just need to decide if I'm going to keep standard rounding and start counting the remainder from the 3 mark (i.e. 14 INT is 12-(r1)), whether to give remainder rolls to attack rolls (and does DCV get a remainder factored in somehow?) and whether I want to do the CHA/3 based formula to emphasize smaller differences in characteristics more.
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