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unclevlad

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Everything posted by unclevlad

  1. I think one big question I'd have as GM is, why? What's the goal here? I get that it's cool, but Constant is rather potent, if potentially expensive. One of the other qualms is making major, fundamental shifts in the qualitative nature of the attack. You went from a normal attack with, say RedPen, to a killing attack. Those are generally radically different beasts, and they're 2 separate slots. You're asking for an end to a pretty central metarule: to do this kind of switch, normally, you have to terminate power 1, then apply power 2...which means another attack roll. I'm not saying I'd allow it, but it'd be a lot easier to buy if you just wanted to ramp up the starting damage to something higher. That's feasible...define the extra damage as needing Extra Time. If you include Variable Special Effect, then I might allow you to reconfigure all the damage with that, as it's ongoing. But note that this is now all 1 power, and 1 slot. Active points are going through the roof if you're talking a multipower or VPP. END cost per use is going up.
  2. Sveta, I think you're overcomplicating. Why is any second blast needed? KB itself defines a movement rate. KB has a damage factor...1d6 normal for every 1" of KB. Or, if you prefer, call the inches of KB a velocity, and the sucker hit by the blast is doing a Move Through with velocity == KB, while using 0 STR, on the secondary target. No additional energy from the attacker is involved, so why is there a second Blast? massey: the conditions on the secondary attack are very complex, and there's no fixed damage per se. This is really a skill-based power stunt. So I'm thinking...yeah, ok, a CSL has to be used. It's not bouncing the power per se but it's similar enough, so in order to have a chance to hit the *second* target, treat that attack like the bounce. THEN, it needs a skill roll to aim. Anything representing that kind of sense of direction (and absolute direction sense might help). The roll has a range mod based on the entire distance...you to target A, then target A to target B. Last, perhaps an ad hoc -1 or -2 penalty on the roll because target A is hardly a precision missile weapon. THEN...if target A's body hits target B, the damage is as if A did a Move Through on B, as noted above. With full effects on both A and B...which probably means nothing serious, since A's velocity-based damage is not going to be high. Realistically, the hope wouldn't be to do a lot more damage...just to knock B down too.
  3. But that's the problem with what OP is asking for. He can use an inexpensive, low-End base attack until it hits...then convert it to a major, high-damage, high-End attack. I can see the variable effects, perhaps, but I would never allow the number of DCs in the attack to be increased after the attack hits.
  4. patransom, if doing that, then why the double knockback? The momentum doesn't come from any TK. TK to just guide...possibly, but that still feels wrong. Focus on hitting the target, then immediately refocus to aim at the next target? Ehhh...... Funk: bounce redirects the blast itself. To me, that's fine if the intent is to have the blast hit target 1, then continue to target 2...with conditions. To use the billiards analogy, I'd say that requires the initial attack to do knockback. If it doesn't, the collision (attack on target) becomes inelastic and the angle of reflection off the target is IMO poorly defined.
  5. Bouncing isn't really right. Bouncing uses a surface to redirect the blast. That's not what I'm suggesting. If knockback happens, the target's gonna be moving. The point here is to capture being able to direct that movement in a useful manner. Indirect and Double Knockback do a good job, I think, of saying it's *possible*...now it's not a matter of power but a matter of skill, to pull it off. It is rather similar, I'll grant, to having the one CSL for a single-redirect Bounce, but it's also more flexible in that it would nominally work in any environment, as long as there's 2 opponents...or, just something sturdy to blast the target into. Rather than knocking him 20m away and now just having to chase him...different angle, smash him into a heavy wall or somesuch. Bounce requires a surface capable of reflecting the attack. PS: Billiards is not bad; it might work better to capture the sense of translating and rotating the scene in your head to get things to line up.
  6. Stiletto is defined as 1/2 d6 AP. Sword-cane isn't much better; they sound cool but they're a desperation/surprise weapon, not a combat weapon. There's just not enough room in the cane body to have a weapon with any heft to it. Stats for a small sword are given; d6-1. What you're talking with the stiletto is actually basically expressly stated in Transform. A Minor Transform includes "changes that create minor combat-related effects" up to 2 DCs. Close enough. So you have the standard 1/2 d6 HKA OAF, Plus 1d6 Minor Transform. I'd prefer this approach. For the sword-cane, you actually don't need anything per se. The cane body is the sword sheath; the concealment's inherent. At worst, ok, throw in 1 or 2 dice of cosmetic transform. This would support that the cane handle...normally NOT well designed as a hilt...converts into a real hilt.
  7. Another example is Rifts/Palladium SDC vs. MDC. And I think it's good to mention, because the cost aspect is going to be highly dependent on availablity and who has control of it. If this is something the PCs can do, and it's somewhat common, that might be when it should be MOST expensive. OTOH if it's something predominately controlled by the GM, and is kept fairly unusual, then maybe it can be a little cheaper. I do definitely think the broad campaign-rule approach makes sense because of this. And, *all* Cosmic powers should require DM review. I would also probably limit these to normal attacks only...never killing attacks. One bad roll with a killing attack and...POOF. I remember a game where this happened...the character had quite high DCV but no resistant defense. (Dangerous but often fitting.) IIRC, the char got surprised, got hit with 2d killing. 11 body rolled. OOPS.
  8. Weird, hopefully fun idea. Efficient? Heck no. A 2-for-1 richoceting blast. To start: Blast, Double KB, and Indirect. Being able to shift the angle of attack is needed because having the bad guys line up for the attack is gonna be coincidental and rare. Seems like the best start, but any other ideas are welcome. My big question is, what skill and/or power, in a Combined Power approach, would fit, to get the poor sucker you're knocking around, to pile into the other poor sucker? KS: Geometry, with -5 penalty, and Absolute Direction Sense perhaps?
  9. Building a character with Absorption as a Resistant Defense, with substantial Increased maximum. It doesn't show up as part of my defenses in HD or in the exported PDF...not in Characteristics or Defenses. Is this because Absorption tends to be capped out so easily, that it's not commonly a main line defense?
  10. I'm building a melee specialist. Several martial maneuvers, plus weapon elements of Blades and Ninja Weapons. And I've got a couple nice blades defined. If I add martial arts DCs, do these add to the damage done with the blades, which are weapon elements? It would seem so, and it would seem that it does it cheaper and better than the Weaponmaster talent. I can be 3 HTH DCs for 12 points in my martial arts, and it clearly applies to my open-hand strikes and my weapon strikes (+1d6 K). +1d6 K from Weaponmaster is 20 for swords and daggers...ergo, not the open-hand strikes. Thanks...
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