HERO System Discussion
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I know I've seen a cheat sheet before for new players that gives some helpful hints / reminders of when to use various maneuvers/actions in combat. Would be things like... * About it be hit? Abort to X * Can't hit the DCV? Try Y Etc I know there's an action table in the book, but this made things more obvious. Anybody know the document I'm referring to and where to find it? Id be most interested in a 5e version, but would appreciate whatever I could get (as a 6e version probably would have huge differences).
Last reply by Ndreare, -
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I could have sworn I have seen this limitation. But I am trying and not finding it now. Am I imagining it, or was there a modifier like this is in the books and I am just missing it? PS: The specific example is: I am making a character that summons four 200 point minions. His summon has the limitation that when one of his Wisps dies he takes damage. As a note, it also has a linked Mind Link that is triggered as soon as he summons his Wisps, linking his minds to theirs.
Last reply by unclevlad, -
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I'm helping an inexperienced gm with a huge chase scene. Right now, he wants to use maps and plot every moment of the chase out. I want to suggest some kind of chase rules to make \the whole thing less tedious for the players, but I haven't touched HERO in years, so my HERO-foo is weak. Can anyone point me in the right direction? Thanks!
Last reply by techogre, -
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I have a player who thinks it would be cool to have a sort of "Zen" power. Basically he can just do things with Zen. I am thinking this is like Familiarity with most of the skills. But he can also focus his Chi and make himself better able to perform task. For this I am thinking the following. Skill Levels (all skills) +5, concentration throughout -1/2, costs endurance -1/2. 25-points But this brings up the question. By RAW can skill levels be applied to Familiarity, or would this require GM fiat? I am introducing these guys to Hero System and want to be as close to RAW on everything as possible.
Last reply by LoneWolf, -
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Game has an active point limit to a number (in this case 40 active in heroic a 5th ed game). Is this limit only on the base damage before adding CSL & Maneuvers? Example, move by could have 4 (maybe more) components: 1/2 STR + HA/weapon + V/5 + CSL. I've assumed (could be wrong) the 1/2 STR + HA are limited to 40 active between them (aka 8d6 @ 40 active), and the V/5 & CSL are not?
Last reply by HeroGM, -
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If attacks are calculated as a hit being less than or equal to 11+ocv-number rolled, than wouldn't it make sense that you would want ocv as low as possible? same with dcv by the same logic, if you are trying to roll a lower number, wouldn't having a high ocv or dcv be detrimental? am I simply not understanding this right?
Last reply by LoneWolf, -
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One common feature about RPGs is that characters will need to travel from where they currently are to where the BBEG is. While most of the time this gets waved away, it can be the source for many mini adventures. In addition to the common bandit, raider, monster, whatever, what are some things that you have used to make travel more interesting and unique?
Last reply by Lord Liaden, -
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OK I have a bit of a query here. In 6th edition (at least, maybe earlier) the concept of using Change Environment to simulate effects was expanded from just "impose an environment" to "can cause other effects." For example: a sheet of ice that requires making a DEX roll (at a penalty) to stay standing. What, build-wise, is the distinction between these two uses? For example: Chill: Change Environment -3 DEX to Rolls, Area Effect Radius 4m Ice Sheet: Change Environment -3 DEX Roll or the target falls over, Area Effect Radius 4m Its mechanically and mathematically the identical build, but one makes some…
Last reply by Hugh Neilson, -
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I've got a player who would like their character to take damage if he pushes himself to his limit. We were thinking of a limitation of something like, "takes 1d6 BODY if all active points in the power are used." Looking to the experts here, I thought I would ask if all y'all had any other ideas. Thanks in advance.
Last reply by LoneWolf, -
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You know... why does Multiform require you to buy the change back? I mean you have to buy "multiform, original form" in the alternate form you get, or you cannot change back. Now, think about this a moment. What is it called if you change into another form and stay that way forever? That's just an origin story, you aren't a multiform, you're just that guy now. Forever. All this mechanic looks like is "because we always did it that way" combined with "that way your form is less powerful because you spent meaningless points" Oh, you say "what if the character has multiple different forms he can shift between?" That's not …
Last reply by Simon, -
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I am trying to make a vehicle/base that can change shape. The idea is the guy who makes it can shape ti and form it into anything he needs at the time. The following is what I have so far. 30 Summon 150 points Slavishly Loyal +1 Variaty of Summons (any vehicle or base) +1/4 67 Points total cost. He will require about 5 minutes to build the vehicle or base, but the idea is to let him do virtually any vehicle or base. My question is, would +1/4 be enough to cover any vehicle/base and with summons they normally only stick it out for a limited number of tasks. But what is a "Task" for a house?
Last reply by L. Marcus, -
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Is there a hard and fast table anywhere to convert Activation Roll percentages to Hit Location coverage? E.g., the HSEG gives a 3-5 location helmet as an 8- Activation roll Chest and Back plates (locations 10-11) as a 9- Chest, Back, and sides protection as a 10- Etc.
Last reply by Scott Ruggels, -
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Among the Perks, rank in a military organization has a cost due to the benefits it provides. Would a retired officer still retain some of those benefits and thus pay for a lower cost Perk? It seems that a retired Admiral or General might still retain some benefits worth a few points. Just not as good as still being in active service.
Last reply by LoneWolf, -
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If you establish a Campaign AP Limit, how do you apply that to a VPP? My understanding is that is should only usually apply to the slots and the Reserve of your AP. But HD calls the real cost of the Pool + Control Cost as the 'Active Points'. So does that mean that the Pool + Control if they were above the AP limit of a campaign would be forbidden? Or should you only look at the Pool? Certainly the examples in Champions 6e seem to indicate that the Pool is the element that must abide by the campaign's AP limit, not the total.
Last reply by IndianaJoe3, -
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I know there is not an official one but is there a player made 6 edition GM screen out there somewhere available?
Last reply by Ndreare, -
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Are there any plans for printing physical books again or ways to get the hardbacks? Over time I have lost my hardbacks of the Hero 6th edition volume 1 and 2. Looking around the only options I saw were paperback from Amazon.com or drivethrurpg.com. I have an old copy of the POD paperback version and the colors are washed out and not as vibrant as the hardback was.
Last reply by Ndreare, -
- 13 replies
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I am trying to grapple with the finer nuances of this system and use this power (listed below) as an example to break-down and to analyze what is going on here and why. Also, specific rules references noting book, chapter and verse is also appreciated! Please don't make assumptions that I know the basics of the system as you do. I am not offended by a long and elaborate explanation that seems to be stating the obvious (to you)! For this power, there is a lot going on with drain, aid, unified power, only aid self, trigger, and linked: 1.) Noting the "plus" joining the two powers: what ability or rule makes it possible to have the AID automatically f…
Last reply by Tech, -
- 5 replies
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Does anyone enforce active point limits on Characteristics other than strength? If you do, do you count the base value? For example in a 45 AP limit game a characters maximum speed would be 4 or 5? Dexterity would be limited to 22 or 32.
Last reply by unclevlad, -
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- 1 reply
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I am working on these two spells, Enlarge and Shrink. The fiddly bit I'm having trouble quantifying is that, when you get bigger (or smaller), it takes a little while (one Phase per size category, including the "semi" ones from APG 1) and you pay END for each full Size category (costs END to cast the spell first, but then only to change). Por ejemplo: I go from normal size to Enormous (8m tall, weighs 6,400kg; +30 STR, +10 CON, +10 PRE, yadda yadda). It takes 4 Phases (Semi-Large, Large, Semi-Enormous, then Enormous) and costs 2 END (for Large), and 5 END (for Enormous). The power tops out at Semi-Gargantuan (140 CP; tall enough to see your head and shoulders above t…
Last reply by unclevlad, -
- 9 replies
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Are you assumed to be on full END and STUN?
Last reply by Tech, -
I have been wrestling with the Speed characteristic. I love the speed chart, I love the idea of it but it has, increasingly, looked to me as something broken in the system. My first insight to that was building a speed 12 villain, he was not massively powerful, nor had great defences but he, uniquely at the time, single-handedly held of the whole player team without breaking sweat. I have looked at a number of things, I restrict the players wanting to increase their speed stat, showing them other ways to achieve the same effect, I make compacts, showing them how many additional actions they will get against 100% normals and 90% of villains just by increasing…
Last reply by Hugh Neilson, -
- 12 replies
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I am trying to understand the subtle difference between these two. I have seen them used together and also individually without the other. For example, looking at the Champions Powers book, on page 300, they are used together for LIFE FORCE TRANSFER. Since LINKED combines two or more separate power into one, does that mean that LINKED is always used with TRIGGER? Can someone who share with me what the difference is and when to use them together as well as when it is acceptable to use them separately? Thank you.
Last reply by LoneWolf, -
- 28 replies
- 677 views
In one of killer shrike's posts elsewhere he makes a reference to spreading with strength. I am unfamiliar with this and was wondering if someone could explain it to me and perhaps give me a reference
Last reply by Pattern Ghost, -
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What I'm working on is a movement power (spell?) where the Speed is raised to 7. That's it +5 Speed (since most start at 2 Speed) but the most it will give you is a max of 7. So it doesn't matter if you're 2, 4 9; you get a speed 7. Cheetah's Pace is an ability where you travel at 66MPH, just like the animal. BUT since your movement is partly based on your phases/round the math can be weird.
Last reply by LoneWolf, -
- 2 replies
- 219 views
I have looked through the rule book and after looking at the combat modifiers table surprise is the only way to get someone at half defense combat value. Am I missing otherwise? Anything else?
Last reply by Killer Shrike,
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