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m3nt0r

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Posts posted by m3nt0r

  1. Hello :)

    Two questions

     

     

    • In APG pg.172 in the additional rules for hit locations regarding attacking through barriers,walls or other obstacles,

    when subtracting the barrier's defenses from a type of damage that includes barrier's BODY as well?

    • In the same page and subject,what are the calculations for the Normal Damage BODY? the same as a KA Body?

    there is reference only for the Normal Damage STUN.

     

    Thank you in advance! ;)

  2. Re: Character Size and combat

     

    depends on how they bought being so big

    if they went the growth route then you have size mods to help out with hitting

    If they went with Stretching, KB resistance and SFX ,then you have range mods and lots of shots hitting areas that are not vital

     

    shooting a .45 at a blue whale is not going to do much unless you hit in the eye

     

    My original post was referring to attackers of big or small size, for example lets say my character is in the colossal class of size(lets assume 130 meters tall) and uses a laser beam weapon that is not AoE and has Autofire 5,with the current rules if in front of him are 5 enemies of normal size(2m tall) who are standing on a 20 meters line he can not hit them all because with an autofire 5 attack you can cover an 5 x 2m = 10m line at most,which is ok for a human size attacker but minuscule for such a giant.Even the Accurate Sprayfire referred above does not change that because it offsets the penalty for the firing arc length and not the limitation.

    On the opposite of it it's too much for a insectile character to be able to cover such a distance with his autofire attack,so my question was how to integrate the size of the attacker in combat on that situations.

  3. Hello!

     

    Can you please clarify this for me please:in 6E1 pg69 it is stated that CSLs can increase a character's DCV for the same type of attacks it would increase OCV,also on ultimate skill pg 199 we read that the specified attack type for which the CSL is defined must be used in this phase in order to use this CSL for increasing DCV.Suppose i have bought an 3pt CSL with "All Swords", does that mean that i can increase my DCV by +1 until my next phase:

    a)when i attack with any Sword with any maneuver in that phase.

    b)when i do not attack with a Sword in this phase but i am attacked with a Sword by an opponent(as in the example

    on the top of the 6E1 pg69)?

    The phrase that states that somehow he's using the knife how apply's in the example of 6E1 pg69? thank you in advance!

  4. Re: Character Size and combat

     

    Perhaps the additional distance penalty is offset by the size of your target? At 100m tall (I went with Gigantic)' date=' those creatures are providing a +16 to hit (see 6E251), which means that the targets can be quite a bit further away from each other. Just two targets? If they are the same size as the colossal creature, they can be up to 32m away from each other [i']before[/i] penalties, right?

     

    I didn't express it right in my original post.Sorry about that.

    I was referring to the situation that the Attacker is of a larger size, for example a colossal creature with a colossal machine gun with autofire 10 can only cover a 2m x 10 = 20 meters firing line in the current rules,a minuscule amount for someone that tall.Maybe i will stick with Matt's solution of megascaling according to size :)

  5. Hello and a happy new year! :celebrate There is something bothering me about the character size and its value in combat,except from the size templates many parameters in the game are tailored to a 2m unit.For example in autofire you get the -1 penalty per 2m of distance between targets, or in AoE you miss the target point 2m per -1 failure of your roll.What if the character is a colossal creature 100 meters tall and 30 meters wide? shouldn't be a modifier to this standard 2m unit for it in autofire or in Aoe miss distance?is there some rule for it already i have missed or how you do simulate it?(if someone does) thank you!

  6. Re: Question about Combat skill levels and damage

     

    Let's say you use a power every phase at speed 6, and it costs 5 END per use, or 30 END per turn. For 25 points, you can buy 0 END cost on that power. For 21 points, you can buy +30 END and +30 REC (END only, -1).

     

    Zero END cost is thus more expensive until speed 8 (and out of combat, you can lower your speed), and even then applies only to a single power, so it seems a bit pricy at the moment. Of course, powers with limitations can make zero END cost relatively cheaper.

     

    There is actually a fairly easy way to fix this without breaking the granularity of the system: either make reduced END cost an adder (probably 2-3 points for -1 END cost), or make it a +1/4 advantage and people can buy partially advantaged powers. The adder method is probably easier

     

    It's not only a matter of recovering the END but also when you can use the power,a 0 END power will work without complications even if someone drained you to -100 END.

  7. Re: Power Discussion: Barrier

     

    **Fluffle, huffle, duffle, harumph**

     

    Bullet has a 60 metre move. He is aiming at The Human Target who is 50 metres away, but there is an intervening Barrier 30 metres from Bullet.

     

    According to the rules, if his hit roll misses The Human Target (not likely - she LIKES being hit) he stops 20 metres away from her, with the Barrier still intervening.

     

    Run the same thing again but take out the Barrier. This time when he misses, does he get the option of stopping?

     

    No. He can not be sure 20 metres out if he's going to hit or not.

     

    I'm ruling he crashed through/bounces off the Barrier and if he misses The Human Target, it may well be because he got a bit put off by having to smash through a wall, and got a boo-boo.

     

    The only way he avoids any damage is if his roll to hit was so truly awful he wouldn't even have hit the Barrier :)

     

    What i meant is that if the attacker see that his target taking evasive action fast enough(possibly out of trajectory) he tries to "brake" and hit the barrier with the minimum possible force.This means the barrier actually stops his movement without either of it or him taking damage because he "pulled" his speed and just braked on it.

  8. Re: Power Discussion: Barrier

     

    So I've just finished reading through the Barrier power write-up.

     

    Did anyone else blink in amazement at this part of the write up?

     

    "An attacker could use a Move By/Through to try to hit a target on the other side of a Barrier .... If his Attack Roll against the target on the other side of the Barrier fails, he stops dead at the edge of the Barrier but takes no damage from hitting it."

     

    That's just... well, silly is the kindest word I can think of. So Cannonball in full out move-through mode charging at a 10m long 5m high Barrier flunks his roll to hit the nimble martial artist on the other side of the Barrier - and is brought to a dead stop with neither him nor the Barrier taking any damage?

     

    And please, let's not hear the 'Dramatic and Common Sense' refrain yet once more. A silly rule is a silly rule. Telling me I can override it doesn't make it any less silly.

     

    As far as the dismissable aspect is concerned I'm reminded of a house rule my group used back in the early days of Champions. We used two types of Force Wall. One was an instant fire-and-forget Force Wall rather like the new Barrier power. It was permanent. The other was a constant Force Wall which could be dismissed at will but would also go down if the creator moved out of line of sight, was knocked out or stunned, etc. That house rule is likely to be making a comeback. :)

     

    I can see a One Way Transparent advantage for Barrier. I cannot see any sign of the old 5th edition transparent to PD/ED advantage. Did I simply miss it - or has it been removed?

     

    If the gerenic transparent advantage is missing what would be a suitable advantage value to restore it by house rule? For a limited class of attacks (Matching the +1/2 One Way Transparent advantage) and for all attacks.

     

    :) Transparent against all attacks? What possible use is that? How about a hi-tech air lock force wall, built as Barrier transparent to all attacks (except gaseous) in both directions.

     

    corrected to:

     

    "An attacker could use a Move By/Through to try to hit a target on the other side of a Barrier .... If his Attack Roll against the target on the other side of the Barrier fails, he stops dead at the edge of the Barrier but takes no damage from "hitting" it."

     

    It probably means IMO that the attacker stops the Move By/Through attack as he sees the defender getting out of his trajectory,that's how i will apply this rule in my games.

  9. Re: Making Uncontrolled AOE powers not depending on SPD

     

    You can buy more speed only for continuous powers (at a fairly large limitation, depending on your character's build - if all you have is a lot of continuous powers probably less, if you have one maybe more). I would also note that in the 6th edition suggestions threads there is an idea of an advantage or structure that gives powers inherent speed; so you can build a power almost independent from you.

     

    A really weird idea is to build the power as a summon: an item that does what you want and is a separate creature you summon and it goes off on its own. It would be completely indirect then and you could leave it behind to be stopped by killing it. Like summoning a "blaze elemental" that just sits and burns in an area.

     

    Another though: an advantage for powers that makes them work on the victim or target's speed rather than your own might be useful; probably this wouldn't be a very big advantage since most enemies will have equal or lower speed than most characters in the average campaign, at least in my experience.

     

    :thumbup: Thx for reply.

    I am really ok through the optional alternative Gradual effect(pg 297 HERO 5th edition Revised) in this version (making attack effect indepented of user's phases) use,

    my main concern was about weapons(like the incediary bomb above), i just wanted constant damage/time.And i find damage/turn

    very suitable:

     

    Incendiary Bomb: Killing Attack - Ranged 2d6+1,

    Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2),

    Continuous (1 minute; +1) (122 Active Points); 1 Charge which Never Recovers (-4), OAF (-1),

    Gradual Effect (1 Turn (Post-Segment 12); -1/4),

    Range Based On Strength (-1/4)

  10. Re: Making Uncontrolled AOE powers not depending on SPD

     

    With the optional rule about gradual effect(Hero 5th Edition Revised,pg 297)

    I made a fire bomb that hurts the targets only 1 time a turn :)

     

    Thus achieving the constant damage/time ratio i wanted(i.e. 2d6+1 KA per turn).

     

    Incendiary Bomb: Killing Attack - Ranged 2d6+1,

    Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2),

    Continuous (1 minute; +1) (122 Active Points); 1 Charge which Never Recovers (-4), OAF (-1),

    Gradual Effect (1 Turn (Post-Segment 12); -1/4),

    Range Based On Strength (-1/4)

     

    Thx for your answers, have a good time :)

  11. Merry Christmas to anyone :):):) i wish you the best in your life :celebrate:)

     

    I have one question, i don't see it as logical for some AOE uncontrolled power to damage targets at attackers phase(and not every segment,or lets say only at segments [x,y,z...] regardless of SPEED), lets say i make an attack like this:

     

    Incendiary Grenade: Killing Attack - Ranged 2d6+1,

    Area Of Effect (One Hex; +1/2),

    Uncontrolled (+1/2), Continuous (1 minute; +1) (105 Active Points);

    1 Charge which Never Recovers (-4),

    Range Based On Strength (-1/4)

     

     

    It doesn't seems logical for this AOE to damage the target the first time he enters the area And only on the phases of the attacker, what SPEED has to do with an uncontrolled fire?Can i make the power work on specific segments[for example every 6 seconds? segments: 6,12]?

     

    If i build it with Change enviroment there are limits with damage etc...

  12. Re: Temporary item enchantment power.

     

    1d6 KA is a 15 point power, so you need 5 dice of standard effect Aid to accomplish the effect, and then you need to change the fade rate or it goes away a bit every turn. That makes it more expensive to do it that way than the UBO route. In addition if you want to make the END cost 0 for the additional power (not for the AID, which is already 0 END) you either have to factor that in or Aid END too (with enough extra dedicated END to keep the power running for a minute - which is awkwardt o calculate). In addition there is the problem that you shouldn't aid something that is not there already (although I doubt ignoring that rule hurts the game overly much). Even doing it with succor is expensive: 74 points before limitations...

     

    Succor 7d6+1 (standard effect: 22 points), Reduced Endurance (0 END; +1/2), Uncontrolled (runs out after 1 minute; +1/2) (74 Active Points)

     

    If I was GMing it would depend on the camapign, but would question wehther the 'only useable on mundane weapons' limitation is really worth -1.

     

    On another point, UBO is pretty messy to actually use. First off, be aware that at the level you are buying it it only works for one weapon at a time (any you can not enchant your own weapon AND someone else's.

     

    Secondly I don't think you need continuous as such - that is pretty pointless for a non-AoE power - you DO NOT need it to maintain the power ion the weapon - UBO incorporates that. However you DO need a special version of persistent (Wouldn't it be easier and clearer to come up with a new modifier rather than changing an existing one, or just using 'No LOS' instead, which costs the same and would need no special rules?) BECAUSE otherwise the power switches off on the enchanted weapon iof you lose LOS on it. Arguably you need persistent twice - but persistent+uncontrolled probably does what you want.

     

    Like I say it is pretty messy, even if the intent is obvious.

     

    Nice advice, thank you :thumbup:

     

    But what about adding a +1 OCV bonus to a weapon for some time?

    How could i achieve that with the "skill" power(CSL) so that the caster touches and weapon and it gives +1 OCV to any wielder of it for some time?(only for attacks with this weapon)

  13. Re: Temporary item enchantment power.

     

    Try Aid to Killing Attacks' date=' SFX: Magical Energy Aura[/quote']

     

    Nice about that,thx.

     

    What about adding a temporary OCV bonus to a mundane weapon(like DnD 3.5 "magic weapon" spell)? (AID can not help i think because there isn't a power already on the weapon about OCV bonus).

     

    is this ok?

     

    Guided Weapon: +1 with HTH Combat, Usable By Other (+1/4),

    Uncontrolled (1 minute; +1/2) (9 Active Points);

    Limited Power Power loses about half of its effectiveness

    (Used only on unenchanted weapons; -1)

  14. Hello fellow HERO fans!

     

    I want to create a power that gives a temporary SFX damage bonus to a mundane weapon touched(fire,cold...),or a temporary OCV(through CSL).

     

    I went that way:

     

    fire damage example:

     

    Blessing of Fire: Killing Attack - Hand-To-Hand 1d6,

    Usable By Other (+1/4), Uncontrolled (1 minute; +1/2),

    Reduced Endurance (0 END; +1/2), Continuous (+1) (49 Active Points);

    Usable only by non-magical, unenchanted weapons (-1), No STR Bonus (-1/2)

     

    is this legal?

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