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Doc Democracy

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Everything posted by Doc Democracy

  1. Some folk love it and find it invaluable, I still love building characters by scribbling on bits of paper. I advise getting used to rules first, once done the programme is very useful for managing and maintaining PC and NPCs. If you have any facility with IT it is also great at producing different character sheets to print off. I have it but don't use it as much as I think I should. 🙂 Doc
  2. Well, it is partly that you are open to having people come and have their say in an official forum, God forbid that we would allow the great unwashed to speak their mind like that...
  3. A rather partial representation of what is going on but how the US is being portrayed.... https://www.bbc.co.uk/news/av/world-us-canada-53174415/they-want-to-throw-god-s-wonderful-breathing-system-out Highlights for me? "Every one of you that is obeying the Devil's laws are going to be arrested" "these communist dictatorship orders" "you preach pseudoscience and safety"
  4. This is why we end up with encyclopaedic rule books. 😄 I think these are all good questions but the are discursive ones that might affect how you cost advantages etc. I said passive grab. A hand hits, the hand is passively grabbed and stuck. A sword hits and is grabbed (not automatically - relevant grab attack rolls but independent of the tar baby's SPD/actions etc). Can they force each other to move? In the same way as anyone else can. Relative movement would depend on advantages/disadvantages on the power as well as common sense. Doc
  5. I have no citations but if someone came to me with the power I would plan to run it like a passive grab...
  6. Try this thread - lots of options...
  7. I guess it depends on what you call low results... 1D3: 1 - 33.3% 2 - 33.3% 3 - 33.3% I have to presume by low you mean less than 2, so 33.3% chance of 1. Zero chance or 0 and zero chance of more than 3. 1D6-1: 0 - 16.7% 1 - 16.7% 2 - 16.7% 3 - 16.7% 4 - 16.7% 5 - 16.7% Here you also have a 33.3% chance of 1 (or less). 16.7% chance of 0 and 33.3% chance of more than 3. I KNOW that folks dice preferences are not dictated by logic, almost 50 years of gaming has shown me that if nothing else. I fully accept the driving fear of getting zero, even if it is slightly irrational. I would also accept if they wanted to keep damage low (unlikely as that might seem to me) but definitely not that they want low results to be LESS likely. Doc
  8. The psychological games we play with our friends... 😄
  9. If you buy some pipe-cleaners you can glue them across the top of a mask and mould it closer to your face, minimising fogging.
  10. I thought I explained where I got it from. 🙂 It kind of goes against the core principle of getting what you pay for. Why would anyone choose to take a half dice rather than a D6-1?? Doc
  11. just in case anyone was in any doubt (follow the arrow) !!
  12. It's not a problem, it is an inconsistency. 🙂 Feel free to use whatever works in your game and then be consistent. 🙂
  13. Actually, now that I look at it, I think the table on p403 might be slightly misleading - it is there simply to give an indication of Damage Classes, not purchasing costs. The power description does not mention the cost of 1D6-1. It is silent on it and the text accompanying the table on p403 says: p403 5thRev When it talks on the next page about movement adding to killing damage, it says There is no mention of adding 2.5D6 or 3D6-1, even if they are the same Damage Class. I think that there may indeed be an official consideration that 2D6-1 costs 27 points rather than 25.
  14. I think it was a hangover from previous thoughts. I can see the rationale for 2D6-1 costing more than 1.5D6 and less than 3D6. The averages are different. 1D6 average BODY 3.5 cost 15 points 1D6+1 average BODY 4.5 cost 20 points 1.5D6 average BODY 5.5 cost 25 points 2D6-1 average BODY 6 cost 25 points 2D6 average BODY 7 cost 30 points I can image them sitting in the room deciding that they are only going to have three steps to match each addition of 5 points rather than introducing that fourth 2 point step for 2D6-1. I might have been persuaded not to allow half dice. 🙂 Doc
  15. Well, we need more information, you say phase 3 you mean segment 3, yes? A SPD 4 character gets a phase on segment 3 that could be used on segment 4 or 5. If you have attacked on segment 3 then the first time you can abort is segment 4. The game mechanic says that all the movement in a phase can happen in a single segment, if you allowed folk to abort on the same phase they move twice their movement in a single phase and it takes away some of the tactics round combat. Doc
  16. Fear is a special effect rather than a game mechanic, as Duke points out in a later post. The system has only one effect based defence, which is Damage Negation. You can buy this to target the effect of any attack with a fear based SFX. That helps defend against a special effect that is often modelled with a wide variety of mechanics. Doc
  17. You can have an allergic-style reaction to dust and mold spores even if you are not generally allergic. I went to the doctors a couple of years ago with a persistent cough and she told me it was an asthmatic reaction (I am not asthmatic) where the lining of the lungs got irritated by something, the reaction to that irritation was to cough. The cough itself then caused further irritation and made me cough, repeat ad nauseam. I did not believe her but agreed to take the inhalers. The cough was gone in less than two or three days. However, in the current circumstances, ANY new, prolonged cough should be treated with suspicion and be presumed to be the virus. Get yourself tested, even if just for your peace of mind. Doc
  18. You have a catch 22 situation. Only experienced players should be allowed to play a Cosmic power pool. A cosmic power pool in the hands of an experienced player is a terrible thing! 🙂 I often have multiple players with small (20 point) power pools. Some are tightly defined others are not. The rule of taking time at the table is a good one though, if the vpp player is not ready, they use a different power. No getting time to think it through in detail. You find those players will develop a list of powers they use all the time and use the flexibility mostly out of combat. Doc
  19. That is another point. A complication showing up should not always be straightforward, your arch nemesis might simply have told your current enemy what your weaknesses are.
  20. I was so busy being smart I forgot a point I meant to make. The book explicitly mentions rolling for hunteds and DNPCs. It does not make mention of vulnerabilities or that crazy rider you allowed on Captain Swiss Army that limits his flexibility. You do all that on the fly too?? I assign them dice numbers and throw it all into the mix.... Doc
  21. Quite so! Harrumph! 😄 Well. I tend to plan my sessions in advance and, by memory, the book talked about rolling up ahead of the session. I have the next four sessions - each one with complications rolled for. I might admit to a little cheating, if a DNPC or Hunted has not shown up in a LONG time, throwing them in. I sometimes swap things out. I might have a hunted appear that really does not suit the adventure planned but someone else does, in this case I would use the suitable hunted but kit him out such that it really impacts the player whose hunted should have shown up ("But Sergeant Disaster NEVER used to use a flame-thrower - Paper Guy is in real trouble this time!!) As you say, narrative need often over-rules book-keeping. Doc
  22. Ha! I feel for you Gnome. 🙂 It is often the way that the players do not have the same investment as the GM.🙂 There is indeed a challenge at the start and for groups that do not game together regularly.
  23. I notice a query from Zarthose to Steve that I think will come over here. Might be worth getting a head start on the issue but I thought I would broaden it out. How do you handle PC complications? Hunteds and other things have a chance of turning up. I frontload all of this. When I create a scenario, my first action is to roll for all of the complications of the characters likely to play. I then try to weave those things into the scenario from the ground up - I dont want things bolted on or causing a distraction from the main action. It also makes it easier to build in the disadvantages related to powers not working in certain circumstances. If a hero has "only in Hero ID" on his powers then I will, every now and again be building scenes where this is going to become an issue. Where DNPCs feature, it is easier to involve them when the scenario is created with the explicit knowledge they will be involved. So. My system is to roll the dice for all complications (sometimes simply based on the fact that a complication or disadvantage should impair 1/4 of the time or more). Once I have all those details I can begin to weave a story around them (sometimes the way the complications fall down, the implied story is better than the one I was thinking of!!). How do other people manage it? Doc
  24. A quote about the old House of Lords was: "Individual peers are born independent, independently take their seats in the Lords and independently vote Conservative". 🙂
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