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I don't see Destiny winning a fist-fight with ANYONE.
My Destiny once crit-hit my opponent's Bane off a roof and K.O.'ed him.
Now true:
Destiny's damage had been Perplexed to 3;
Bane's Toughness had been Outwitted;
and Bane had already taken damage,
but DESTINY K.O.'ed BANE!
And that concludes my anecdotal contribution to the thread.
Quote : Originally Posted by wintremute
I really, really, really wish there was a real-life situation where I could tell a large group of people, "YOU ARE NO LONGER ALLOWED TO SPEAK THE WORDS TO LIONEL RICHIE'S SONG, HELLO, AS YOU ARE INTIMIDATING PEOPLE."
I've never understood why force blast sucks so much. I mean, in comics, it's pretty effective sometimes. But why give superman force blast in a game you have to ko people? He's just going to beat them over the head with a heavy object. I'd love to see it changed. But for now, it just eats up points on characters who mostly would never use it.
I've never understood why force blast sucks so much. I mean, in comics, it's pretty effective sometimes. But why give superman force blast in a game you have to ko people? He's just going to beat them over the head with a heavy object. I'd love to see it changed. But for now, it just eats up points on characters who mostly would never use it.
You're obviously doing it wrong. Force Blast is a highly useful power. KC Flash and Green Lantern never see it coming; throw a barrier up behind them, then Force Blast them into it. No attack roll needed.
In D&D 3rd ed on, the armour class became the number you needed to hit
Much easier to understand.
"What do I need to hit that AC 22 monster?"
"Why, little magic-user, you need a 22!"
There are those that still favour the old THAC0 rules but they are idiots so their opinion can be readily dismissed
If Heroclix was BEAT defence rather than MATCH, the odds of hitting drop precipitously (a 7 or more to hit is roughly a 58.3% chance to hit, an 8 or more drops to 41.7% for an 16.6% plummet (also note that 16.67% is a one in six chance)
an attack doesn't have to be greater than a defense to hit?
to me, if a defense matches the attack, the attack shouldn't break through to do damage.
I just wonder what they were thinking when they made that decision. It obviously makes no difference to the game, and would have just required a +1 or -1 adjustment to attack or defense numbers right from the start, and it obviously can't be changed. I just wonder.
Any other "it wouldn't make a difference, but I wonder why they went with ..." thoughts that run through your heads?
New house rule: If you roll exactly the targets defense, half damage (rounded up) is done to the target, and half damage (rounded down) is done to the attacking figure as it sprains its arm.
Quote : Originally Posted by Munchoboy
My Destiny once crit-hit my opponent's Bane off a roof and K.O.'ed him.
Now true:
Destiny's damage had been Perplexed to 3;
Bane's Toughness had been Outwitted;
and Bane had already taken damage,
but DESTINY K.O.'ed BANE!
And that concludes my anecdotal contribution to the thread.
Bah! Destiny KOd Superman in one of my early games. Admittedly, it was just Hypertime Superman...
I wish Force Blast said, "After making a close combat attack against a single target character, using no other powers or abilities, after the attack you can roll a d6. The character who was attacked is knocked back from the character a number of squares equal to the result."
Also, I still haven't done it, but I want to do it eventually. How about playing Heroclix with a 12-side die instead of 2 6-side dice for all the attack rolls?
You could still use the regular d6 for Super Senses, Impervious, Leasership, Blades, etc, but use the d12 on all the other rolls.
It would really change how each game played out. There would be a lot more Critical Hits and Critical Misses for sure.
Maybe I can try this at home, or convince the local guys to play a scenario like that.
"But when I think about Jason...and what I would endure to have him back..."
-Bruce Wayne, Superman/Batman # 12, Sept. 2004
Also, I still haven't done it, but I want to do it eventually. How about playing Heroclix with a 12-side die instead of 2 6-side dice for all the attack rolls?
You could still use the regular d6 for Super Senses, Impervious, Leasership, Blades, etc, but use the d12 on all the other rolls.
It would really change how each game played out. There would be a lot more Critical Hits and Critical Misses for sure.
Maybe I can try this at home, or convince the local guys to play a scenario like that.
That's interesting! Equal probability of rolling each number.
If Heroclix was BEAT defence rather than MATCH, the odds of hitting drop precipitously (a 7 or more to hit is roughly a 58.3% chance to hit, an 8 or more drops to 41.7% for an 16.6% plummet (also note that 16.67% is a one in six chance)
I understand all your points, except this last one, which missed my musings entirely. When they designed the game, they just as easily lowered all defenses by one and said that you have to exceed the defense. I'm not talking about changing the rule now, or changing the odds of hitting. I'm just wondering why they did it the way they did.
and as another aside ...
I love that there is no right answer here, and yet a number of people know the answer anyway.
Comical, Woolverine, Pop of Pop's Culture Shoppe and Wellsboro Comic Con.
Consider it all joy! James 1:2