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I think you all are underestimating KB. I've always loved Quake for the KB and have incorporated that into my strategy. Now I have one more power to look forward to and I can expound upon it with range. Yeah, there's FB, but that takes up a move and attack slot, so it lessens a good Alpha strike with disruption.
Especially in the TMNT era, where people huddle around Leo under new rules. Disruption is really key. Don't let people be where they want to be.
This game is going to come down to positioning more and more under new rules. KB will have more value than it did before.
EDIT: After looking at a bunch of dials, I'm sold on the Rip it Up idea. It would really make the game more dynamic. It would bump a lot of guys with 3 damage up to 4, give them something to throw if they are a slow brick, and introduce more objects into the game if they lose the power before using it. Since I tend to play large games with 1000+ pts per team, 6 objects is usually too few which was is why the power is often wasted points in our home games. A variant of Rip it Up would solve every problem.
That's my thought exactly. Even when adding knockback to close attacks for Super Strength users (which isn't always great), it still loses the objects, which thanks to light objects being usable by anyone, will drain from the game faster than ever before.
There are characters who generate objects, like Ye Olde Rampaging Hulk from way back in the day, but those characters are few and far between as well as not necessarily Modern anymore.
Giving all Super Strength users Rip it Up is the perfect way to keep the object aspect of Super Strength in the game for as long as you have SS.
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I'd like an option to generate objects. Something like, "Give this character a Double Power Action; it is considered to be holding a ::BLANK:: object for its next close attack."
Longest-Reigning Drunken HeroClix Champion - anyone got a liver?
Rather than the object being destroyed after an attack, I'd like a d6 roll: 1-3 object is destroyed, 4-6 attacking character remains holding the object.
After a quick scan on the unit section it appears that a simple majority of the characters with super strength have a damage value of three and up. (Also, some characters have a 2 damage with perplex). So why add a bunch of text for corner cases?
We could add this to super strength or even the section talking about destroying blocking terrain:
Quote
When a character with Super Strength is given a power action to destroy a square of blocking terrain, roll a 6D. On a result of 1-4 give this character a light object from outside the game. On a result of 5-6, give this character a heavy object from outside the game.
"is given a power action to destroy a square of blocking terrain" was important to me because it might eliminate all the confusion about character's with improved movement: Destroy blocking terrain and super strength. Also, I think +2 to damage from a heavy object is game changing, I don't think there should be a 50/50 chance of getting a heavy object. I am no rules guru, but I think this could work.
After a quick scan on the unit section it appears that a simple majority of the characters with super strength have a damage value of three and up. (Also, some characters have a 2 damage with perplex). So why add a bunch of text for corner cases?
We could add this to super strength or even the section talking about destroying blocking terrain:
When a character with Super Strength is given a power action to destroy a square of blocking terrain, roll a 6D. On a result of 1-4 give this character a light object from outside the game. On a result of 5-6, give this character a heavy object from outside the game.
"is given a power action to destroy a square of blocking terrain" was important to me because it might eliminate all the confusion about character's with improved movement: Destroy blocking terrain and super strength. Also, I think +2 to damage from a heavy object is game changing, I don't think there should be a 50/50 chance of getting a heavy object. I am no rules guru, but I think this could work.
Love It!!! I totally agree with the part about the heavy objects not being a 50/50 chance but a 1/3 instead. And grabbing a chunk of wall to use as a weapon is very different from crashing thru it. I'm not a rules guru either, but I totally like your solution.
Hmm, I like your grapple idea, but the first thing I pictured was Mr. Fantastic vs Ben Grimm. Plasticity always beats SS when grappling in comics.
But Plasticity is an always on power. Super Strength is wasted if you don't have an object. And yes, while plasticity can slip out of a grip of a super strength character as in your example, there are others instances...for example. Hercules grappling Thor, or Hulk, or Titania or Spider-man grappling/restraining any number of SS villains.
We can all postulate different ideas for a non-object Super Strength, I think this, as an active power action option adds some flavor and weight to a situational power.
It's what the word "overpowered" means!!
Dream BIG, but keep the small dreams around just in case...
Or, perhaps since soon light objects will be able to be picked up by any character, Super Strength gives characters a straight up +1 DaV when making a close combat attack
This is one of the first suggestions, and I think it is probably the simplest and best solution, with just 1 addition, including OBJECT attacks. In it's purest form, Super Strength does one thing...makes you stronger...quite simple. It doesn't make you more tactical, improve your aim, give you any special maneuvers(though I would be in support of Grapple being a completely separate game mechanic), etc.
If you punch, you hit for X, but if you use your SS, you're going to hit harder than normal. If some power prohibits you from using your SS, or makes it so you can't hit any harder than normal, you still hit for X. Likewise, if your hitting someone with an object and you have SS, you will hit harder than someone else without SS using that same object. Also, if you throw an object using SS, you can throw it harder.
This means normal characters can use Light Objects to get +1 dmg, which is reasonable, even I can pick up a trash can and hit someone with it. But someone with SS can always hit a little harder, so they get that +1 without an object, +2 with a Light Object, and +3 with a Heavy object, which will also offset the loss of Ultra-Heavies.
All this is defined within each given mechanic, as picking up/dropping objects will become more universal and defined elsewhere, not needing definition within SS. A simple definition for SS can be:
Super Strength: This character can pick up heavy objects. When CLOSE:, or when RANGE: with an object, +1 Damage.
In it's purest form, Super Strength does one thing...makes you stronger...quite simple.
If you punch, you hit for X, but if you use your SS, you're going to hit harder than normal. If some power prohibits you from using your SS, or makes it so you can't hit any harder than normal, you still hit for X. Likewise, if your hitting someone with an object and you have SS, you will hit harder than someone else without SS using that same object. Also, if you throw an object using SS, you can throw it harder.
This means normal characters can use Light Objects to get +1 dmg, which is reasonable, even I can pick up a trash can and hit someone with it. But someone with SS can always hit a little harder, so they get that +1 without an object, +2 with a Light Object, and +3 with a Heavy object, which will also offset the loss of Ultra-Heavies.
Super Strength: This character can pick up heavy objects. When CLOSE:, or when RANGE: with an object, +1 Damage.
You may be onto something with an effect that is optional of Super Strength... The punch harder element is a good idea to separate it from everyone else being able to use the light objects.
Another idea I had earlier was...
THROW: A character with SSTr can place an adjacent character or object 4 squares away. It's thematic an true to the power, it's a decent secondary effect away from objects. True, it's really a poor man's TK but in addition to the objects, I wouldn't complain.
Frankly I think the adjustment to allowing all figs to carry and gain the benefits from light objects is absurd.
they suggested it was response to eliminating ultra light objects, but almost nobody used those things anyways.
It screws over heaps of characters that have super strength that only enabled them to lift light objects and makes the difference between Howard the ducks strength level and the Hulks too close.
just leave the power the way it is WK!