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Talon

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Posts posted by Talon

  1. Re: 6th Edition Hero System

     

    I'd say it would remove a *tiny* amount of math - a small part of the math which is done once only' date=' at character creation time, and never comes up in play at all.[/quote']

     

    Exactly the reason to get rid of it.

     

    That depends whose character sheets you're using. Mine don't have these problems.

     

    Well, I was thinking the character sheets that come with the book and which all supplements use. Which is my point: changing the character sheet doesn't require changing the rules, but does help the game.

  2. Re: 6th Edition Hero System

     

    The beef is not rules changes so much as usability. There are many changes which would not really change Hero at its core, but which would make the game much more presentable to new players.

     

    For example, making figured characteristics non-figured; wouldn't really change Hero much, but would remove a LOT of math.

     

    Or take the "Advantages for Multipower Reserves" section, 5ER p. 319. This section takes a lot of space to say "you can do this, here's how you would do this, but you probably shouldn't do this -- in fact, it's better not to do this". Though it conveys information accurately, it does so inefficiently.

     

    Or take character sheets. Why should the PER roll, one of the most important and commonly used rolls, be hidden near the INT stat? Why should DCV based on DEX be listed in one place, with "actual DCV" (say, with size modifiers included) not listed anywhere?

     

    None of this is really changing Hero in a significant sense, but it would all make the system a lot more accessible.

  3. Re: 6th Edition Hero System

     

    There might be more than one way of determining the target number in a roll-high system too. From the player's perspective, it's still just "roll 3d6 and roll low."

     

    ...

     

    But in both of those cases, you're rolling the effect dice and rolling high.

     

    From a non-Hero player's perspective, combat numbers are written as OCV & modifiers, while skills are a roll (13-, etc.) plus modifiers. Why don't you have "Sword 14-"?

     

    Two different mechanics for adding damage (normal or killing), sure they are both "roll high", but who cares? They are different.

  4. Re: Nova Blast (sanity check, please)

     

    I don't think you can "multiple power attack" with two attacks that have the Concentration limitation.

     

    It's actually one power, technically; the official to write the extra EB outside the MP is "+xd6", as it is adding to the original. It's not exactly well defined how to handle a power with differing amounts of Concentration, but taking the most restrictive is hard to argue with.

  5. Re: Nova Blast (sanity check, please)

     

    Looks generally fine, although 5ER p.310-1 says that you shouldn't buy Linked for extra dice of a power that are adding to a Framework slot. (Also, I think technically the Advantage would be a separate power, but that's just bookkeeping.)

     

    Doesn't look unbalanced to me, though of course it really depends on the specifics of your game. I would note that by the book, the character will take full damage from the No Range Explosion unless he buys Personal Immunity or some such.

  6. Re: Luck Options

     

    What do you mean it can't provide beneficial effects? All powers provide beneficial effects (well, if you are on the right side of them)

     

    I am confused though. On p.137 it says:

    Positive Effects, Negating other effects

    CE cannot provide 'positive effects' or bonuses to any char (other than the beneficial resutl of hindering his enemies). For example, it cannot improve characters OCV or DCV, provide bonuses to characters PER or Skill Rolls or the like.

     

    But, that's what the power does, isn't it?

    p136 - 5pts for CV (OCV or DCV), 3pts +1 on skill roll.....

     

    What am i missing?

     

    If you look at the text on the left on p. 136, all of the effects are minuses, not bonuses.

     

    That being said, if the CE is balanced I have no problem ignoring this aspect of CE. When this version of the power was first floating around the net I recall it working both ways.

  7. Re: Telekinesis with Weapons, +STR?

     

    Opposing side: giving ranged KA to a player who took a Limitation (when someone who did not take that Limitation does not get the same ability) is an ability of sufficient usefulness that it should be paid for with points.

     

    Ghost Angel: paid for HTH weapon, yes. Paid for TK, yes. Received points back to make HTH weapon a Focus, yes. Paid points for a ranged KA, nope!

  8. Re: Telekinesis with Weapons, +STR?

     

    Do you have a page ref for where the rules state that some powers lose some of their abilities based on whether you are running Heroic or Superheroic? I'm curious as to the wording involved.

     

    I think you are mis-construing this argument. The question is whether a character is required to pay points for a regularly-used ability (or whether the ability in question falls under the special effect of a Limitation). To that end, I would start with 5ER p.25-6.

  9. Re: Looking for recommendations for Power Armor information

     

    Unless your game is very high-level (like 500+), I wouldn't worry too much about your OIF armor getting broken. (If you are worried, take the 2x DEF option, get the GM to let you define it as being made of "unbreakium" or something, or make sure you buy 20+ PD and ED for it.) For a "standard" Champions game, OIF is the most common route.

     

    What I would worry more about is making sure the character has stuff to do if/when he loses the armor. OIF is a Limitation, and it should eventually come into play.

  10. Re: abort question

     

    You could stick the triggered TP in a multipower if you want so long as you realise that' date=' if the MP has been used that phase, you won;t have the juice to TP out of danger.[/quote']

     

    5ER says the opposite (with the usual caveat about GM's discretion); if a Triggered power is in a Multipower, it will still go off whether the slot is active or not. (Whether it resets or not is an interesting question.)

  11. Re: Q on a 'New' Disad.

     

    The first question I have is, how long does the character have to remain in Normal form before the Ablative resets?

     

    Secondly, don't forget that although this power Ablates automatically after a Turn, it will only ever downgrade one step per Phase (while normal Ablative powers can ablate multiple times if hit multiple times).

     

    Also, the fact that you get a free Turn is very helpful. I'd be tempted to keep the Limitation at -1.

     

    (As a comparison, 1 Continuing Recoverable Charge of 1 Turn is -3/4 plus -1/2 for Costs END for a total lim of -1 1/4.)

  12. Re: Luck Options

     

    I have never used the rule, and I am a bit concerned about how balanced it is. I would definitely want to playtest it a bit first.

     

    My first concern is that some sessions involve more rolls than others. In a session with mostly planning and roleplay, there might be just a few rolls, on which the character could pretty much guarantee success. I'd be inclined to make the pool's duration based on something other than "game session".

     

    Secondly, altering the rolls after the fact seems a bit too useful. I would try having alterations before the roll cost 1:1, and after the roll cost more (2:1, maybe).

     

    As for working on other characters' rolls...not sure. I'd see how is playtested. Certain types of player could really disrupt the group by messing with other PCs excessively.

  13. Re: Healing from a major transform

     

    1st Edition D&D had a cure as I recall that was fairly bizarre.

     

    If you don't have any particular ideas on what the cure should be, I would do one of two things:

     

    1) Set the healing conditions as "major-league magic or miracles from the gods". It's not very common, but you are GM and presumably it's OK with you. Keep in mind that PCs could get screwed by this.

     

    2) Add a power to all lyncanthropes (0 END Uncontrolled, etc.) that re-gives them lycanthropy faster than they can heal it. This is even nastier than #1, and for NPCs it's not really necessary, but there it is.

     

    3) Come up with a more common cure (for example, "performing a certain ritual /before/ the next full moon").

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