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kefkakrazy

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  1. Re: 5e: AoE and explosions I knew how to handle a missed AoE attack before I started the thread <_<
  2. Re: 5e: AoE and explosions The main point of the question was what to do about the rapid fire. It was a three-shot attack and I missed the hex on the first roll; in our case, we simply had the rest of the shots fizzle entirely, but should they, instead, fly about randomly, or what?
  3. Re: About 6th edition I haven't bought 6e yet, but probably will once my income picks up. That being said, about figured characteristics: ANY misgivings I felt about that change were utterly banished when I was playing around with an Excel version of a character sheet (one of the freebies off of the Herogames website). I took the character I was working on, set his figured characteristics to static values (so that the current values would be unaffected by changes in the base characteristics, but the base values and point values would still be tracked). As a whim, I set his STR to 10,000. And saw, to my horror, that the value for his total character points spent... had gone negative. The hell? The same with CON. Either this spreadsheet's math is wrong, or the total point value of the figured characteristics of each of those two stats are actually worth more than the stats themselves cost. So yeah. Not going to cry over figured characteristics.
  4. Asked this on the Questions board, but Steve Long directed me to the rules FAQ and to 6e. I don't have 6e yet, and the only relevant topic I found on the rules FAQ dealt with AoE attacks that missed entirely due to Dive for Cover. What happens or should happen if one misses the target hex but still manages to affect the targeted victim, is what I was asking, but apparently the Questions board won't let me clarify the question, so I bring it here.
  5. Re: Drains and Suppresses Dispel. It takes a constant power and ends the effect immediately; if you're trying to build a power that does "cancel the ongoing effects of poison", "Dispel Poison Effects Xd6" would probably do the trick (I think; I haven't done much with Dispel yet). If you're trying to actually build a field that weakens poison attacks that go through it, though... hum. Dispel is more for "end the power completely;" it specifically can't weaken a power, just turn it off.
  6. What happens/should happen if one uses Rapid Fire with an Explosion or AoE attack? It came up in a game; the way we resolved it at that point was to have the first attack miss normally and have the subsequent attacks simply fizzle and have zero effect, but I'm unsure if there's a small ruling someplace to deal with it.
  7. Re: AOE: Line plus Teleportation In my mental version of the attack, the user can "phase" through people on his way through, as well, which is why I was thinking the AOE plus Teleportation-true, no velocity damage, but opponents wouldn't present a barrier to it either, and nor would the Multiple Move By penalties.
  8. Re: Chrono Trigger-themed Dual Techs Ah. Now I see what you mean-I just wasn't connecting with your thought process properly, I suppose. I suppose both versions have possible merits, though now that you've explained your thinking it makes a bit more sense. Yes, swords are HKAs in my game, and we actually have another sword user in the group, so there's somebody for some of Frog and Chrono's techniques. A few other techniques that Frog used in Dual Tech format may just get translated into standard powers-Bubble Snap into a TK with Physical Manifestation (lifts an object or person in a bubble) for example. This is a really strange game, I'll admit. It's an exercise in twisty thinking to try to come up with Dual Techs that are plausible for Frog and Solid Snake, for example, so a lot of the Techs, if we even build the character with the concept, will probably be completely or partially original rather than game-based techniques.
  9. I want to build a power wherein the character, a sword used, essentially goes through a straight line of space in super-speed with his sword held out. Obviously, the Move By rules would work, but I want him to be able to go through enemies, so I was thinking this: RKA Xd6, AOE Line PLUS Teleportation x", Limitation: Must end up in the first hex in a straight line past the end of the AOE Line? Sorry about all the threads I open up. I sometimes wind up not using some of this stuff-I enjoy the thought exercise as much as anything else.
  10. Re: Chrono Trigger-themed Dual Techs You may have misunderstood me. When I mentioned "doubling," I meant that the version that Sean suggested (usable simultaneously by other, only by that specific person) would in essence double the power by having it go off twice. The limitation you're looking for is Requires Multiple Users. As written in The Book, it appears to be designed such that not having the users makes it less effective or more difficult to use-it would be child's play, though, to simply rule that the power cannot be used at all without the bonus. I'm personally leaning towards the Usable Only Simultaneously version, but that's me. Yes, it would mean that it "doubles" the strength of the power, but since it would require the other user to hold their action until Frog is ready, it would pretty much equate to two people using the same power at the same time (and thus possibly getting Coordinated Attack on it). It sounds powerful, but it does mean that other characters essentially ignore using one of their abilities to instead use the one from Frog's multipower. It could be interesting, still, and not as powerful as the word "double" seems to suggest. Which makes sense to me. And I can always go over it and find out if it's unbalancing-at this point, being a novice GM, I've probably allowed enough unbalancing stuff as it is. One other character has a Continuous 1d6+1 RKA, which I understand is going to be absolutely brutal against anything without the rED to tank it.
  11. Re: Chrono Trigger-themed Dual Techs Yeah, I was thinking something like that-he could have a Multipower or something of attacks specifically designed to work with other members of the party. EDIT: One thing I noticed was that UBO and USBO seem to require a Half Phase action to grant the power to the target. I was thinking how to incorporate that-either just having the Dual Tech powers be used in a multipower, say the Half Phase action is used to "signal" the party member and for both of them to prepare, then the other person holds their action until Frog's turn, at which point they activate the power simultaneously, possibly in a Coordinated Attack. At that point they could do it as often as they liked provided the second person kept holding their action to match Frog's. I was thinking of requiring a Teamwork skill roll in there somewhere-if it's done as Coordinated Attacks, that would work, or there could be a Teamwork skill roll to switch multipower slots or something. For Sean: One of the most interesting things about the battle system in Chrono Trigger, which is by Squaresoft and in most other ways has a lot of similarities to Final Fantasy, is the fact that all the characters had special "dual techs", combinations of their abilities that were generally much more powerful or effective than solo attacks. You had to wait until both party members had a turn, which generally wasn't so bad unless one of them was particularly fast or particularly slow (leading one member to stand there doing nothing while he waited). Then they both paid the MP cost for the attack, and it unleashed. These attacks generally had either much more favorable areas of effect (one of the Dual Techs is the first full-party healing move you can get for a long time) or a great deal more power than the two characters attacking individually could unleash. My thought was that I would probably let these powers exceed the campaign's at-creation Active Point limit, at least by a little bit, considering that it takes the turn of two different party members. Less if they have the limitation that they can only be used as Coordinated Attacks (and thus require a Teamwork skill roll), and probably not at all if they just get built as suggested before, Usable Simultaneously By Other (and thus all the powers simply have effectively double the effect, since they're being used twice). Okay, I'll admit it. This is what I love about the HERO system.
  12. Alright. I am running a HERO campaign where all the PCs are video game characters. Leaving aside the fairly involved setting stuff, someone who is joining the group wants to play as Frog, from Chrono Trigger. Now, a few of his powers should be very straightforward-a Stretching based on his tongue, usable for grabbing, a sword, water powers, stuff like that. But for flavor reasons, I would like to try to figure out how to build the Dual Techs from that game. Essentially, I want to find a way for him to have special Powers that only work in conjunction with another party member. I was thinking of Usable Simultaneously With Other, Requires a Teamwork Skill Roll... Any advice on how to make this workable? I'm not trying to build any specific powers right now, just the concept of techniques where he and another member of the group use their action at the same time for a combined effect. I don't want to charge the other members of the group for the power, hence Usable Simultaneously With Other. The reason he might like to take these powers is because I was thinking of letting these powers bypass the normal Active Point limit for the campaign. Bring it on!
  13. Two questions here. First, advantaged Presence Attacks, specifically the example one presented in the book (Presence Attack with Does Knockback). If someone uses a Presence Attack with Does Knockback in the same phase as they use an EB or some other attack that also does knockback, how is that handled? Does the Presence Attack deal KB, then the second attack's KB is applied after that? Or should it be handled in some other way (such as by applying the Multiple Power Attack rules on KB?) I wonder if it's possible to build a character built completely around Presence Attacks who deals full damage and knockback with them. Hm. And for Continuous Energy Blasts (or other Attack Powers, for that matter). If the user Haymakers a Continuous Attack Power, should the +4 damage classes from Haymaker continue to apply? For example, does a 4d6 Continuous EB deal 8d6 damage per phase if it was Haymakered on the initial use? How far should that extra 4 damage classes go? Should a Continous Sticky attack power be allowed to spread the bonus from a single Haymaker to an entire enemy team? I suppose that it could get out of hand, and on the surface it appears that a Haymakered Continuous attack power gets far more of a bonus than the DCV penalty and the delayed activation would offset.
  14. I was wondering about AOE: Line attacks. One of my PCs has an attack based almost totally off the Firebolt attack described on the sidebar of 248 5ER. When you're dealing with no-range Line AOEs, does the line have to trace in a straight line out from the PC? The reason I'm asking is that I noticed that, with hexes, in order to have a straight "clean" line of hexes you have only six directions you can fire in, and that feels kind of artificial. So: Can Line AOE attacks be fired in directions other than the six sides of the hex the PC is standing on? For Cones, it says that the cone has to "point" to the PC unless it's an Indirect attack-that's why I'm asking, to see if the same thing would apply here. I found it extremely awkward for the PC to have to make a Half Move just to position themselves to hit an enemy with one of the six "clean" lines that radiate out from a hex on a regular hex sheet.
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