Jump to content

bigbywolfe

HERO Member
  • Posts

    5,608
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by bigbywolfe

  1. 8 hours ago, Christopher said:

    And you made exactly the mistake I asumed you were doing. You asume the smoke/darkness is limited down to only affect normal Vision.

     

    You can not buy less then a Full Sense Group at the first step. You aim to disript sight, the whole Sight Group is the minimum you get.

    So 10 CP/1 Hex in 5E. 5 CP/1m radius in 6E

     

    Yes you can. I don't know where the heck you got this idea from.

     

    That being said, buying the your own smoke bomb as Darkness vs Normal Sight and getting UV Vision won't help you against the competent ninja whose smoke bomb was bought against the Sight Sense Group. Or when your sight is Flashed. Or when in full darkness with no UV light source (underground for example). In all of those example Combat Sense or Spacial Awareness or whatever would be infinitely more useful than the UV Vision you only bought to circumvent your own smoke bomb even though it makes no sense for your character.

  2. 6 hours ago, Sam On Maui said:

    Its to discourage purely safe play. I will say that Garou: Mark of the Wolves and some other games encourage aggressive play, which is something I want to emulate. Garou/Fatal Fury: Mark of the Wolves would even cause counter hits to put hit enemies into juggle-states, something a projectile couldn't take advantage of. Killer Instinct (the new one) explicitly rewards higher risk choices with increased damage potential. Guilty Gear X onward actively penalized defensive play by reducing super meter over time.

    This seems like it would Encourage safe play, not discourage it. I can stay as far away as possible and am rewarded by having my "dash-attacks" do even more damage than normal? Yeah, I'm pretty much always going to try to stay at range, dash in for the damage bonus, and then get the heck out of dodge retreating back to the relative safety of not being toe-to-toe with someone.

    I think I understand what you are trying to avoid, I just don't see how this solves the perceived problem.

  3. In most fighting games you are less likely to do damage to a character farther away as they have more time to react and either block or dodge the attack. Some character's self-projecting attacks explicitly do MORE damage to nearby characters, like Ken and Ryu's hurricane kick that hits multiple times and thus is stronger versus an adjacent foe than one that is half way across the screen and will only take the last hit.

     

    Maybe I'm super out of date with my fighting game knowledge, but I can't think of a single example of this type of move doing more damage if the range is greater. From my POV this just doesn't emulate the type of attack/game you are wanting to emulate.

  4. 33 minutes ago, bluesguy said:

     

    • Here is the thread for 5e Champions Comic Book Characters built on 250 points (250 points was the common starting point with 5e, the equivalent 6e character would be close to 400 pts).  Take a look at Captain America; he is suppose to be at human perfection.

     

     

    Just a note, 250 points was not the standard in 5E, that was 4E. The 5E standard that all published characters were based on was 350 points.

    Also, "perfect human" in Champions if using the published setting is 30 STR, DEX, CON, not 20 (though 20 is common for many people's games).

  5. It you want him to run faster than a car you may want to increase his Non-Combat running multiplier rather than increase his SPD. As written with SPD 6 he can run 20MPH or 40MPH non-combat speed.  At SPD 5 he would run 16.5 MPH or 33.5MPH non-combat.

     

    As to picking up a motorcycle, a 500lb bike (226kg) could be lifted one handed by a 25 STR character (assuming lifting one hand gives you -5 STR for calculating which I think is the norm). A STR 40 character could easily lift a bike in each hand without restricting himself in anyway.

    You could drop his STR a bit and give him a Multipower of Brick Tricks or Chi/Ki powers, or whatever. 

     

    It's not that you can't be strong and fast, and I don't know what the rest of the characters look like, but IF you are hitting the campaign max in both Damage AND OCV, or both PD/ED AND DCV you may need to consider whether you want to focus on something specific to be the best at instead of maxing everything.

  6. It's hard to know what to suggest since I don't anything about your character concept but I'll give it a shot.

     

    Personally I'd drop a point of Speed. You have good DCV, good PD/ED, and great CON. You don't need extra Phases to Abort for defensive actions and bricks are traditionally a bit slower. 

     

    If English is his native language you don't need to pay for it. Also, if your campaign uses Everyman Skills you can get a few of your skills for free at 8- and buy them up later.

     

    What is his Killing Attack? If it isn't key to the character concept you could perhaps drop it for something cheaper. Maybe a Naked Advantage Armor Piercing or AoE for your STR?

  7. You can simply make rolling a 3 a critical success though that certainly doesn't happen very option. I know the 6E two volume core books have an optional critical hit system (not sure if it gets mentioned in Champions Complete or Fantasy Hero Complete). I believe it's something like if you roll less than 1/2 of what you need to hit it is a crit (for example if your OCV and the Target's DCV are the same you need an 11- to hit. If you roll 5 or less it's a Crit).

  8. Quick question about Savage Worlds. I haven't played it in years, but it didn't scale very well. A system built for pulp style action adventure really didn't work well for Supers, even though I loved the Necessary Evil concept. For example: PCs vs. a tank. Yes, it would be a major deal for a party of typical SW adventurers to take on an alien war tank, when you have a team of supposedly powerful supervillains who can't even damage the tank due to "logical" armor levels, that was really frustrating. Essentially, to have characters powerful enough to hurt a tank that was scaled to be "realistic" vs. typical SW characters, the PCs would be brokenly powerful to anything else.

    ​The reason I ask, is that Rifts has the "anything and everything" concept that is basically what a supers world is like... so how does it scale, say, one person playing a cowboy and someone else playing a power-armored space soldier, and a third playing Thor? That kind of thing seemed to break SW in my experience.

    Superheroes is one of the few genres I don't particularly like with Savage Worlds.

    That being said, the issue you bring up sounds more like a setting issue than a game system issue.

  9. Ok, so let's talk about Mental Illusions. In a nutshell, as I understand MI, it makes a victim think things are happening or present ... that aren't. e.g. You can make it look like a beam struck someone ... or hide the fact that a beam did, indeed, strike someone ... but what is perceived by a victim of MI doesn't in any way alter what actually happened with exception to 'Harmful Illusions' (which are capable of doing STUN at the +10 level or both BODY & STUN for +20). Right???

     

    i.e. With Mental Illusions you'd be able to make the victim think s/he didn't or couldn't activate his/her special ability ... but the Mental Illusion wouldn't prevent the victim from actually activating/using the special ability.

     

    If that understanding is correct, then MI wouldn't (in any way) achieve the desired effect of locking out use of the victim's special ability for a period of time ... it'd just make the victim think that's what happened.

     

    Thoughts?

    Correct as far as I can tell.

  10. Most magic systems in games autohit,

    I don't know about most.  Magic attacks in Savage Worlds, GURPS, the few Fate settings I've played, Unisystem, Call of Cthulhu, Sixcess, some versions of Cortex, and pretty much every indie game I've ever played has required a roll.  The only games, in my experience, that have auto-hit magic is D&D and its clones.  And even then, most attack spells either require an attack roll or are area of effect and the single target auto-hit spells have the saving throw mechanic so someone is still having to roll to something to determine the spell's effectiveness.  D&D saving throws pretty much only exist as a balancing factor to the fact that the magic was made up ad hoc without any consistent underlying system.

     

    which is interesting because its one thing that Hero only does awkwardly (or with custom modifiers).  Its one area Hero is, in my opinion, weak in because of one of its primary design concepts: no absolutes.

    I think the Absolute Effect rules and GM discretion cover most cases pretty well. The Absolutes in a gritty, no-magic fantasy or low powered heroic military game would not make sense in a four color comic setting. What absolutes exist, if any, is a Campaign issue, not a system issue with Hero.

  11. Even 3 is a lot, how many fights do you get into? How often do you really need that re-roll? If you get one each session, they're candy. I think you have to be cautious not to give too few, but I personally like them better as rewards for player action and behavior than just a handful of goodies at the beginning.

    Three is nothing if you have two or more combats a night. Remember, spending a Bennie is the ONLY way to soak Wounds and even them you need to make a roll and might still take full damage.

  12. Versus throws, OCV is used, not DCV. Otherwise, yes, that does appear to be the way if one wanted a character who would be very hard to throw. You'd have to build some sort of change environment to avoid the effect, so the attack roll is the only clear way.

    I'm sorry, where are you getting that Throws target OCV instead of DCV?

     

    EDIT: Normally Throwing someone requires Grabbing them first. Grabs target DCV and when you Throw the Target you use the DCV of the thing or person you are Throwing them AT (or DCV 0 if just Throwing them for distance).  I looked up Trip and Martial Throw to make sure I wasn't forgetting something basic and neither of them say anything about targeting OCV instead of DCV either.  The only Maneuver I know of off-hand that targets OCV is Block.

  13. My friend told me he bought two old supercomputers.

     

    I told him he was Cray-Cray

    Currently sitting at the front desk at Cray Inc.  It's always a bit surreal for me when I run across references to Cray while at work.

×
×
  • Create New...