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<blockquote data-quote="swrushing" data-source="post: 1494832" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>Hi.</p><p></p><p>thanks. i try and be informed before i speak... that helps when you get thiungs like the "you did not do it right" rules things we went thru a little while back from the munch fellow. </p><p></p><p>nope. have never met them. While i havent had any interaction with the current guys, i did have published articles with the previous owners (old digital hero) and even have an editorial credit in a hero product (a GRG san angelo thing iirc.)</p><p></p><p>many of my posts on the hero boards are NOT bashing heor but normal posts about how to do within the system this or that and suggested rules and the like. i certainly dont shirk from criticizing it when i feel apropriate.</p><p></p><p>thats very broad. Like i said, a penny and a 20 dollar bill can both be called money.</p><p></p><p>there is a much large "balance gap" between 350 pts and 10th level between an inexperienced hero guy and an experienced hero guy than there is between the same in D20, or maybe DnD as i cannot speak to every thidr party d20 product. if you stick with core rules for both (HERO5 rulebook and PHB DMG for DND) to keep it simple, i think this is even more pronounced.</p><p></p><p></p><p>[UOTE=Eosin the Red]</p><p>Attack Powers....not all attack powers are equal, especially at either end of the spectrum. 4d6 RKA/HKA is the most effective attack in the game and a highly advantaged 60 point EB is the weakest attack in the game.</p><p>[/QUOTE]</p><p>Uh... i would have to say both of those are dubious statements at best. The value of the RKA is really dependent on the body levels and resistant defenses and style of the campaign. if the campaign features a moderate amount of agents, the rka will be killing some, or at least leaving them dieing, and will cause significant problems and a 12d6 eb will be just as effective at dropping them without killing.</p><p></p><p>the highly advantaged eb is actually one of the more abusive hero constructs. Its nicknamed "super baby powers" around here. take a 1-2 d6 Eb and advantage the sucker up to 60 ap with things which enable you to avoid primary defenses and you can have a real whammo thing. </p><p></p><p>They key is simple, the area advanatage is so expensive it makes any attack which goes against normal defenses less than worthwhile for its cost. So, an inexperienced guy might well buy a fireball and not realize he has just screwed himself.</p><p></p><p>An experienced guy however knows that multiple advantages stack well and so he will get the area attack but ALSO know to take another advantage to get around defenses, bypassing the whole "normal defense" issue. </p><p></p><p>For example, going back to my and buzz's 9d6 eb vs 4.5 d6 firebolt... </p><p>what if savvy joe bought instead a 3d6 NND AOE attack for also 45 pts. </p><p></p><p>exact same price as the other two.</p><p></p><p>But more...</p><p></p><p>3d6 nnd aoe is 3" radius... not 2" radius but 3" radius... that means 19 hexes not 7. </p><p></p><p>against some supers, those with the defenses, this attack would be of no use.</p><p>for sake of argument lets pick one of their common cases... force field.</p><p></p><p>against everyone else... bricks, viper agents, martial artists, etc... this attack hits everyone in a 3" radius, does about 10 stun thru and is practically an autohit.</p><p></p><p>now, when compared to the 4.5 d6 dude, this is, IMO, clearly very superior. Bigger area, more damage even against viper agents, and the ability to damage even supers of higher defense. heck, since force fields typically are visible, you will rarely be unaware of who is and who is not immune. </p><p></p><p>MOREOVER... odds are anyone with a force field is not a 10 defense total guy and the 4.5 d6 guy wont be getting any stun thru anyway.</p><p></p><p>Whwther its better to do 3d6 avoiding defenses or 9d6 before defenses is more iffy. it is at least as good in many cases. Against a low defense single bad guy scenario, the 9d6 wins and the 9d6 is a little more versatile. </p><p></p><p></p><p></p><p>In short, total points, real points, is not a good benchmark for power or effectiveness or balance.</p><p></p><p>I agree. Every experienced hero guy i have ever known agrees. Guys over at the hero boards agree.</p><p></p><p>buzz seems to be the lone holdout. go figure</p><p></p><p>it is the rules. no errata to change it. i tried. believe me, i tried.</p><p></p><p>its a simple issue hero has thats at fault. i call it "buy low, sell high".</p><p></p><p>it works like this... buying a cheap thing (extra limb in this case) enables you to put a small limit on a much much larger thing (characteristics in this case) and so adding a flawed little thing (weak extra tail) enables you to LOWER your overall cost. Now, in this particular case, the figured characteristics rule steps in if the Gm wants and crushes the whole thing to the other extreme, making it cost more. Both are just plain wrong.</p><p></p><p>you can get the same effect with partial coverage rules for bases where by making your base larger you can actually reduce the cost of the total base.</p><p></p><p>A correct rule would ALWAYS make the limit apply to the smaller item... so a weak tail SHOULD (but doesn't) reduce the extra lim cost and partial coverage should apply to the parts of the base that DONT have coverage.</p><p></p><p>but thats not the rule and was not accepted by long when questioned. his final answer was iirc "dont use our rules if you dont like them." or somesuch.</p><p></p><p></p><p>no, nothing personal. i am talking about the game. i find it a lot better than talking about me. sorry if that dissapoints.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 1494832, member: 14140"] [/QUOTE] Hi. thanks. i try and be informed before i speak... that helps when you get thiungs like the "you did not do it right" rules things we went thru a little while back from the munch fellow. nope. have never met them. While i havent had any interaction with the current guys, i did have published articles with the previous owners (old digital hero) and even have an editorial credit in a hero product (a GRG san angelo thing iirc.) many of my posts on the hero boards are NOT bashing heor but normal posts about how to do within the system this or that and suggested rules and the like. i certainly dont shirk from criticizing it when i feel apropriate. thats very broad. Like i said, a penny and a 20 dollar bill can both be called money. there is a much large "balance gap" between 350 pts and 10th level between an inexperienced hero guy and an experienced hero guy than there is between the same in D20, or maybe DnD as i cannot speak to every thidr party d20 product. if you stick with core rules for both (HERO5 rulebook and PHB DMG for DND) to keep it simple, i think this is even more pronounced. [UOTE=Eosin the Red] Attack Powers....not all attack powers are equal, especially at either end of the spectrum. 4d6 RKA/HKA is the most effective attack in the game and a highly advantaged 60 point EB is the weakest attack in the game. [/QUOTE] Uh... i would have to say both of those are dubious statements at best. The value of the RKA is really dependent on the body levels and resistant defenses and style of the campaign. if the campaign features a moderate amount of agents, the rka will be killing some, or at least leaving them dieing, and will cause significant problems and a 12d6 eb will be just as effective at dropping them without killing. the highly advantaged eb is actually one of the more abusive hero constructs. Its nicknamed "super baby powers" around here. take a 1-2 d6 Eb and advantage the sucker up to 60 ap with things which enable you to avoid primary defenses and you can have a real whammo thing. They key is simple, the area advanatage is so expensive it makes any attack which goes against normal defenses less than worthwhile for its cost. So, an inexperienced guy might well buy a fireball and not realize he has just screwed himself. An experienced guy however knows that multiple advantages stack well and so he will get the area attack but ALSO know to take another advantage to get around defenses, bypassing the whole "normal defense" issue. For example, going back to my and buzz's 9d6 eb vs 4.5 d6 firebolt... what if savvy joe bought instead a 3d6 NND AOE attack for also 45 pts. exact same price as the other two. But more... 3d6 nnd aoe is 3" radius... not 2" radius but 3" radius... that means 19 hexes not 7. against some supers, those with the defenses, this attack would be of no use. for sake of argument lets pick one of their common cases... force field. against everyone else... bricks, viper agents, martial artists, etc... this attack hits everyone in a 3" radius, does about 10 stun thru and is practically an autohit. now, when compared to the 4.5 d6 dude, this is, IMO, clearly very superior. Bigger area, more damage even against viper agents, and the ability to damage even supers of higher defense. heck, since force fields typically are visible, you will rarely be unaware of who is and who is not immune. MOREOVER... odds are anyone with a force field is not a 10 defense total guy and the 4.5 d6 guy wont be getting any stun thru anyway. Whwther its better to do 3d6 avoiding defenses or 9d6 before defenses is more iffy. it is at least as good in many cases. Against a low defense single bad guy scenario, the 9d6 wins and the 9d6 is a little more versatile. In short, total points, real points, is not a good benchmark for power or effectiveness or balance. I agree. Every experienced hero guy i have ever known agrees. Guys over at the hero boards agree. buzz seems to be the lone holdout. go figure it is the rules. no errata to change it. i tried. believe me, i tried. its a simple issue hero has thats at fault. i call it "buy low, sell high". it works like this... buying a cheap thing (extra limb in this case) enables you to put a small limit on a much much larger thing (characteristics in this case) and so adding a flawed little thing (weak extra tail) enables you to LOWER your overall cost. Now, in this particular case, the figured characteristics rule steps in if the Gm wants and crushes the whole thing to the other extreme, making it cost more. Both are just plain wrong. you can get the same effect with partial coverage rules for bases where by making your base larger you can actually reduce the cost of the total base. A correct rule would ALWAYS make the limit apply to the smaller item... so a weak tail SHOULD (but doesn't) reduce the extra lim cost and partial coverage should apply to the parts of the base that DONT have coverage. but thats not the rule and was not accepted by long when questioned. his final answer was iirc "dont use our rules if you dont like them." or somesuch. no, nothing personal. i am talking about the game. i find it a lot better than talking about me. sorry if that dissapoints. [/QUOTE]
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