HERO System Discussion
13,255 topics in this forum
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- 45 replies
- 223 views
I’m preparing to run a supers game – my first after a series of modern-day, no-Power games – and I was reviewing the various Powers for potential problems and conflicts. During this process my eye was drawn to Mind Scan, and it struck me that there are some potentially very serious balance issues with this Power. However, I’ve never used this Power in a game and I thought I’d better check with the experts before tinkering with the cost or function or outlawing it altogether. Basically, my concerns come in two areas. The first and probably most serious is that it allows the user to project other mental abilities at any distance and from a place of complet…
Last reply by Hugh Neilson, -
Hit Location: Heart 1 2 3
by Edsel- 50 replies
- 462 views
In some games it is important to know just how much the minus to hit the heart should be (for instance a vampire). My first instinct is to say that a vitals hit (hit location 13, -8 OCV) would be a heart hit but its not really that easy. If you have the Dark Champions book, the body armor chart on page 271 shows that trauma plates covering the chest protect locations 10-11 but not location 13. The heart is located in the chest so Hit Location 13 must cover it as well as other vital areas of the torso and abdomen. So simply rolling a 13 on the hit location chart does not necessarily mean a heart hit. Do you think a called shot, taking the -8 OCV, is sufficient to…
Last reply by zornwil, -
- 14 replies
- 43 views
Hi all, Anyone care to share the best examples of players role-playing their character's disadvantages well? (Sadly, my brain is on hiatus today and I can't think of any examples myself. ) Take care, Derek
Last reply by bigdamnhero, -
- 15 replies
- 130 views
So...under what conditions is it worth adding a rule? I was thinking of this just a second ago, hence the thread, when the issue of comparing Breakout (mental) to Casual Strength came up (I won't get into all that of course here, and I use the word "compare" rather broadly), and of course one could add a point to the system regarding Casual Mental/EGO. But would that be worthwhile? It would be consistent. It would be interesting. It would of some use, even, I could argue. But how much use? What is the level at which we are willing to add rules for situations? What is the bar? How common must a situation be, or how critical must it be? Another facto…
Last reply by zornwil, -
- 21 replies
- 138 views
*poof*
Last reply by PhilFleischmann, -
is stun damage still work if afther a attack the body does nothing(0 body) because of a armor? stef
Last reply by Dust Raven, -
- 13 replies
- 83 views
A 7-page PDF preview for the HERO System Equipment Guide is now availble from the books page in the Our Products section. Check it out! http://www.herogames.com/Products/HSEG.jsp
Last reply by Susano, -
OK...so theres been a lot of discussion about the problems with Power Defence and Adjustment powers. There are a host of potential ways to change them, and they provide wonderful board fodder... but for the moment, it seems that the simplest way to aleivaite the worst of the issues is to shift them to being SFX driven. This presents a problem. There are as many SFX as there are HERO players, potentially. So, before (or in addition to) looking at mechanical changes, lets try and start compliling a list of Meta SFX that could be used to encompass the various overarching uses for Adjustment Powers and Power Defence. This could give us a table, eventually, that wo…
Last reply by zornwil, -
- 7 replies
- 36 views
1) any GMs ever engage in Char. Point loans? I was just thinking about Packages and how they can reflect instant decisions involving character points. Say a PC is invited to join the brotherhood of assassins, a position that involves neat new toys, but he has no XP to pay for the package. I was thinking a CP loan might be the way to handle this, the PC gets the package for "free" but has to pay it back with XP before anything else. 2) My reading of the rules is that for Multipower Slots, the power and the advantages are the only considerations when calculating maximum AP, which at a glance seems to make this an illegal character (the mind control power, for example),…
Last reply by Barton, -
- 23 replies
- 135 views
How do you gauge the appropriateness of an encounter in HERO? I.e., if I'm running a game for X number of PCs each built on Y points, what kind of NPCs are appropriate to throw at them? Is it simply a matter of side A and side B totalling up to the same number of points? E.g., is Card Shark (c.750pts) enough of a match for 5-6 DC characters built on c.250pts? Or am I just thinking too much like a D&D player, and HERO simply doesn't work this way? I was perusing Champions: Battlegrounds and StaST to get an idea, but I must not be seeing it. I asked a similar question a while back, but it's buried in the archives now and I don't want to look for it.
Last reply by zornwil, -
- 5 replies
- 89 views
I figured some of these may not be hard and fast rules questions, so I didn't want to drop them in the actual rules forum. Anywho... 1. I know you can't put naked advantages in a framework. However, can you buy naked advantages that affect powers in a framework. I reallize that it may well be cheaper to just buy the modified version of the power in something like a multipower, I'm just wondering if you can do it. 2. The book says you don't have to use powers at full strength. If I use a power with a range at half strength, is the range halved as well or do I still get the full range, just at the reduced effect? 3. Let's say I'm using multipowers for …
Last reply by Hugh Neilson, -
Money System 1 2
by Icel- 30 replies
- 194 views
At last, I successfully gathered players to found a HERO group. I'm the GM, and I'm working on campaign guidelines. I came up with this money system, and I would like comments. The campaign use 150 points Heroic characters. The basic money given to each character is 750$ (150x5). Each piece of equipment cost is Real Cost x5 in $. Every level of the Money Perk increase the cash multiplier by 0.25 (i.e. Money I gives 5.25 multiplier, or 788$). 5-points Money Disadvantage decrease the cash multiplier to 4 (or 600$). 10-points Money Disadvantage decrease the cash multiplier to 3 (or 450$). This multiplier apply to characters starting money only, not for determi…
Last reply by Tom Carman, -
Hey y'all, What's the best way to simulate breaking out of ropes that were used for the ol' 'bind your hands behind a chair, bind your feet as well' tactic? Is this covered in any of the books anywhere? Since the rope that I planned on using was 2 DEF/2 BOD, I was going to treat it just like an entangle (Hands Only) and require a pure STR roll to defeat... but then I got to thinking that knots might would probably add BOD to that Entangle due to density, and in turn that might also add DEF. Would increasing the ropes to a 3 DEF/3 BOD due to the knots be out of the question? Gracias Ronaldo
Last reply by zornwil, -
- 9 replies
- 72 views
While this should probably go on 5th edtion rules questions, I thought I might find more interesting results if I posted this question here. I was reading through my recently purchased copy of TUV and saw something I felt was a bit odd. I was then reminded of this when looking at the write up for the Nautilus. What, exactly is the reasoning and benefit for using Stretching to model a ram on a vehicle? I've done ramming prows and ramplates before, and have aways modeled them as some form of attack power that adds to the damage (Hand to Hand Attack, naked AP disad for movethroughs, etc.) and/or additional defences that only apply to collision damage. I can't see an…
Last reply by Chris Goodwin, -
- 2 replies
- 94 views
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Last reply by TheQuestionMan, -
- 25 replies
- 145 views
After reading in the "unpopular disad" thread, I got to thinking. To GMs: When a player takes Unluck... do you really screw then? What exactly to do you do when a character has Unluck? To Players: When you've taken Unluck, or seen a fellow player take Unluck for his character, what have you seen the GM do because of it? I'm looking for ALL kinds of stories here, not just the horror stories (I took Unluck and the GM kept killing my character!). I'm really wondering if Unluck has really earned its reputation for being a GM carte-blanche to screw over a character and the character standing next to him.
Last reply by Vondy, -
- 8 replies
- 57 views
*poof*
Last reply by zornwil, -
- 9 replies
- 59 views
Maybe a character template with fields I can edit that spits out something decent-looking like the characters at Lothlorien Academy? This notepad stuff is for the birds.
Last reply by JLHIII, -
- 22 replies
- 52 views
I'm looking for your powers and disadvantages players have proposed for a character that just made your jaw dropped. I heard of a player in the group who built a character with Susceptability: Wheat. This in turn prompted a desire to make a villain group known only as "The Baker's Dozen".
Last reply by prestidigitator, -
- 42 replies
- 169 views
SImple question. 6th Edition, keep Com, drop it, modify it, don't care? EDIT:FORGOT THE DANG POLL!!!
Last reply by Roy_The_Ruthles, -
Chases
by Wijbrandus- 6 replies
- 80 views
I am curious to find out what systems everyone uses for chases in Hero. In a combat situation, the basic movement speed certainly works fine, but eventually someone wants to run away. Although a simple comparison of relative speed works, it has always seemed to me to be too cut and dry (20", 5 speed always beats 18", 5 speed, etc.). The d20 Spycraft system (for example) had a very usable skill vs skill contest system for chases, in which speed was a factor, but not the only one. Instead, sudden turns and daring maneuvers could allow a slow runner to get away from a fast one. Anyone use any systems that they particularly like for Hero? Or have any thoughts? …
Last reply by Badger, -
- 26 replies
- 66 views
I have normally been opposed to suggestions for making Figured Characteristics non-figured, but I have recently realized that the correlation between Primary Characteristics and Figured Characteristics can largely be considered Special Effects. For that matter, some people seem to have problems with the links of damage to Strength, Perception to Intelligence, and even CV to Dex and Ego. Now, the links probably make sense in a real-world sense, but why require them? Consider the following. Thoughts and feedback are appreciated. Characteristic Starting Value Cost -------------- -------------- ---- Strength 10 (11-) 1 Dexterity …
Last reply by zornwil, -
- 51 replies
- 237 views
I was thinking about missile deflection today. It seems like MD basically operates in the same way as a block maneuver. It's an attack action, can be aborted to, and basically ends the character's phase in the same way a block does. Wouldn't it just make more sense to include a "ranged" block in the combat maneuvers list and do away with missile deflection entirely? I could see a Ranged Block maneuver covering just as many possible special effects as missile deflection. Everything from the classic eb vrs eb, to stepping out of the way, to just being so tough that it bounces off your body if you have time to angle and brace. It could also be used instead of the new r…
Last reply by Roy_The_Ruthles, -
The Hero System has been getting a lot of criticism on a couple of threads lately so I'm curious: On a grade scale how would you rate the current system? Personally I give it an A-. Sure it has flaws but it's still playable (and fun) but I don't think I'd make any major changes to it.
Last reply by Starlord, -
Triforce of Roleplaying Wisdom
by Guest Black Lotus- 21 replies
- 214 views
May I present the Triforce of Roleplaying Wisdom, hand-tooled by your humble ninja compatriot, Black Lotus! Where do you feel you fit into the Triforce? (Veterans, please elaborate on the meanings of the "corner" for the easy reference of future new players, if you'd be so kind.)
Last reply by zornwil,
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