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Posts posted by Funk Thompson
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Multipower, with various slots, all linked to an initial attack built outside the MP. The attacker can then change the MP slot on his phase, while the original, constant / continuous attack is maintained?
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23 minutes ago, Cassandra said:
I've never thought of Telekinesis as that effective as a power. There is nothing that can be done with the power that can't be done more effectively with Energy Blast or Entangle. Telekinesis Fine Manipulation can be useful.
Try doing a ranged grab with a blast, or as cheaply using Entangle. Effective entangles are expensive. 30 STR at range is not.
But, again, it is often less about "efficiency" or "can I do this" and more about building the power to match desired effect. TK can do a great many things a blast or entangle cannot, but a blast or entangle are likely more efficient and better at their specific jobs. So you might be able to build a better TK power using variations of blast and entangle, but the rules for TK better match up to "I move things with my mind." STR vs. TK STR contest being the most obvious, as opposed to applying damage to an entangle.
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Balance is *sometimes* a concern and it all depends on your GM's familiarity with the system.
You can create game-breaking powers, by RAW. A good GM can spot these and say no, or adjust it to be less game-breaking.
HERO is inherently mathematically balanced so far as 5 points of something being more or less equal to 5 points of something else.
But that balance goes out the window if the GM and/or players are not heeding the various stop-sign advice bits on how certain powers or power modifiers can be problematic, or don't spend their points wisely, or whatnot.
The best advice I have there is for the GM to kind of state up-front some campaign rules and norms for their campaign. AP or DC limits, how much XP you can spend on any given category (characteristics, talents, skills, powers, equipment, etc.) Whether you can stack multiple AP or Penetrating (or stack multiple hardened / impenetrable on defenses), etc.
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Eh, careful on assuming malice when simple ignorance - or difference of opinion - is more likely the case.
HERO is an incredibly detailed and complicated system, and I have yet to find any two tables that play it exactly alike so far as adherence to RAW vs. house-rules vs. common misunderstandings.It's a 700 or so page volume of rules for 6E, not that much less for 5E. We're gonna get some things wrong, and not everyone has the same dramatic sense.
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17 minutes ago, Cancer said:
No, that's a broadleaf forest. Cooper went down in an conifer forest (Western Hemlock & Douglas Fir).
It's been 50 years or so. I'm sure it is possible he migrated.
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2 minutes ago, Ockham's Spoon said:
Well I missed the fact that Healing is exempted from the doubling rule that applies to other Adjustment powers for defense powers, thanks for pointing that out. Personally I don't like the doubling rule at all; it seems lopsided, adds complication, and makes some power concepts clunky to implement, all with the goal of addressing a balance issue that was never a problem in games I have played.
Agreed. I think just a note to the GM to perhaps limit the amount of Aid that can be applied to "defensive" powers rather than doubling the "cost" after rolling the dice.
That said, I do still use said rule for Aids other than those which "only restore to starting value."
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28 minutes ago, jyang298 said:
Is this explicitly stated anywhere in the books?
"In that exact wording" no.
But if you read up on the BOECV and AVLD (I forget the 5th edition term, but think it is "Attack Versus Limited Defense" - in 6E it is "Attack vs. Alternate Defense") it should be a little more clear.
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5 hours ago, Cantriped said:
Since you are using 5th, have you looked at Transfer (STUN into STUN) with Delayed Return/Fade and Only To Starting Values?
It won't kill your enemies, but it will let you play a kind of Drain-Tanker, in that your attack will simultaneously bring them closer to being knocked out and you further away. Once they are unconsious, just finish them off with a knife or something. The Transfered STUN will fade eventually, but you'll still be Recovering any lost STUN while it does, so with any luck by the time it fades you'll be be fully recovered anyway.
Do aids / transfers that "only restore to starting value" even fade? I've never had them do so, if only to reduce bookkeeping
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2 hours ago, Amorkca said:
Can you define your custom power?
I can dig up a build, but basically +STR, +CON,+PD/ED, +BODY; with appropriate modifiers depending on build (ie. "costs END" for a guy that grows, nothing if it is just a big critter but I want it noted that the characteristics are due to size) and then stretching and KB resist if applicable / big enough. Then a side effect for the increased mass, size, DCV penalty, etc.
Part of this is just due to Growth (using HERO Designer) not really listing all of that very well on the character sheet compared to a list or custom power (custom power is somewhat hard to read, but at least lists everything out.)
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Some take the bible
For what it's worth
When it says that the meek
Shall inherit the Earth
Well, I heard that some sheik
Has bought New Jersey last week
'N you suckers ain't gettin' nothin'
Is Hare Rama really wrong
If you wander around
With a napkin on
With a bell on a stick
An' your hair is all gone...
(The geek shall inherit nothin')
You say yer life's a bum deal
'N yer up against the wall...
Well, people, you ain't even got no
Deal at all
'Cause what they do
In Washington
They just takes care
of NUMBER ONE
An' NUMBER ONE ain't YOU
You ain't even NUMBER TWO
Those Jesus Freaks
Well, they're friendly but
The shit they believe
Has got their minds all shut
An' they don't even care
When the church takes a cut
Ain't it bleak when you got so much nothin'
(So whaddya do)
Eat that pork
Eat that ham
Laugh till ya choke
On Billy Graham
Moses, Aaron 'n Abraham...
They're all a waste of time
'N it's yer ass that's on the line
(IT'S YER ASS THAT'S ON THE LINE)
Do what you wanna
Do what you will
Just don't mess up
Your neighbor's thrill
'N when you pay the bill
Kindly leave a little tip
And help the next poor sucker
On his one way trip. . .
SOME TAKE THE BIBLE. . .
(Aw gimme a half a dozen for the hotel room!)Frank Zappa - "The Meek Shall Inherit Nothing."
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Eh, I'm not sure I like that - rules as written or not.
Activation roll of even 17- should be worth *some* limitation, since you can in fact roll an 18.
I'd call it -1/4 regardless of what value the book is giving it.
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10 minutes ago, Kefrem said:
its the 37 point version out of the current edition champions sourcebook(6th I think?) in the back under sample powers. The one using duplication. I have the old mystic masters book and it shows in there you needed independent in order to get a copy to travel with oneself. has this been altered?
No, just a very old book and now a new edition that doesn't have Independent at all.
I don't see this as necessary for Duplication; both duplicates are paying for the power, thus both have their own focus. I could be mis-remembering 5E rules on this, natch.
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I'm literally crying. This is absolutely amazing.
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Apologies, I thought the "this is too expensive" comments were in regards to healing alone.
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There's a hole in your heart
That you're trying to fill
But you'll never accomplish it
Standing so still...
Already love you
They already love you
The TV is blasting
So loud you can't hear
There's a world out there waiting
Where everything's real
And they love you
They already love you
Distraction's (something)
and your head's (something)
Every gorgeous sound
Every picture frame
But even those guys
From that hip magazine
Think you're lost in the ground
And you'll never be, never be found
And they loved you...
Whoa-oh, they already loved you...
Stuck in the moment
'cuz that's all it is
You're reborn every blink
As you take the world,
take the world in
And they love you
Whoah-oh, they already love you....
Whatever you've known
Is always at risk
And whatever you've done
Is not who you be-,
Who you become...
And they love you
Whoah-oh, they already love you...
(don't know this part)
Well everyone knows that this life is gift
But you never get out
what you never, you never put in
And they love you
Whoa-oh, they already love you...
Whoa-oh-oh-ohhh
Believe in yourself
Believe in yourself
You can't be lost anywhere
In this world - in yourself
Believe in yourself
You can't be lost anywhere
But your own heart...
Well all of these words
You mistake for your thoughts
And that language you think
Without thinking you, thinking you talk
And they love you
Whoah-oh, they already love you...
Without past there's no guilt
Without future no fear
And you are what you is
And you're standing right,
standing right here
And they love you
Whoah-oh, they already love you....
(Don't know this part)
But your human eyes
and your human voice
Contribute your dreams
And your lost memories
When they ask how it feels
And you know what they know what they mean
And they love you
Whoah-oh, they already love you...
(Refrain repeats)
https://www.youtube.com/watch?v=CVt9S0dmD3U
Madahoochi - "They Already Love You" (Unreleased live recording)
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"What am I looking to do here?"
1. Less die rolls and mucking with movement or physics or velocities and such, especially for the pre-weapons-range interception / rendezvous / escape.2. Map-less or map-minimal ship-to-ship combat.
3. Advice / help on the "math" so far as making this also more-or-less accurate to real-world space-flight velocities and realities, while not getting bogged down in such. Less dog-fighting, more naval maneuvering.
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4 minutes ago, Ockham's Spoon said:
As Cantriped noted, this is a really expensive ability, esp. in a fantasy setting where you don't have a lot of points to spend and aren't likely to be using something like a Multipower framework to lower over power costs. One work-around would be to use the Delay or Trigger advantages to let you set up the spell ahead of time and then put a lengthy casting time on it to bring down the Real Cost. You will have to work out with your GM how many of these spells you can have stored (typically something like INT/5 or based on your spell skill or the total Active Points in stored spells can't exceed your total Character Points, etc.) but would allow you to have this spell without being a one-trick pony because you sank such a huge chunk of your points on a single ability.
I've honestly found healing to be a bit overpowered for the price.2d6 is sufficient to bring most folks to full BODY assuming typical 10-15 BODY score.
1 BODY per Turn Regen is only like 4 Active Points.
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13 minutes ago, Christopher R Taylor said:
While I like the idea of independent in theory, in practice it didn't end up working very well. Its pretty awful to lose experience points permanently, so GMs tended to find ways they weren't really lost. I mean, if you build some nice magic items for the party, yourself, or to sell using your own xps, then you're by that point total less powerful than the other people in your group. Spending 25 points on magic wands makes you 25 points less powerful as those wants get broken, stolen, lost, disenchanted, etc. So your buddies have a pretty significant power level total over you, and you have nothing really to show for it. Or, you keep all your items, are more powerful than they are, and the limitation becomes a limitation that means nothing.
I usually gave my players "resource XP" if they found suitable materials to build stuff with. That way, you aren't "spending your XP" but rather getting XP specifically for item creation.
Resource Points option works for this, as well, but might be a bit wonky if an item bought via resource points is stolen / used by someone else.
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1 hour ago, Kefrem said:
hmm whats its modifier....so I can custom it. I wanted it for my mage so his amulet would travel with him when he went astral is why I asked.
Apologies, missed this.
If "going astral" is built using Extra-Dimensional Movement, which I think you would then need an "affects physical world" or something along those lines (meaning the power can then be used whether you are in the physical world or the astral plane.)
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For an example, here is one of the ship builds that would be using the above rules / idea.
https://www.dropbox.com/s/gg2ikvkml5agqsr/Terran Liberty Class Cruiser.HTML?dl=0
The "problems" are mostly due to trying to use realistic velocities and a simplified way to adjudicate intercepts, escapes, etc.
Like the one scene we did, it was their one faster, more-advanced ship against one of the above monsters and its escorts. Had described it as them in a prograde orbit of the star, with the opposing fleet coming in retrograde and trying to intercept them. The Cruiser and escorts tried to set up a blockade ahead of the players' ship trajectory, but the player(s) won the contests and were thus able to take some passing shots and escape while opening themselves up to minimal return fire (it helped that their weapons outranged the opfor.)
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Independent was -2 in 5E, and doesn't really exist in 6E.
What exactly are you trying to do?
Build: Varying Damage Continous Attack
in HERO System Discussion
Posted
(Or, heck, just various powers outside an MP linked to the originating power / attack.)