Page 1 of 2 12 LastLast
Results 1 to 15 of 18

Thread: How Much Of A Tinkerer Are You?

  1. #1
    Join Date
    Feb 2003
    Posts
    2,696
    Rep Power
    26708

    How Much Of A Tinkerer Are You?

    Scale
    • 10 : Steve Long has a lot of opinions about how the rules should work when he wrote my book (Hero 5th Edition Revised), I might actually use some of his suggestions.
    • 09
    • 08
    • 07
    • 06
    • 05 : I create Advantages/Talents/Skills/Powers only when it's needed and/or convenient.
    • 04
    • 03
    • 02
    • 01 : Who needs new Advantages/Talents/Skills/Powers? I'll make it work with what's there, some how, some way, no matter what.


    Obviously, 1 and 10 are the extremes.
    Where do you fall on the scale from 1 to 10?

    Feel free to fill in the description that you think would fit best at the number you select. (8^D)

    - Christopher Mullins

  2. #2
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,557
    Rep Power
    89766

    Re: How Much Of A Tinkerer Are You?

    6-8, I think (sorry I can't be more specific), and I've described it a lot recently, so I think I'll forgo that part.

  3. #3
    Join Date
    Feb 2004
    Location
    Denver, CO
    Age
    35
    Posts
    17,733
    Blog Entries
    100
    Rep Power
    1064266

    Re: How Much Of A Tinkerer Are You?

    I go from 3-5, usually closer to 3, but occasionaly up to 5 to get a certain genre's flavor.

    On rare occassions I spike up to 7. Usually to give my GM a hard time.
    Audio-Bomb - A Music Blog, updated every weekend
    There Are No People Here - tumblr blog of urban photography

    SETAC - Bloody KAs!

  4. #4
    Join Date
    Feb 2003
    Location
    SW Ohio
    Posts
    1,772
    Rep Power
    4729

    Re: How Much Of A Tinkerer Are You?

    I'm dangerously close to a 10 here. 9.5 at minimum.

    I've tested a *lot* of the house rules I've seen on the boards, and tried to create things I'm the type that I can't resist the need to correct any imbalance I see -- it's just that there are some things I don't see as a problem (insert crack about the "unrealistic" firearm rules here).
    Last edited by TheEmerged; Apr 7th, '05 at 08:01 PM.
    >Sometimes, the knights are the monsters
    >Life would be a lot less confusing, if only we had smarter intellectuals
    >"Never offend someone with style when you can offend them with substance." Sam Brown, Washington Post
    >theemerged.blogspot.com -- proof I have too much free time on my hands

  5. #5
    Join Date
    Mar 2005
    Posts
    1,305
    Rep Power
    32

    Re: How Much Of A Tinkerer Are You?

    Hard to say.

    I don't make up new powers as a rule. I've only added one limit that I can think of. I'm not recosting STR. Heck, the points don't matter to me.

    However my construction methods are vastly different from standard HERO. I've changed the STR lift progression and thus the growth progression as well. I've completely re-done firearms and made a number of house rule changes to process mechanics. However these are changes of long standing (back to original blue box) or take backs of 5E changes.

    I give no thought to how Steve Long thinks the game should run. What thought I do give him in that respect is hardly positive.

    So I guess I'd come in at an 8.
    Variants in HERO
    http://home.comcast.net/~b.gleichman/Hero/index.htm
    Real life weapons in real game terms

  6. #6
    Join Date
    Sep 2003
    Location
    Greensboro, NC
    Posts
    3,450
    Blog Entries
    4
    Rep Power
    139859

    Re: How Much Of A Tinkerer Are You?

    3-5.
    Zombies allow GMs to give players practice in outsmarting things. Start with mindless things like zombies - if the players succeed in outwitting them, start working your way up.


  7. #7
    Join Date
    Apr 2004
    Location
    Clearwater, Florida USA
    Age
    44
    Posts
    7,202
    Blog Entries
    1
    Rep Power
    1680239

    Re: How Much Of A Tinkerer Are You?

    Since I have only GM'd a couple of very short lived games several years ago my "GM-Hat" self tends to want to stick to the book as much as possible to ease my workload. My "Player-Hat" self sees gaps in what the rules allow and what seems logically possible*. I probably fluctuate anywhere from 1-5 depending on my mood.

    *One of my personal favorites is the suggestion in The Ultimate Brick for performing a Fastball Special on a character with Teleport+Position Shift to alter the direction of his attack at the last moment (sounds like an Indirect Attack to me!) to possibly gain a Suprise Move bonus. This is a great effect that is virtually impossible for one character to accomplish on his own without some sort of house rule.

    HM

    edit: replaced completely with virtually
    Last edited by Hyper-Man; Apr 7th, '05 at 09:40 PM.

  8. #8
    Join Date
    Feb 2003
    Age
    45
    Posts
    4,736
    Blog Entries
    4
    Rep Power
    1550699

    Re: How Much Of A Tinkerer Are You?

    Anywhere from a 3 to a 7. I generally don't replace rules or change costs of things, but I build new talents and use skills as I see approriate. I tend to ignore the "no end cost powers in frameworks" rule, and use the 4th ed versions of Regen and Damage Shield.
    In my FH game I really tweaked some stuff to get the feel I was after, but nothing that really isn't in FRED, other than a small house rule about costs of spells.
    You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.

    That's what a GM's job is.

  9. #9
    Join Date
    Mar 2005
    Location
    Gainesville, FL
    Age
    40
    Posts
    2,824
    Blog Entries
    2
    Rep Power
    6109422

    Re: How Much Of A Tinkerer Are You?

    Well, it depends on whether I'm GMing or playing. As a GM, I really like to experiment and throw in house rules that fit my conceptions better. When creating characters for play, though, I try to make them as straight by the book as possible. I want to minimize the possibility of controversy when I present the characters as I don't actually have a regular GM right now and who knows if and when someone will see the character?
    Mrs. White: I, too, am being blackmailed for something I didn't do.
    Mr. Green: Me too.
    Colonel Mustard: And me.
    Miss Scarlet: Not me.
    Wadsworth: You're not being blackmailed?
    Miss Scarlet: Oh, I'm being blackmailed all right, but I did what I'm being blackmailed for.

  10. #10
    Join Date
    Feb 2003
    Location
    Waterloo, ON
    Age
    50
    Posts
    2,504
    Rep Power
    141124

    Re: How Much Of A Tinkerer Are You?

    As a GM, I'm probably about a 2. This is mainly because I primarily run convention games and thus like to stick to the rules as published.

    As a player, I don't really have an opinion. In most of the games I've played in, the ruels are up to the GM so whatever he decides, goes.

  11. #11
    Join Date
    Feb 2003
    Location
    Beit El, Israel
    Age
    39
    Posts
    7,057
    Blog Entries
    5
    Rep Power
    2146661

    Re: How Much Of A Tinkerer Are You?

    I'm considering removing CV and implementing a skill based combat system. I'm also considering implementing an alternative method for buying skills (i.e., all skills can be purchased as general skills (2/1 cost structure, 11- base roll), or as stat based skills (3/2 cost structure, 9+(stat/5) base roll). I'm also toying with the idea of making all primary stats 2/1, removing speed (all characters are speed 4, actions can still be held), and decoupling the figured characteristics (making them primary stats, essentially). I use strength contests to adjudicate grabs. And presence contests to adjudicate presence attacks. Where does that put me?
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  12. #12
    Join Date
    Feb 2003
    Posts
    1,737
    Rep Power
    46052

    Lightbulb Re: How Much Of A Tinkerer Are You?

    3

    I put most of my energy into creating the world, NPCs and adventures. If a better wheel comes along, I will use it but I do not want to invent it myself.

  13. #13
    Join Date
    Jun 2003
    Location
    Rock Hill, SC
    Age
    51
    Posts
    545
    Rep Power
    63097

    Re: How Much Of A Tinkerer Are You?

    Prior to 5th Edition, I would say I was a 5 or 6. I was willing to tinker if it was needed, although I wasn't completely comfortable with it.

    These days? 2 at most. Especially since Hero Designer came out, I am almost totally unwilling to play with the system at all. (I want to do everything in HD, and I don't want to have to struggle to do it, so I tend to do everything book-legal.)
    I will create new Skills if it's absolutely required, but otherwise increasingly hate the idea of house rules.

    And as I get more books, with more published characters, I find new and better ways to do things that I once thought required tinkering. This in turn makes me less and less willing to tinker.
    Space Opera: because in space, no one can hear you sing.

    No battle plan survives contact with the players.

  14. #14
    Join Date
    Mar 2003
    Location
    Austin, Texas
    Age
    45
    Posts
    2,439
    Rep Power
    1342507

    Re: How Much Of A Tinkerer Are You?

    I'm a "toolkit" GM. I like to construct campaign rules using Hero as the base. While I'm not into wholesale changes, I regularly blow off various details. I'd say that puts me around a 9.

  15. #15
    Join Date
    Dec 2003
    Location
    Bournemouth, UK
    Age
    46
    Posts
    13,230
    Rep Power
    421497

    Re: How Much Of A Tinkerer Are You?

    I don't use all the rules (hit location, for example as I mainly run Champions), but I don't have very much by way of house rules at all. i don't feel the need to over-rule or substantially add to anything in the rules, although I have a beef with quite a few things in the FAQ.

    So, probably around a 2 if we ignore the FAQ.
    ________________________________________

    The Ministry of Stupid Ideas

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •