phydaux Posted July 20, 2016 Report Share Posted July 20, 2016 How common is it in your campaigns for a PC to have Weaponmaster: Guns? Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted July 20, 2016 Report Share Posted July 20, 2016 Weaponmaster: Guns? To be honest, I've never used it, but the games I played, having that Talent would have only encouraged the GM to do the same to us. Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 21, 2016 Author Report Share Posted July 21, 2016 I'm 3 books into the source material. As I'm reading, my question isn't "Should my PC have Weaponmaster: Guns?" but rather "How many LEVELS should my PC buy?" Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted July 21, 2016 Report Share Posted July 21, 2016 I considered using the Weapon Master and Deadly Blow Talents when I built John Wick (Keanu Reeves movie) but decided against it due to the realistic tone of the combat depicted in the movie. About the only time I would consider using them would be in a Heroic Level game that did not use the Hit Location Rules as it would seem like double-dipping the same special effect for 2 different sets of mechanics. Since the Talents are basically just hard coded (Limited) CSL's the question of how many to use should defer to the larger question of what are the campaign limits (soft or hard, if the GM uses them) for total CSL's PC's are allowed to buy and do the Talents bypass those limits. HM Quote Link to comment Share on other sites More sharing options...
phydaux Posted July 21, 2016 Author Report Share Posted July 21, 2016 Yeah, the source material is ANYTHING but realistic. Zombies take multiple 12 gauge shots to the head before going gown, and zombies are the LEAST of what they're facing. Wrights are a lot tougher, and vampires come across as damn near unkillable. Now granted that a lot of that is "plot armor" but STILL, As I'm reading I'm thinking in my head "AK-47 is 2d6 RKA, Weapon Master: Guns takes it to 3d6, Auto 5, skill levels to offset range penalties, skill levels to offset Hit Location penalties.. Hell, it's NOT ENOUGH!" Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted July 22, 2016 Report Share Posted July 22, 2016 Yeah, the source material as presented in the HERO book are just a bit over the top. I base that on comparing the monsters to many experienced SUPERS and finding that that many of the latter would be hard pressed to stop some of the monsters. Any guns are almost required to have 'special' bullets on top of everything else you mentioned to have any real chance of taking some things down. HM Quote Link to comment Share on other sites More sharing options...
Kragshot Posted October 16, 2016 Report Share Posted October 16, 2016 Honestly, I think that the monsters are written as being a bit tougher just to justify the heinous amount of gun-porn in the MHI universe. C'mon...Chuckie the Werewolf getting a face full of 12Ga Saiga is wrong in any context but you don't want the monsters going down too easy, right? However, if you are feeling that the monsters are too tough, then you can either tweak down the monsters or let the characters have levels of Weaponmaster to compensate. But in the end; the novels confirm that it's not so much the guns and ammo itself that levels the playing field between MHI and the monsters, rather than their "small unit tactics" which makes the difference. Watch the fight scenes from "The Dead Undead" ( ) for ideas on how it would look fighting the "vampire/zombies" in the film. Quote Link to comment Share on other sites More sharing options...
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