HERO System Discussion
13,258 topics in this forum
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CSL silliness. 1 2 3
by Gary- 60 replies
- 101 views
Character A has a standard 60 pt multipower with 5 ultra slots. 60 Multipower reserve 6 u Attack 1 6 u Attack 2 6 u Attack 3 6 u Attack 4 6 u Attack 5 He pays 90 pts total, and has 5 attacks at the 12 DC level that costs 6 End per shot. So far so good. Character B builds the following multipower: 5 Multipower reserve 1 u Attack A 1 u Attack B 1 u Attack C 1 u Attack D 1 u Attack E He pays 10 pts and then adds +22 CSLs with the multipower for 66 pts. He pays 76 pts total. By using 2 CSLs per DC, he now has 5 attacks at the 12 DC level that costs 1 End per shot, is 14 pts cheaper than Character B's multipower, and more effic…
Last reply by Dust Raven, -
- 30 replies
- 107 views
I did a search, and didn't find an answer to my question. But what benefit is falling prone? FRED-Revised says you lose half your DCV, but you may gain bonuses due to concealment. In a game I ran recently, a pc dropped prone and fired on an NPC 8" away (who was standing). The PC did not drop behind anything - there was no wall or other opportunities for concealment. So does the PC just simply lose half their DCV with no other benefit? Or, because just their 'head and shoulders' are showing, they get a bonus of +4? How does this work in a campaign that uses Hit Locations?
Last reply by Dust Raven, -
Purpose of Thread: To aqcuire feedback on the pros and cons of 4 ideas. Disclaimer: I think Hero works just fine. I don't think it particularly requires change. On the other hand, I like to tinker. Blame Zornwil for reigniting my passion for rebuilding the wheel. Note: I tend to run heroic games these days (I'm supers burnt), and tend to divide experience between perks handed out: favors, contacts, small benefits, etc., and character points. Consideration #1: 1) some players have a hard time Hero's to hit calculation. 2) I like skill centric systems. 3) I like character's combat abilities to be more granular. Proposal #1:…
Last reply by prestidigitator, -
- 17 replies
- 32 views
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
Last reply by Dust Raven, -
- 15 replies
- 41 views
First, let me say, this is not like my other recent threads, this is not a theoretical issue or a rules exploration. This is just my approach to how we might resurrect characters in my own game. I just thought others might find it useful - and it even takes advantage of a construct out of Transformation. As background, we have a dimensional mage/scientist (essentially a "metascientist" if you will). He's one of the two massive INT characters I've mentioned, and his specialties include biochemistry and medicine and the like - he's an expert on the human body and mutation. In theory, in terms of SFX and the abilities the characters has, there's really no reas…
Last reply by prestidigitator, -
- 5 replies
- 72 views
Hi all. I've been kicking around an idea about a character, and would like your ideas. Basically, the character's soul is permanently embedded in a weapon. When weilded, the weapon grants the weilder powers, combat lvls, spd, etc. I was thinking of having a damage shield telepathy/mind control as well, so that the 'weapon' character could interact with the world in a limited fashion. Thoughts?
Last reply by prestidigitator, -
- 56 replies
- 106 views
So if we take HERO as a toolkit and we build powers from what's therein, we are then left with 2 choices as to what to do with this power (basically, there's an in-between choice obviously, I'll discuss it as well): 1 - use this power "as constructed"; any new Advantages or Limitations just get piled on top; the points per effect are based wholly on this construction, the Advs and Lims just applied to whatever change in the base for the points of effect 2 - use this power as a new "base power", writing up the power as it is with the Advs and Lims incorporated for a new Base Cost which is then used to apply other Advs and Lims on For example - suppose I crea…
Last reply by zornwil, -
- 29 replies
- 118 views
Here's an example power: Bite: HKA 0d6 + 1 (standard effect: 1 BODY, 2 STUN), Penetrating (+1/2) (7 Active Points); No STR Bonus (-1/2), Target must be grabbed, unaware, or willing (-1/2) How does the Penetrating Advantage interact with the Standard Effect? My intent is to insure that one point of BODY, but no more than that one point.
Last reply by Dust Raven, -
- 37 replies
- 123 views
Okay. I've posted this before (a loooong time ago), but I have tweaked it a bit, and I'd like to get more feedback on it in any case. There is absolutely no system change here: all costs and probabilities are exactly the same. This method of rolling should appeal greatly to D20 players, and also seems to make more sense to new players because it is usually intuitive to think, "the higher the better." So here goes. Instead of trying to roll low for a skill, activation, or attack roll, flip it so that a higher roll is better. The basic method goes like this: roll 3d6, add the applicable modifier, and try to hit a target number. Characteristics Character…
Last reply by prestidigitator, -
- 0 replies
- 53 views
For DH subscribers interested in participating, the Predators playtest file is now available for download. If you have any questions or comments, please post 'em in the Company Questions thread of the same title. Thanx!
Last reply by Steve Long, -
- 29 replies
- 91 views
Just a thought... (dangerous, I know) If I was to "make my own Hero based game" one of the things I would do to simplify character creation, would be to keep Disadvantages purely character oriented, but required... and there would only be three. Example: Primary Internal Trait: This is the primary motivating factor of your character, both positive and negative. This is the collection of personality characteristics and psychological impetus for why your character does what they do. As a player, you will be expected to consider and give voice to this Internal Trait whenever critical decisions are made or actions taken by the character. This PIT can be a …
Last reply by RDU Neil, -
- 30 replies
- 305 views
Different ways to use the Optional Language Chart Ground Rules Learning Language Levels (Study Only* / Immersed Only** / Both / Hobby***) Basic Conversation: 6 Months / 2 Months / 1 Month / x2 Fluent Conversation: 1 Year / 4 Months / 2 Months / x3 Fluent With Accent: ----- / 8 Months / 4 Months / x4 Idiomtic (Native Accent): ----- / 16 Months / 8 Months / x5 Imitate Dialects: ----- / 32 Months / 16 Months / x6 Linguist Skill Enhancer: Reduces Time By Half The times shown at each level are cumulative. One must first learn Basic Conversation before learning Fluent Conversation. So it would take 6 Months for someone who is Immersed Only to learn Fl…
Last reply by zornwil, -
- 149 replies
- 413 views
Filkerman's thread reminded me of something I came up with a while ago. It is based on Area of Effect, really. It is not too hard to make a Power which will more or less automatically hit a target using the Area of Effect Advantage, unless they abort to a Dive for Cover maneuver. So why not an Advantage that does just that? I think it is reasonably balanced, because it doesn't let you hit multiple attackers like Area of Effect, it is pretty expensive, and a simple action from the defender can completely negate it. But I'd like to hear what you think. Automatic Hit ------------- This +1 Advantage causes the modified attack to hit the target automatically,…
Last reply by Dust Raven, -
- 40 replies
- 80 views
A couple of days ago I posted Dive For Cover Skill Level Question? to the Rules Thread asking Steve L. what types of Levels could be used with Dive For Cover and it turns out that Overall is the only combat type that can be applied to that manuever. Here is Steve's answer: Since there have been several other threads hashing out the differences between DFC, Dodge and Flying Dodge (please don't revisit this one!) I figured that several people either assumed or houseruled that 8 point All Combat Levels were usable (which is incorrect). Ideas and thoughts welcome. HM
Last reply by zornwil, -
- 29 replies
- 63 views
Heresy time here... Strength has long been argued as being too cheap for what it costs compared to what it provides. Some have proposed that it be upped in cost to 2 points. The reason why I believe this is unworkable is because it is a system kuldge that flies in the face of the 5pts/DC costing method that attack powers generally work on in Hero (with Ego Attacks and Drains working against limited forms of defense, so 10 pts/DC). So, what to do? It was while I was thinking about this that I came to the conclusion that tinkering with figured characteristics was a better answer. If you drop Strength from affecting any figured characteristics, then it fun…
Last reply by zornwil, -
- 18 replies
- 38 views
Ok, say I have Desol done as a body of water, with strength affects physical world. I buy streatching. Does the streatching need to affect physical world, or does the affects physical world on the strength cover it?
Last reply by prestidigitator, -
I used to play this crime fighter whose car could spill oil behind it to deter pursuing vehicles. We used a different system, so I'm not sure how to write it up in HERO terms. Does anyone have any ideas?
Last reply by Dust Raven, -
Good news good news! I've just been handed to me a volumous tome weighing in at 600 pages from me wife! Happy days happy days! No more Sdiekick for me! YAY! I got the real deal - the full fledged rules I'm gonna be busy for a couple days readin' it Now, I have to pick up a few more books, then I'll be a happy camper! Just wanted to share the good news and that I'm officially now a part of the Hero Community/Family
Last reply by zornwil, -
- 27 replies
- 114 views
I believe there is a rule that a willing target for a mental power can consiously lower their ECV to 0. But can they also lower their Ego so the mentalist can get a high effect roll?
Last reply by zornwil, -
- 19 replies
- 84 views
Some time ago BobGreenwade started a thread about "useless supplements". A few of these ideas have actually made their way into being published, for example: Astral Champions: I guess The Mystic world partially covers the same ground Supers International: The upcoming Champions Worldwide Underwater Hero: The Atlantis chapter in the upcoming Hidden Lands AlHazred was kind enough to compile the entire thread here: http://www.herogames.com/forums/showthread.php?t=11311&page=13&pp=15 Anyway, now have yet some time passed, and I think it would be fun to try to come up with new ideas (or improve those from the old thread). The main differences betw…
Last reply by zornwil, -
- 23 replies
- 61 views
We all know the standard old guidelines: A) Average Defence should be 2x the average attack, with a maxmium of 2.5x the average attack. PC SPDs should be within 4 points of each other (3-6. 4-7, 5-8, etc) C) CVs should be within 5 points of each other (5-9, 6-10, and 7-11 are typical) D) The "average" Champions game has a 11d6 main attack, avg ED or PD of 25, avg Dex of 23 (AKA "The Goodman Nunber"), and an avg SPD of 5.5. This always felt like it led to some artificial feeling GM and/or play restrictions as well as making it very difficult to create certain in-genre characters. After all, a "Speedster" 's primary characteristic sh…
Last reply by zornwil, -
- 48 replies
- 161 views
I know I'm preaching to the choir in terms of liking HERO, but I thought I'd throw out some thoughts on why I like it. Maybe this info, and feedback that others contribute to the thread can be useful is how DoJ positions the HERO tool kit in their advertising and discussions of how fans use the rule set, and, if not, just interesting for all of us to read why HERO "clicks" with others. For me, I don't think it's the tool kit aspect. I'm not so much a tinker. The draw for me is the creative freedom that I don't feel other games offer. I want my reliance on a single system for multi genre and anything I make up on my own to be an enabler of my creativity, not…
Last reply by zornwil, -
- 57 replies
- 112 views
Does anyone out there use an alternative to the Speed chart for combat? If so, how do you handle it? I feel sometimes in my game that the people who have lower speeds in my game suffer compared to the higher speed folk using the speed chart, almost needlessly. I'm willing to experiment with it and see what happens. I have a rough idea for an initiative system, but I want to see what other people have cooked up as well.
Last reply by zornwil, -
- 6 replies
- 28 views
This came up when I was trying to convert a spell that is a very weak form of Telekinesis. Basically it can be used to lift and move very small items, but would be completely useless as any form of attack. The amount of Strength I wanted the TK to have turned out to be about -10. So how do you build such a Power, and how can you justify making it with a -10 Str instead of a 0 Str? (And yes: I did consider buying it as Flight that is Usable as Attack, but why do this just to make it cost more points, when TK is clearly the Power that is meant to be used for this kind of thing? Anyway, just pretend a weak TK is the correct answer for this thread). The justificatio…
Last reply by prestidigitator, -
- 9 replies
- 30 views
I am working on a character (hopefully to play) that has Accidental Change whenever she crosses a magic barrier (the type that keep demons and other magical cratures at bay), then it dawned on me, that this could be used as a way of sensing magical barrier. So is this getting something for nothing? G
Last reply by Sean Waters,
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