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Derek Hiemforth

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Derek Hiemforth last won the day on February 19 2005

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About Derek Hiemforth

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    Champions Complete Rhino
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  1. Plus, unless a character is particularly analytical, this is probably more in-character anyway. Especially for impatient, impulsive, or excitable characters. Most folks just don't sit around for hours dissecting every option before they make a decision, unless it's a major decision. And sometimes not even then...
  2. At a glance, it seems workable (though I'm sure some rough edges to sand off might be discovered during play). The main thing I'm wondering is what problem you seek to solve. You mention speeding up combat, but this is the same number of actions overall; they're just clustered differently. And it doesn't really address the most common concern with the Speed Chart (its predictability), because this setup would be equally predictable.
  3. In my opinion, this factor (players not being ready when their Phase comes up) is the single biggest contributor to Hero's reputation for slow combat. A standing house rule in 4-color superheroic games I run is that every character (including the bad guys, so I have to be on my toes as GM) has to immediately make a soliloquy as soon as their Phase comes around (this can be an internal "thought bubble" soliloquy if the situation would be inappropriate for the character to actually speak), and if they're not ready to talk when it's their turn, they lose their Action that Phase! The camera d
  4. Who said anything about an "obvious" imbalance? I'm just saying that, barring the exceptionally unlikely event of a completely flawless system, something in the system will be the "best" buy in the game, even if only slightly.
  5. Ah, you're right. Sorry about that; it was in HSMA, and I missed it (I was just looking in CC/6E2). You're also right about STR+ and STR-. I was thinking they'd be okay together, because they're applying to different maneuver bases, but HSMA doesn't say anything about an exception to the "no STR+ and STR- together" rule for such a case. Okay, I back off my position. Extra DC is not necessarily the "best buy in the game." It's still a good buy, but not unreasonably so.
  6. I agree, I'd stay away from lowering the costs of maneuvers (which are already very cost effective), and maybe model it more on Perfect Pitch than on Skill Enhancers. As Perfect Pitch gives a +1 to any music-related Skill Roll, Natural Martial Artist could give +1 to any martial arts-related Skill Roll (e.g., Analyze Style, KS: Style, some applications of Skills such as Acrobatics, Breakfall, Climbing... any Skill Roll that the GM agrees is "martial arts-related").
  7. Granted. But it speaks again to the cost effectiveness of Extra DC, just in a different way. For 50 CP, you can get both the 6d6 NND, 75 STR Grab from hell, and a 16d6 Offensive Strike. Or rather, you can have them if your GM is asleep at the wheel. But strictly from a game mechanics perspective, that can certainly lead to some head-scratching when you compare the cost to other attacks. Having said all this, I wouldn't advocate for changing the cost of Extra DC. Changing the cost just raises the specter of issues already addressed in the thread. It's just something to be aware of.
  8. As Cantriped noted, 2-pt. levels don't add to damage. Also, I think you're missing most of the potential of Extra DC by focusing your attention on normal damage. For example, consider, say, 10 Extra DC (40 CP) when used with a "Pressure Point Lock" custom maneuver: +1 OCV: +1 CP Grab Two Limbs: +3 CP 1d6 NND Damage: +2 CP +5 STR to hold on: +1 CP No STR to damage: -2 CP Total Cost: 5 CP For 45 total CP, some of which will also be useful with other maneuvers, you get a Grab with an OCV bonus, that holds them with +55 STR. Assuming a MA with a STR of 20, that means they basica
  9. Or not used equally by all. Extra DC really reach their full "best purchase in the game" status when combined with the martial arts design rules from Hero System Martial Arts, which are optional. If the GM doesn't allow those rules, it nerfs Extra DC considerably. They're definitely still worthwhile, but not at the "Holy cow!" level they can reach if you're able to custom-build just exactly the maneuvers you want to use them with.
  10. I would argue that the "miraculous" event or situation significantly softened their previous position related to their faith (or lack thereof) before they were ever subject to Persuasion.
  11. It's up to you and your game and/or GM of course, but I as a GM would totally not let you use Armor-Piercing for this effect. The time that Skills take to use is not a "defense." In my game, you would need to buy Skill Levels with the Limitation Limited Power: Only to Counteract Time Modifiers (-1), plus any other Limitations appropriate to the SFX. For an example, see the "Superspeed Tasks" example power on CC pg. 211. The levels could be included in the power build, but that's the game element I'd ask you to use.
  12. Plus, not only does Persuasion require time in order to work (and likely repeated application), but the target is also a conscious actor throughout the process. So if you were to lead off with something like g3taso's "I want you to make me your sole beneficiary," you would almost certainly not only be met with some variation of "No way!" but you'd also likely never be allowed another attempt, because the person would stay away from you. Mind Control works now.
  13. I also think Oratory is largely about manipulating a crowd to have "herd mentality" help convince them (i.e., they agree because they get caught up in the rush of being in a crowd that agrees). It's like how a mediocre comedy seems so much funnier in a theater surrounded by people laughing than it does watching it at your house with just a few friends. Persuasion is more about actually convincing the brain or the heart than the herd mentality. Where Oratory uses peer pressure to get them all to Just Say No to drugs, Persuasion convinces them that drugs are bad and they should stay away.
  14. Season to taste, of course, but for me, Charm would more like a personality cult leader who gets people to follow him specifically moreso than the religion. Oratory might be effective in the right circumstances, especially if the Orator was already in some kind of position of authority. But I think of missionary work as being more at the one-to-one level than Oratory is, and not as all-about-me as Charm is. The missionary is trying to Persuade the person they're dealing with that the missionary's view of the world is correct, and the listener should adopt it.
  15. Not exactly (or at least, that wasn't my take on it). The sense I had from Amazing Engine was that you played the same character in every campaign (I think they called it a "character core") with just whatever functional tweaks were required to fit the world/genre. My snarky sense was that it was sort of meant as an RPG for people who didn't really like roleplaying, and couldn't be bothered to make up more than one name and personality.
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