You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
In regards to the OP: A slight boost would be when given a POWER action your breakaway roll is -1 (or change Charge and RS to -1 breakaway and change HSS to only a +1). So for basic situations ; you'd need a 5 or 6 for Running Shot/Charge breakaway and a 3-6 for HSS breakaway, gives another ~16-17% chance of failure to consider.
Quote : Originally Posted by tyroclix
I used Common JLU Wonder Woman last night. She flew in, attacked and rolled the 1 for breakaway 2 out of 3 times.
Wonder Woman shouldn't need to breakaway but the Hawkgirl team up is her friend (thought it was needed because of old plasticity rules).
Quote : Originally Posted by tyroclix
The one thing I HATE about the great size rules is how much they support ranged attacks. That is an area I eagerly await fixing.
Agreed. Quick fix would be to drop giants from Great Size so they don't get the range bonus but keep the close combat bonus (Giant Reach).
Make breakaway an independent action, available to all characters, as follows:
BREAKAWAY: POWER: When adjacent to one or more opposing characters, roll a d6. On a result of 4-6 give this character may move up to its speed value.// When adjacent to one or more opposing characters, this character may not move unless successfully given a POWER action to BREAKAWAY, and may not activate other standard powers during that action.
The goal here is to minimize HSS and Running Shot shenanigans, and even the rare tactic of Super Strength/Charge breakaway, grab object, charge smash. Phasing would need an update to simply Protected: BREAKAWAY, but otherwise I think the bonuses to plasticity, HSS, Leap/Climb, etc, would not only be good enough, but would actually become instantly more valuable.
Thoughts?
Actually what you say in your last sentence is wrong, because you would not be able to use HSS, Leap/Climb, Running Shot, Charge since you can't give a character 2 costed actions in the same turn ( POWER and MOVE or POWER and POWER). Then they become instantly garbage not valuable (Leap/Climb gives you the +2 BREAKAWAY only if you activate it and that requires you to assign a MOVE).
Plasticity and HSS's bonuses to BREAKAWAY would be the only ones not affected by this change because they get that bonus regardless if you are using them or not.
Actually what you say in your last sentence is wrong, because you would not be able to use HSS, Leap/Climb, Running Shot, Charge since you can't give a character 2 costed actions in the same turn ( POWER and MOVE or POWER and POWER). Then they become instantly garbage not valuable (Leap/Climb gives you the +2 BREAKAWAY only if you activate it and that requires you to assign a MOVE).
Plasticity and HSS's bonuses to BREAKAWAY would be the only ones not affected by this change because they get that bonus regardless if you are using them or not.
This is absolutely true, and a fairly obvious oversight on my part.
Quote
In regards to the OP: A slight boost would be when given a POWER action your breakaway roll is -1 (or change Charge and RS to -1 breakaway and change HSS to only a +1). So for basic situations ; you'd need a 5 or 6 for Running Shot/Charge breakaway and a 3-6 for HSS breakaway, gives another ~16-17% chance of failure to consider.
This a fantastic idea. Way better than my proposal.