HERO System Discussion
13,258 topics in this forum
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- 9 replies
- 40 views
As some of you may or may not know I bid on Ebay and got to go with Hero to the ENies. All the HERO's that I met were very nice, polite, and a blast to be around. It is so nice to know that the company we love has such great and wonderful people at the helm. the following post will be some pictures I took at the ENies. please forgive them because I am not a photographer.
Last reply by Greg, -
Damage Reduction 1 2 3 4 5
by Sean Waters- 118 replies
- 380 views
I like damage reduction. I use it quite a lot, especially for villains. Odd then that I am about to argue that it should be dropped from the system.. DR is, to my mind, NOT a defence, whatever the book might think. It is a multiplier to your stun, body and constitution against certain types of damage. 3/4 resistant physical damage reduction in effect multiplies your stun, body and con by 4 against physical damage. Depending on the character build this can have a disporoporionate effect: if yu have a high stun you get more benefit than if you have a low stun. In the interests of balance, should we not be buying limited stun, body and con: only v physical…
Last reply by Dr. Anomaly, -
- 57 replies
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We've had lots of posts in the past about how STR is 'better' than MA DC levels. In many ways this is arguably true. The figured characteristics, movement, casual STR, and lift/throw that STR gives are good stuff, no question, plus STR works with every maneuver you use, not just ones you bought. To balance that out MA levels are slightly cheaper, cost no END to use, and can boost certain martial maneuvers to give relatively inexpensive attacks that go against defenses other than straight PD. For some, however, this may not be enough. So here's another plus in favour of the MA, in case you needed one. You can buy really inexpensive highly advantaged HAs and boost them…
Last reply by radioKAOS, -
- 20 replies
- 353 views
If a person superleaps at a person with missile deflection, can that person missile deflect the oncoming person?
Last reply by prestidigitator, -
- 21 replies
- 171 views
Re: power limitations as naked power advantages? I like the idea of paying positive points to apply the limitation to someone else's powers. Adjustment powere adders and advantages should aply. For example: "Magic Energy Drain: 2x END on all magical powers of target" might stat out as follows: 2x END on powers up to 90 AP (45 AP - IIRC 2x END is -1/2) on all magical powers possessed by target (+2 advantage) = 135 points (and 13 END). Add in a radius for +1 and it's 180 AP (and 18 END, 36 if you're in your own radius). Not cheap to maintain. Not cheap, but controllable by reducing the increase to END, reducing the max AP affected or targeting 1…
Last reply by PhilFleischmann, -
- 4 replies
- 55 views
Hello all, I don't have a copy of 5ER in front of me and Hero Designer isn't helping. How tall do you folks generally make a character with 1 or 2 levels of growth?
Last reply by Hugh Neilson, -
- 9 replies
- 82 views
I vaguely remember that, way back, the HERO Almanac 1 had rules for null stats. I don't have access to that anymore, so I can't look up those rules. Were those wholly and adequately replaced by the existing rules for very low or negative Characteristics, as discussed in the HERO System Rulebook? Say, for example, you are an intelligence bound to a crystal ball. You have no physical movement except when carried, but you can still act. You cannot manipulate anything since you have no limbs per se, so you really have a null STR. And as a crystal ball, you may have a BODY value, but being inorganic and what not, you really have no CON per se. How would you stat th…
Last reply by Duke Bushido, -
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I just got Secret of Zir'an and read through the rules a bit, and I'm thinking of how well that game's speed/initiative would work well in HERO. Here's an overview of the basic structure: --- 0) Ditch the 1 Turn = 12 Phase and run combat as 6 sec = 1 Phase. There are no Turns. *edited* 1) Initiative is based on DEX (equal DEX characters contest with a 1d6 roll as usual) 2) A character can bid SPD to gain initiative over higher DEX characters. Each point of SPD spent grants +1d6 DEX for the purpose of initiative only. 3) During a character's Phase he can spend a point of SPD for a half-phase action (e.g. move, attack, etc). However, he can…
Last reply by MadCow, -
- 4 replies
- 50 views
An easy one (I hope) for the math wiz's. Anyone have a rule of thumb formula to convert Size stats to give a cubic volume (cubic yard or meter) ? I can compute/convert as needed to get the dimensions/measurements for a vehicle if I know the volume. Vanguard's posts and SSatSPoA have fired me up and I want to drag out CC2 and build some deckplans for the rocketships. But I have this completely illogical block. Before I can make the plans I need rough dimensions. And for a tail-sitting rocketship I need the volume. Humor me........
Last reply by Vanguard, -
- 9 replies
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OK, here's the pitch: bullet proof vests act by spreading the impact of a bullet so that it does not penetrate. I see this as converting a killing attack to a normal attack. There is no mechanism for doing this in HERO. So, here's the idea. You can buy Damage Conversion for, say, 2 points a pop, and each point converts 1DC of damage you take from killing to normal damage. Damage conversion does not STOP any damage at all, it just changes the type. Then your basic bullet proof vest would look something like this: Armour 2 (3 points) Damage Conversion 4 (8 points) OIF 7 real points. Say you get hit by a 2d6 RKA, you take 4d6 normal and 1/2d6 kill…
Last reply by Grail Quest, -
Walking On The Sun 1 2 3 4 11
by Misery Lad- 258 replies
- 944 views
I have a feeling that this subject isn't going to be as straightforward as I'd hoped and for that I apologize in advance. Recently, I've had a player create a character who claims mastery over all things elemental and climatic. One of the issues she's brought up is the idea that she would like her character to simply be immune to fire (Not overt fire/flame attacks, just ambient temperature extremes). She wants to approach this by having the character essentially match her body's endothermic temperature to that of any flame in which she is ensconced. This may not seem like such a big deal but, ultimately, this is supposed to cover the possibility of walking on the sun,…
Last reply by prestidigitator, -
- 32 replies
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I had this strange idea on how to make Hero more dangerous. First, alter the DC so that it is now 3pts per class. That means that Str breaks will now fall on multiple's of three, this is also for all effects of strength. Alter the normal Str and Con to 6. Then keep PD, ED, Rec, End and Stun, calculated in the normal way. You also want to keep all defence powers the same. Second, alter all other damaging powers so that they are also set at 3pts/DC or it's equaliviant. EB's will cost 3pts=1DC, KA's will cost 9pts=3DC or 1KDC, MADC's will now generate 2DC's per 4pts, and HTHAK will now be 2pts=1DC. Third, Heroes still start with the normal 10 in Str and Con. …
Last reply by Sean Waters, -
- 7 replies
- 54 views
Hello all. I was wondering if any of you have any advice regarding this little twist. I was thinking of making a character with a "sorta" time delayed power. That is, it's a zero-phase action to use it, but they'd have to wait a turn or so before the power could be used again. Any opinions? Ideas? Help?
Last reply by Sean Waters, -
- 23 replies
- 104 views
Simply put, where is the MA attack that does increased KB. Ive watched three supers type films today ( Matrix, House of flyingdaggers,) and it strikes me Super MAs are kicking people all over the landsacpe with what is a attack obviously designed to throw the opponent far away. MA attacks are buy default-1d6Kb so even a MA haymaker is the same as a standard punch
Last reply by Super Squirrel, -
- 1 reply
- 30 views
Steve was recently asked about the above. I thought it would be interesting to come up with some examples My first is a power that will eventualy lower itself So Fireblast 12d6 EB Unstable Fireblast: +3d6 EB Burnout 14-, Independent When you fail your burnout the +3 is gone first
Last reply by Super Squirrel, -
- 0 replies
- 34 views
For Digital Hero subscribers interested in helping us playtest the book, Champions Worldwide is now available at the usual place. If you have any comments or questions, please post 'em on the DH message board thread of the same name.
Last reply by Steve Long, -
So yeah, about those Star Hero lasers.... 1 2
by Guest Black Lotus- 27 replies
- 63 views
In Star Hero, they mention that laser beams are "blocked" by smoke or steam. Now, there's one thing I know for certain about lasers: they're 100% polarized. In other words, all the light travels in the exact same direction; you can't see the beam AT ALL unless it is pointed into your eye or the beam bounces off a surface. Or, of course, if steam or smoke is introduced into the laser's vicinity, at which point the tiny water droplets or smoke particles diffract some of the light, thus making the laser beam visible. Now, I've played with lasers before, and even with the presence of heavy smoke and steam, the laser's intensity doesn't seem to degrade in the sligh…
Last reply by Cancer, -
- 3 replies
- 39 views
As far as I know, manoeuvre bonuses apply to all combat, which means that doing a martial block adds 2 to your DCV against ranged attacks. That makes little or no sense. Am I wrong?
Last reply by Simon, -
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- 187 views
I'm trying to outfit some giants with some big sticks. In your opinion, How much Damage (HA +xd6) would a Railway Tie, Power Pole (Telephone/Telegraph Pole), Metal Streetlight, Redwood Tree, etc. do and what should the STR Min be? These are really just big-assed Clubs. What sort of Length, Width, Weight, etc. ratio do you use to figure out damage? So far I've been using about 1d6 per foot; e.g., a baseline a 6' Long Great Club is being built as: Great Club (6'): HA +6d6 (30 Base Points); Reduced Endurance (0 END; +½) (+½; 45 Active Points); Focus (OAF; -1), Hand-To-Hand Attack (-½), Independent (-2), Required Hands (2-Handed; -½), Real Weapon (-¼), Side …
Last reply by Mister E, -
I saw this interesting tidbit in an ENWorld review of Castles & Crusades: This seemed relevant as a counter to the usual complaints against HERO's complexity. It's one most of us are familiar with ("The complexity is in chargen, but then in gameplay it's no biggie"), but I thought this was a good expression of it. Particularly because it's a good argument in *favor* of complexity as long as that complexity pays off in simplicity and enhanced gameplay while in the "campiagn loop". I find this very true in HERO. I find that, by the time I'm done with creating a HERO PC, I know it like the back of my hand. Every capability is spelled out in very exacting t…
Last reply by nobody, -
- 6 replies
- 67 views
Is there any cost difference for CSL's that ONLY increase ocv, or that ONLY increase dcv? From what I understand, all csl's bought at 3 pts and above can be shifted among ocv, dcv, and 1/2dc (2 csl's for +1dc) at anytime during a players phase (but only affects rolls after the change). With most other powers and skills, you have to pay extra for the versatility inherent in the above-3-point CSL's.
Last reply by prestidigitator, -
- 10 replies
- 37 views
What would you think about making the roll for stats below 10 to be 2+STAT instead of the usual 9 + STAT/5? STAT 9 will need a roll of 11-. STAT 5 will be 7-. etc. My reasoning is that (by the rules) even a very dumb INT 3 guy still has a fairly high 10- roll which doesn't make sense at all. Of course I personally wouldn't allow such characters in the game if it was obvious that they were munchkinning for more points, but still imposing some penalty to actually discourage players from doing so would be nicer IMHO.
Last reply by MadCow, -
- 21 replies
- 141 views
I was playing with armor values based upon thickness (in prep for doing some house rules to make vehicles more interesting) and ran into an old HERO concept that caused me to pause. The basic concept in HERO is that 5 points equal 2x real world effect (older editions flatly stated this). Five points gives 1d6 damage which does 1 body on average or standard effect. Fine so far, if too steep for my own tastes. Now on the wall side of things, if it's made of wood the relationship holds, with every 2x thickness giving +1 Def. If however the wall is stone or metal, the relationship is changed, with every 2x thickness giving +2 Def. What this means in conc…
Last reply by Fox1, -
- 4 replies
- 51 views
I've been thinking about how to handle morale for henchmen, followers and other "troops." The specific instance I'm thinking of is a villain who has a number of low-level thugs working for him, but I can also see it applying to a knight's followers, a random pack of punks on the street, or any large group of sub-heroic NPCs. The FH mass combat morale rules don't quite answer the question I want, which is: "When do they attack vs when do they run?" I'm looking for something a little more solid than "When the plot requires them to." But I'd also prefer not to have to make a ton of EGO rolls every phase. So here's my idea: The first time a henchman is exposed t…
Last reply by bigdamnhero, -
- 51 replies
- 196 views
I was thinking (always a bad idea) about IPE: invisible power effects and what I was thinking was this....it's useful but by golly it is far more useful generally for attack powers than movement or defensive powers. I mean, if you are floating in the air it is a fair bet you have flight even if you are not giving off cinnamon smoke and subsonic vibrations (or whatever floats your boat). The cost reflects the most useful scenario: you can get away without anyone knowing who did the damage. Is this a problem? Well, assuming the cost of advantages should reflect their utility and therefore it is a problem, we could address it by having the advantage cost …
Last reply by Mister E,
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