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Funk Thompson

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Posts posted by Funk Thompson

  1. 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.  :D

     

    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.

  2. 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.

     

     

  3. 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.  :D

  4. 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."

  5. 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 :D

  6. 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.)

  7. 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."
     

  8. 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.

  9. 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)

  10. "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.

  11. 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.

  12. 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.  

  13. 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.)

  14. 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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