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Thread: Stun Problem in Fantasy Hero (Double it)

  1. #31
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    Re: Stun Problem in Fantasy Hero (Double it)

    Quote Originally Posted by AmadanNaBriona
    One thing I'm pondering for my new campaign is adding extra non resistant PD to the rigid armor types. It seems to mesh with my experiences fighting with "ancient" weapons.
    Your experiences support what I've thought all along. In Heroic level Hero, people get knocked out way too much.

    I have no problem using the Hero rules for Super Hero play, but it needs tweaks to fit Heroic level play. Hero even offers some very good rules options to help a GM get the right fit.

    But if you just double the Stun stat, most of the problems are gone. There is nothing extra to keep track of and there is no math after you double the stat.

    And if a player gets hit for four or five 16-20 plus stun attacks after defences in a short space of time, he knows he is going to go down.

    But there is a big difference between that and being a two shot knockout.

    Any way my players are having fun.

  2. #32
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    Re: Stun Problem in Fantasy Hero (Double it)

    I think Fantasy Hero is more suited to Xena and Hercules style games, which are pretty much Fantasy Superheroes...

    However - tweaking can overcome this limitation (Psych Lim: Heroism, frequent, common)

  3. #33
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    Re: Stun Problem in Fantasy Hero (Double it)

    Quote Originally Posted by Captain Obvious
    You could conceivably build Spidey with Armor, defined as Combat Luck that always works, given that his Spidey-sense is a lot more reliable than standard senses. I mean, you COULD have a Danger Sense roll or something for it, but that should be so high as to practically guarantee that he'll make the roll anyway.
    Well, this is the FH board, not the Champs board, so we don't need to go off on a "how do you build Spider-Man" derailment. My point is that stories tend to work in conditional absolutes. There was never a weight which Herakles could not lift, a target that Robin Hood could not hit, or an opponent that Godzilla could not beat. It's just the way the stories work. There are only certain outcomes which make a good story. Gaming has to be a bit more challenging and fair. There has to be a chance that your hero can fail, or the game won't be exciting. How does this relate to the original point of the thread? Um... That games will knock people out when you think they should just die, and vice versa. I guess...

  4. #34
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    Re: Stun Problem in Fantasy Hero (Double it)

    Quote Originally Posted by MitchellS
    That is an excellent point, and one that I think is often forgotten in many people's games. Repped!
    I'll agree with both of you. The GM should "adjust" as needed to create a good story/game for all concerned.

    But I will point that it is much easier to do that with your NPCs than your PCs.

    Also since Hero already offers optional rules for dealing with too much stun in a Heroic level campaign, I thought it only fair to offer up another option rule that seemed to address the issue with little extra time or math needed.

    So far so good. I've seen a lot of good ideas.

    I'd love to hear if anyone else had tried it and what they found out about it.

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