11-18-2024, 11:21 AM | #31 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Hero System ability design
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I would just give in to the system and make it a stun only energy attack with a note that a target 'knocked unconscious' by this power is actually paralyzed, with a small limitation that says the power cannot reduce the target below zero (thus, if you take someone down and remove the current, they take a recovery on their next turn and are at positive stun again). |
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11-18-2024, 12:47 PM | #32 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Hero System ability design
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11-18-2024, 05:30 PM | #33 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Hero System ability design
I'd recommend Entangle with various Modifiers, myself.
Champions Powers has a number of paralysis type powers, all built with Entangle with Takes No Damage From Attacks, which I've found using a text search on the string "paraly". Player's choice as to what Characteristic to use to break it; CON is just as valid a choice as STR, and EGO could be an outside possibility if the player feels their target's willpower might help them get out of it. Either or both of two Limitations might help as well: Costs END To Maintain, and (assuming it's already No Range) Entangle Ends Upon Contact Loss. Hopefully these are self explanatory; the latter is a freeform use of Limited Power. A no-range Telekinesis might work, as might additional STR with an "Only For Grabs" Limitation. In either case, the Grab maneuver would be used in order to hold the target in place, and both require the attacker to maintain contact with the target as well as, if applicable, continue to spend END. (The original Mental Paralysis was a separate power in one of the first-gen/3rd edition era Champions supplements. It gave the paralysis a DEF and BODY score and was removed using the target's EGO or any mental powers they had; other characters could use their own mental powers against it as well. It more or less used the Entangle mechanics to give a very Entangle-like result, enough that fourth edition and beyond made mental paralysis in particular and paralysis effects in general an Entangle build.) Disclosure: I've been playing Champions since 1985, and am a "Rules Maven" on the Hero Games forums. I'm empowered to give official answers to rules questions, which I almost always do with references to page numbers or (rarely) previous rules questions. I'm happy to do that in the context of this thread, although I don't hit the SJGames forums as often as Hero's. I think the SJGames forum software lets me set the thread to "watched" so that I'll get emailed notifications of replies, which I'll do if I can.
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11-18-2024, 05:39 PM | #34 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Hero System ability design
I see nothing at all problematic about basing it on Flash. As I mentioned above, that's how Mental Paralysis came about, and in fact the original rationale for the Transform power was that if you can kill a character, the same amount of power may as well be enough to transform them into something else.
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11-18-2024, 05:44 PM | #35 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Hero System ability design
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But I see that if Entangle has Takes No Damage from Attacks, and can't be attacked from outside, it still CAN be attacked by targeting it specifically at -3 OCV. If this means that you can break someone out of electrically induced muscle spasms by hitting the spasms hard enough, that really makes no sense to me. If you have to attack with CON, the same way the paralyzed person does, I'm not sure how you can use your CON to free someone else from paralysis/muscle spasms. It really feels as if this way of turning Entangle into paralysis is overcomplicated, to the point of Rube Goldberg. That's why I've been looking for another way to approach it. I thought of "Paralysis works like Flash" because we have the precedent of "Transform works like Killing Attack," so that approach seems not to offend against the spirit of Champions. I'm not sure what the problem with it is.
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11-18-2024, 06:11 PM | #36 | |||
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Hero System ability design
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What I understood was that you weren't intending to use the literal Flash Power, but a new base power using Flash as the mechanical and point cost basis. That's well within the spirit of Hero, and while it was more prevalent in earlier times, each of the latter editions' core rulebooks include the same advice on changing the system as previous editions did: try to stick to 1d6 per 5 points; every attack should have a defense which should be cheaper; try to compare a new power to an existing power as far as point costs and scope are concerned. As far as I can tell, you've done all that -- and even if you hadn't, it's your game, so... I have no problem at all with it. As you and I have both mentioned, there is Transform as precedent. And there aren't any Game Police waiting in the wings to stop you.
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11-18-2024, 06:19 PM | #37 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Hero System ability design
Flash is only resisted by flash defense, and is a significantly less impairing effect than paralysis. What defense are people supposed to even use against this? The reality is, this is an attack that you would expect to be ineffective against exactly the same class of targets as would be resistant to energy damage, so treating it as damage really is the most accurate, and if you want to capture people for interrogation, 3 segments of paralysis isn't very useful anyway.
Last edited by Anthony; 11-18-2024 at 06:24 PM. |
11-18-2024, 06:39 PM | #38 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Hero System ability design
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Edit to add: assuming 5 points per d6 vs. Power Defense, apply the Modifiers to change it to Energy Defense would bring it to 2.5 points per d6. GM's choice whether that's 2 per d6 or 3 per d6, or even 2.5; nothing can have a final cost of fractions of a point, but there are and always have been things that cost 1 per 2 points or less. 5 points per 2d6 is perfectly within spec.
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11-18-2024, 07:02 PM | #39 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Hero System ability design
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11-19-2024, 04:19 AM | #40 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Hero System ability design
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And, well, you could buy Paralysis Defense just like Flash Defense, I think. Energy Defense is basically resistance to burning. But electrically induced muscle spasm doesn't necessarily inflict burns on the surface (or interior) of the body; a much lower current level can immobilize someone. I don't know that the player will want this. But it seems like something that might be good to have worked out.
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