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DreadDomain

HERO Member
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About DreadDomain

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    Very Powerful Hero
  • Birthday 05/09/1971

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    Engineer

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  1. Hero System 5th Edition

    Good point. Some applications of the rules remain counter intuitive. Creating light is one of them. The other example is the ability to run super fast on water or to the side of building. Logic dictates the base power should be Running, not Flight.
  2. Hero System 5th Edition

    Yes, I am in the same boat. Going through the changes highlighted in the 2-page character conversion document found in 6E p.20, 21. I would say: No More Hexes: The hexes never bothered me but I much prefer meters. Name Changes: I find these changes mostly positive and they are generally obvious so when you look at a 5ER or 6E character sheets, it’s not too confusing (well if you some name changed). I have a few caveats though. The most obvious are OMCV and DMCV. Acronyms and contractions are required but with it is more than 3 letters, it starts looking cumbersome and hermetic. Character Creation: The point total and fewer Complications don’t really bother me. They make sense within the context of the changes. Characteristics: This is where I believe 6E could have done better. I would have hoped for a solution to resolve the obvious 3 and 8 breakpoints but that could have required reworking the scale and diminish backward compatibility. At least each characteristic means something at each level (damage, initiative, resistance to stun, etc..) except INT which I still find annoying. I am also not convinced that DEX is worth 2 points. The big change was the removal of the figured characteristics which I was originally opposed to. In practice though, I found it liberating and simpler. Part of me still wish they would have kept them… In any case, I believe 6E suffers from the Wall of Characteristics syndrome when they are listed in a single list from STR to STUN. I am not sure OMCV and DMCV should have made it to the list if only because they are not generally useful for everyone. Comeliness: I have discussed already. I liked Comeliness but understand why it is gone. CSL, PSL, SL: Because I am not convinced DEX is worth 2 points, I am obviously not convinced Agility Skill levels are worth more than Intellect or Interaction skills. I believe they should have had the same cost. Skill Changes: I don’t have any issued with the changes but I would have preferred skills to be… skills. Whatever doesn’t work like a skill (9+CHAR/5), I would have moved to Talents. I have no problem with Languages and Weapon and Transport Familiarities being part of the skill list so it might only be force of habits based on previous editions. Perks and Talents Changes: All good in my opinion. Removed Powers: This is a mixed bag. I liked having Transfer, Gliding and Force Field. This is one level of deconstruction I would have avoided. An I would have kept Instant Change (in Talents if necessary) as well. Some of these changes make sense but they clutter the character sheet and make character creation more complex. Changed Powers: Generally good except I dislike that Growth in Champions Complete refers to the size templates at the back of the book. New Powers: Generally good 12 to 17 Removed, Changed and New Advantages and Limitations: Generally good except that ACV could have being simplified by assuming equal opportunities for Mental and Physical attacks (not too farfetched in Champions). 18. Power Frameworks: I liked EC… but they had to go. VPP works better now. 19. Complications: No problem really. 20. No More DEF: This could have gone both way to be honest. I suppose it was simply easier to keep PD and ED. Going through this makes me realize that the only thing I really hope would be better designed in HERO (any edition) are the characteristics and they only thing I wish they would not have done is get rid of some powers. Still, now I have the urge to reread 5Er… which is in a box in Canada…
  3. Hero System 5th Edition

    To bring this back on topic, would you like to elaborate on what makes 5E (and by that do you mean 5E or 5ER?) a better iteration than 6E in your opinion? I have listed a few things that I liked better in 5ER compared to 6E but I'm curious to know what other thinks.
  4. Hero System 5th Edition

    Yes, there is no doubt that decisions regarding a potential new rulebook for HERO had to be made but I am nowhere implying these decisions could only lead to rule changes. Same rule, new presentation could have been an option. Those in charge felt HERO needed more. This debate as you say was dead from the start because I do not believe you wanted a debate. It is clear by now that you keep dancing around whatever I say to avoid the real objection I had with your position.
  5. Hero System 5th Edition

    And yet, those who had to make the decision clearly had a different opinion. Those who didn't have to decide, like you and I, can only revel into the comfortable luxury of being back bencher critiques. I simply happen to believe that despite all my reservations and the fact that they did not address all my personal pet peeves and did address stuff I thought was not a problem, they have done a darn fine job and made HERO 6th an excellent game. Ah no, not at all. I do not know you and I couldn't simply jump to the conclusion that you generally dislike change. My understanding is that your objection rest on the removal of COM, to which I was replying. I don't recall you making a reference to any other change you felt offensive so I was not making any other assumption. My point was that if change would be stopped every time someone (not specifically only you) opposes it, because he finds it unnecessary or otherwise, nothing would change. You would have passionately opposed the removal of COM, I would have opposed the removal of Figured Characteristics, someone else would have opposed the change to the Variable Power Pool, etc. In every case, we would have pleaded that there was no need to fix what was not broken. My objection to your objection is not about the removal of COM (I totally get that) but rather on how you frame the impact of the removal of COM.
  6. Hero System 5th Edition

    I do not really know Star Trek (never was a fan) but regarding HERO, I cannot agree with your view. Well except the part were you say the 5th Edition being the ultimate role playing game. That I can agree with.
  7. Hero System 5th Edition

    In all fairness, this statement boils down to a general resistance to change and if we would always judge the validity of a change on your above statement, nothing would ever change.. I am sure that for every changes made in 6E, we can find someone who preferred how it was done in 5ER (I know I do) and some else thinking that the change was long overdue. Let's go back in time and I am sure that for every changes made in 5E, we can find someone who preferred how it was done in 4E and some else thinking that the change was long overdue. Look, there are many reasons to prefer 5ER over 6E: I liked Comeliness I liked Figured Characteristics I liked Elemental Control I liked Transfer as it was 5ER was shorter 5ER had a better library of books 5ER had a vehicle book (two actually) I liked... and so on and so forth. We could probably go on for the whole day They are all valid and choosing 5ER as our ultimate role playing system cannot be disputed by anyone (but the same could be said if our ultimate role playing system was Rock, Paper, Scissors). However claiming that the removal of COM made every single character sheet in existence incompatible or is forcing you to refactor your game to accommodate the change is dubious at best. I will leave it at that as it clearly comes down to a logical versus emotional argument that can only lead to Edition Wars (HERO do not need that). I do not agree with your rationale but I certainly respect your opinion.
  8. Hero System 5th Edition

    No doubt Steve, while a prolific author, would have benefited a good editor while writing for HERO (any edition). I believe 6E has 200 pages more than 5E Revised, which is a bit mind-blowing. That being said, I believe 6E is easier to read than 5R but I cannot quite put my finger on the reasons. Is it because of the colour? Is there more white space and more art (feels less crowded)? Is it because it is whiter (less black)? Is the font different (feels the same to me)? Not sure. I would have liked to see a Champions Complete with the same text but with 6E production quality.
  9. Hero System 5th Edition

    I must admit I do not get the reference here. Would you care to explain?
  10. Hero System 5th Edition

    In my view HERO 6th is the first iteration of the 3rd generation of the system, Champions 1st, 2nd and 3rd being iterations of the first generation and HERO 4th, 5th and 5th Revised of the second. In my view HERO 6th is the first iteration of the 3rd generation of the system, Champions 1st, 2nd and 3rd being iterations of the first generation and HERO 4th, 5th and 5th Revised of the second. It must be a matter of perspective because this is absolutely not my experience. Transitioning from 5th to 6th as a player, you would certainly have to translate your character (if only because of points and future growth) but as a GM, using a 5th edition character is pretty seamless to me. The changes made in 6th are relevant during character creation because some changes were made for game balance, ease of construction or aesthetics (and I am not saying I like all of them) but for the purpose of reading a character sheet and using it play, the impact is minimal. Some names were changed, priced reworked and some construction mechanics were replaced (EC, Figured Characteristics) but it mostly doesn't matter when it comes to using the sheet. The only translation I can think of is doubling the Inches to get meters. The generational gap between HERO 5th Revised and HERO 6th is fairly minor compared to others. Consider the gap between AD&D 2nd, D&D 3rd, 4th and 5th. Even GURPS, transitioning from 3rd Revised to 4th lost a lot more backward compatibility than HERO did. Some mechanically important concepts disappeared (PD), some figured attributes numerically changed (Dodge, Parry, Block), and the scale of strength was dramatically modified (an elephant in 3rd has ST 300 but in 4th it has ST 45, even more dramatic changes for vehicles). You can easily use a HERO 5th villain in a HERO 6th game. The same cannot be said for different editions of D&D or GURPS. I agree the removal of COM was unnecessary but it was replaced my a superior mechanics if only because COM didn't any really codified (to use Chris term) mechanic behind it. Now is Striking Appearance clearly superior, as you say? Probably not. The net result of having COM or not on the sheet is pretty much inconsequential from a mechanical perspective. Would I have kept COM? Yes. But pretending that the removal of COM is a good example of a change that "made every single character sheet in existence incompatible with the official RAW" is, to use your own expression, disingenuous.
  11. Hero System 5th Edition

    Yes, that is why I qualified my comment with "from a mechanics perspective". Absolutely. No effort required!
  12. Hero System 5th Edition

    " From a mechanics point of view, COM did not do much in previous editions and I guess the choices Steve faced was to ..." Oh, I was certainly unclear. What I meant was that to make COM matters from a mechanics point of Steve had a few options. However, he also had the option of keeping COM as is and not bother about its lack of relevance. As you say, the existence of COM was not causing any problem of meaningful magnitude and from a mechanics perspective, the same can be said about its removal. COM was doing so little that taking it away did not impact the game in any way just as deciding to reintroduce COM in a 6E game would not require any work of any significance because it was not really connected with anything else in the system. From that perspective, it wasn't change for the sake of change but an attempt to have appearance matter if it was the desire of the player. Now personally I don't have a strong opinion, I rather liked having COM, but I understand why it was morphed into Striking Appearance which serves the same purpose in a mechanically more meaningful way. Would I have been the designer, I most likely would not have taken this route and would have looked at making COM more mechanically relevant instead but since I was not the designer, the point is rather moot.
  13. Hero System 5th Edition

    I see your point but COM was not rejected, It was recodified into Striking Appearance. From a mechanics point of view, COM did not do much in previous editions and I guess the choice Steve faced was to make it relevant, to drop it or to replace it with something relevant. For better or worse he chose the third option. The benefit of COM was that, at a quick glance, you had an idea of the scale of handsomeness of the character but aside from that it wasn't doing much. At least Strike Appearance provides the mechanical effect to which you can attach the special effect you want. EDIT: But none of that has anything to do with the topic, sorry...
  14. Hero System 5th Edition

    It is in 6E as well
  15. Hero System 5th Edition

    Why is it an advantage that 5th has over 6th? Variable is identical in 6th is it? Also the intent is to remove 1/4 from the advantage value, not to add a -1/4 limitation. Finally, the Variable Avantage cannot be lowered below +1/2 so applying 4 different +1/4 advantage or less is still a +1/2 advantage.
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