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Doc Democracy

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Posts posted by Doc Democracy

  1. Gentlemen.  There is a LOT of downvoting going on in this thread, some of it probably provoked by earlier downvotes.  I cannot remember seeing so many especially not in one thread.


    Obviously there are no forum rules about use of downvotes but they have mostly been used, in my experience to denote bad behaviour than disagreement.  I have not seen much intemperate language or behaviour so the downvoting, to me, seems OTT.


    Could I ask you to go back and think again whether you do actually want to be downvoting posts rather than simply expressing disagreement.



  2. I have played a LOT in Glorantha, so I am pretty comfortable with the Gods being a daily part of life with a heavy influence on layer actions.


    I hanker to develop a game that would feature actual god's stomping about the world, marking their territory and getting involved with PCs. 


    I think the trick would be to have a system, open but not necessarily transparent, to the players about how close their actions take them to one or more God's getting involved.  It should be possible to exist without involving yourself in the business of the gods but adventurers should probably be skirting that possibility on a constant basis.


    Obviously one God getting involved would increase the chances of other Gods.  Involvement might mean anything from visions at one end to being pulled into the God's spiritual domain for a quick 1to1.


    I think it could be a lot of fun.



  3. 42 minutes ago, Hugh Neilson said:

    If it renders Entangles and Barriers generally useless, then I would classify it as "a terrible thing". 


    There is a saying where I grew up, " If my auntie had balls she'd be my uncle".  You say "if" it renders Entangles and Barriers generally useless.  Does it?  Does it do so any more than armour piercing?  Would it not if a hardened Entangle nullified the killing advantage in the same way as it nullifies armour piercing? 


    Obviously any change has ripple effects.  You argued hard that this would create a major change and then argued against mitigating the change because if it does not change things, why bother.


    And yes, there are meta rules that could boil the system down to relatively few moving parts but, by that time, it is likely to have become MUCH more abstract and almost narrative.  All that is being suggested is removing a second damage system with different rolls and rules.  This streamlines things and means people have one less "thing" to learn.



  4. 9 minutes ago, Gnome BODY (important!) said:

    See two posts above yours.  Causes problems with Entangles, Foci, Automatons, etc. 


    Unrelated, but I was playing with dice and found that "2s don't count BODY, 5's count 2 BODY, 6's count 3 BODY" turns 12d6 Normal into almost exactly the same curve as 4d6.  Not remotely practical, but fun to know. 


    As I note above, I don't think that is as much a problem as a feature.  I WOULD make killing an advantage like other things and it would deliver advantageous results under the right circumstances.



  5. 52 minutes ago, Hugh Neilson said:


    So a 12d6 KA will average 18 BOD.  OK - I'll toss one in my Multipower so I can blow away Barriers, Entangles and Automatons. 


    Is that a terrible thing?  It would be for this reason I think it warrants an advantage but you are now in a position where one kind of attack reliably delivers more BODY per DC. 


    If the only drawback is that it might be another blade for the multipower Swiss army knife then I don't see that as anything different from the current position where a player puts in NND, AP, affect desolid, etc attacks.  It simply provides another option.



  6. Hmm.  Would the idea behind this be better if, as well as applying the damage against resistant defences, you also bump BODY damage by the number of dice and reduce STUN by the same, so for 6D6 killing attack, you count BODY normally then add 6, count STUN normally and subtract 6.


    This ensures slightly weaker defences versus increased BODY damage which is the whole purpose of a killing attack.



  7. 5 hours ago, Usagi said:

    Guppy will bleed out and die in 1.4 minutes, during which time that mortal wound will have no more significant effect.


    Just reading it again.  Guppy has just 84 seconds to live...how much more significant does it have to be!  🙂 If the dying character is not heroic, that is maybe three frantic attempts to save their life...no agent or minor NPC is going to do anything else.

  8. 37 minutes ago, Usagi said:

    So it's better to be Stunned and reduced to 0 STUN than it is to be Stunned and reduced to 1 STUN.  You will actually recover faster from being Stunned and KO'd than just Stunned.


    One key difference of hitting 0 STUN is that after your recovery and your STUN is back to 10 or 11, your END will also be 10 or 11, unlike stunned which does not affect your END.



  9. Quote

    The International Association for the Development of Apnea, which records all freediving world records, does not allow the use of pure oxygen before a static apnea attempt. The current non-oxygen aided records stand at 11 minutes, 35 seconds for men (Stéphane Mifsud, 2009) and 8 minutes, 23 seconds for women (Natalia Molchanova, 2011).



    I reckon 2 minutes in a cinematic game looks reasonable, if not slightly stingy.



  10. I agree with the Hall of Heroes idea.  First thing a bunch of basic archetypal characters. $3 or $5, easy to layout cash.


    For each archetype a separate document.  The basic brick (again) but then tricked up to be a more complex generic brick with a few examples of comic book styles, so Hulk, Thor, Colossus and Superman. 


    It gives something for a beginning GM to pick up and hand out to friends.  If friend playing brick says "I wanted something a bit more like..." Then he can pick up the brick book and if really interested later on The Ultimate Brick book.


    Would be a valuable resources for new players and GMs.

  11. 1 hour ago, Usagi said:

    Whatever, I'm done talking to you.  Any further discussion is pointless, because I am 100% convinced you're just trying to start a flame war.


    You are new here, Neil is never trying to start a flame war but he is quite dedicated to examining suggestions on rules and whether they work or not.


    He has been engaging with the topic and taking your suggestion seriously enough to look at it and test it to destruction. 


    I understand you are feeling like he is attacking you and your idea, I just want to assure you that as someone who has shared these boards with him for over 15 years, that is not what is happening.



  12. I realise I did not answer either of your second two questions.  Question 2 was power building and, if you stick with the system you might burn a lot of time doing just that kind of power building.


    The key principle is to build from effect.  You need to look behind the SFX to understand what is happening.  If I remember correctly "lightning toss" is something Flash does by running hard, gathering up the Speed Force and the stopping suddenly to offload all the gathered power at an opponent.  All that is SFX.


    This is, at its heart a ranged attack against energy defence.  That is often represented by Blast.  You can the switch it up be adding advantages and limitations.  I would give it, no range but a line of area effect, so there is a line of damage emanating from Flash and affecting everyone in that area.  I would also say that it only works the phase after a full move.



  13. Personally, I would be inclined to suggest everyone plays the game first.  Character creation is THE most complex part of the game ( though ultimately the most rewarding).  The system is pretty straightforward.


    I suggest using the pregenerated characters in a very simple scenario (bank heist in your home town).  Get a handle on how things work.  Especially as a new GM with new players.


    Once you are comfortable with how things work in-game,. THEN think about designing heroes etc.  Bring questions to the boards, you will get a variety of answers and you can begin to decide how you want to play the game.



  14. well,  D&D 3.5 (the players handbook sitting next to my desk) says the light spell sheds bright light in a 20 foot radius and dim light for a further 20 foot radius.


    So buying light that affects a radius is exactly what you should expect.  😄


    In HERO you buy images which has a radius.  Within that radius the Images make it look as if that area is well lit.  Outside that area the light does not reach (or the images do not change).  The core mechanic of images works because it is changing how other people see things and the ways that impacts everyone are quite clear.  It is because the power is called Images that causes a mental disconnect.


    If he wants to be able to create illusions as well as light then it is simpler to do it all within Images as a power.





  15. 22 minutes ago, Killer Shrike said:

    Yeah. Change Environment is not supposed to grant bonuses, which is a rather arbitrary ruling and one I don't agree with.  Personally, I think the best way to model light is using the Change Environment model to grant +PER to sight as normal darkness is mechanically represented by -PER penalties to sight.


    I think I would get round that by saying that the Change Environment was not providing bonuses, it would only counter penalties due to extant environmental conditions which are being remedied by the Change Environment power. 🙂

  16. This is a strange thing.  Light existing in a hex means that folk many hexes away can see what is in the hex.  The light you produce in a hex (by its nature) does not stay in place - it moves and allows you to see well outside the hex.  Producing light therefore is a special effect of something else in game mechanics.  I don't like the use of images as a way of producing light, it seems the wrong way round in HERO terms.  And because of this, it doesn't really work well.  My direct response would be that, if you buy Images, only for light, then you do indeed need to buy the entire area it covers.  If you buy your light spell with only one hex, then you will not be able to see further than the hex you bought. If you lean on SFX to say that the SFX of light allows the light to travel and you can see further away than you purchased then you are getting significant added effect on the very thing you purchased in the first place.  I would be more content with using a 1D6 STUN only blast with light SFX to provide light....that way at least the lean on SFX is to the side of the main power rather than the exact same thing...though this solution would be purchasing a completely different effect to deliver the desired result.


    In HERO you are supposed to reason from effect.  The effect I am trying to produce is to allow everyone in an area to be able to see better (in effect, to stop them being affected by the environmental effect of being in darkness).  I much prefer to use Change Environment to provide skill levels to cancel out the effect of darkness on perception rolls and CV, providing people within that area to fight and see things.  The special effect is an area of light.  The downside of that special effect is that people in the darkness, well outside the area of effect you purchase in Change Environment, will be able to see you and target you.



  17. Something simple.  Something straightforward.  Something that allows him to use his powers and to generate that feeling of awe among the general populace of just how awesome this mystery man actually is.


    The classic is to have something go wrong at the World Fair, robot coming to life, a sea monster attacking, some villainous agents coming to rob the great and the good.


    Really the nature of the PC should drive the detail of the scenario - something tailored to show off the abilities rather than to test them to destruction.



  18. On 11/2/2019 at 3:04 AM, Tryskhell said:

    I'm having the  hardest time wrapping my head around this, but I can't for the life of me imagine what a Champions campaign looks like in action.
    I'm coming from D&D 5e where there's a clear path, clear maps, there's a dungeon and if not, at least the party sticks together...

    But I can't see this working with super heroes. Maybe the clear path part works, but clear maps ? I don't know, of lairs, maybe, but clearly not as much as in D&D, modern cities are much harder to map out... Also, the secret identity stuff really messes with my ability to visualize a "party" of super heroes.


    So far, I'm imagining it more like a west marshes game, where people join in with their characters if the characters are free and interested, and where there's a lot of one-on-one DM/Player short sessions, or sessions with much less people.


    But I don't know, I never actually played the game (I'd love to, though) and the books aren't very good at explaining it either (but overall I must admit I love them, theorycrafting powers is one hell of a hobby). So I come to you guys asking what your actual sessions look like, how do you manage the civilian/super dichotomy ? How do you manage a much more complex world ?


    You thought about listening to a podcast.  Chimpions is a decent play podcast (UK based) using Champions and playing through some of the modules available to buy (like the Coriolis Effect).





  19. Was looking at the sheet, you have MASSES of movement but I don't see it accounted for in powers etc though I have not studied it in detail.


    I think you need to scale back the power level a bit.  I think I could save you at least 40 points in skills that you do not really "need" and possibly the same in characteristics.


    It is difficult to know how far to cut and whether 25 DEX is enough or far too much due to a lack of campaign information.  In my current Golden Age campaign, 20 DEX is the highest and most of the characters are between 13 and 18 DEX.  25 would be massive in my game and possibly a waste of points, especially when you can boost it a further 10 points.



  20. 3 hours ago, Lee said:

    I just see scenarios like the following in my head (in various forms):

    Player 1: "Elric throws Stormbringer into the maw of the burning pit fiend to see if it is hot enough to melt it.

    GM: <Shocked> "Um, well, it melts."

    Player 2: <To Player 1> "Why in the world would you do that!?"

    Player 1: "Don't worry, I paid points for it. I'll just get it back."

    GM: "Uh, no, you won't."

    Player 1: "Yeah huh, the rules say I do".

    GM: "No, it was a stupid thing to do with such a powerful item."

    Player 1: "Well, I'll just get my points back and make a new item that's just like Stormbringer".

    GM: "No, you're not getting those points back. It was a stupid thing to do."

    Player 1: "That's not fair!"

    The argument goes back and forth until either Player 1 or the GM leaves the table. If I'm the GM, it would be me leaving because I will not be rules lawyered into doing something I think is wrong


    I think that my response here is, of course you will get the value of the points back but we are going to have to talk about how that happens.


    There are no more items like Stormbringer in my campaign world, so that is not going to happen.  If you want a similarly unique item we will need to think about what it is and how it might end up in your possession...that will not be immediate and you will be missing a chunk of ability until it is.


    I agree, doing a stupid thing deserves punishment.


    I have often given players the ability to travel back in time when they do something stupid.  So after he threw Stormbringer in the volcano, I might say, you have accurately imagined the likely outcome, you still want to throw it in?  Gives them a second chance.



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