HERO System Discussion
13,255 topics in this forum
-
Based on Steve Long's answer, there are no additional penalties associated with Rapid Firing NND's or other nonstandard attacks. However, the potential for abuse is quite clear. (Imagine Menton rapid firing his Ego Blast! ) Normally the check on Sweep and Rapid Fire is the DCV penalty and the fact that all defenses apply to each attack. However for NND's, only the DCV penalty applies. 3 3d6 NNDs from multiple hits are every bit as good as 1 9d6 NND, and a whole lot cheaper. Unlike 3 3d6 EBs compared to 1 9d6 EB.
Last reply by Hugh Neilson, -
- 15 replies
- 116 views
Recently I was building a character and opened FRED for the handcuffs write-up in the side bar on page 109 when something occured to me that I hadn't thought about prior: the "Can Be Escaped Automatically With A Modified Lockpicking Or Contortionist Roll (-1/2)" limitation. Are those modifiers positive or negative? I can't really speak for the contortionist part of this, but- according to a friend of mine who's a locksmith- handcuffs are barnone the easiest locks to pick. And I didn't just have to take his word for it, I've actually seen him open a pair of cuffs instantly with nothing but one of those little precision screwdrivers. Thoughts?
Last reply by Caped Crusader, -
- 13 replies
- 557 views
From the Champions board, an idea for an alternate Haymaker rule: Basically, the haymaker works as currently except for the damage. Specifically, the number of damage classes is increased to 1.5x normal. *However,* the damage rolled cannot exceed the theoretical maximum damage for the base attack before haymaker. IOW, a 20d6 punch, haymakered to 30d6, could still not inflict more than 40 Body and 120 Stun. The rules for setting up, and disrupting, a haymaker remain the same. Thoughts??
-
- 88 replies
- 848 views
See, this is the problem with "assume". The game must simulate systems where average defense is very high or very low. An old poll found campaigns where average attacks were 10d6 and average defenses 35, and others where average attacks were 15d6 and average defenses 15. What should the cost be in these capmaigns? This type of variance may have gone by the wayside with "campaign norms" in the book, of course. And even if they haven't, the rules can hardly be faulted for falling down if we devate markedly from the norms they are designed for. But look! We have different genres. How do the numbers add up in a campaign where resistant defenses average 5, and …
Last reply by Gary, -
- 15 replies
- 51 views
My query: "Lord Liaden asked you a question about adjacent hexes and the answer wasn't clear enough for my meager intellect. You said, "1. No. Adjacent is adjacent — right next to the hex the character is standing in when he begins or launches the attack." Here's the deal. For a move through, the first sentence in it's description describes that attack as a full move up to the target and then an attack: "Move Through allows a character to attack at the end of a Full Move by running right into his opponent." So, in a move through, not stretching or the like, is the hex adjacent to you when you attack at the end of a full move considered adjacent? I re…
Last reply by Agent X, -
- 18 replies
- 133 views
...is there really that much difference? Is there or will be an addenium or expanion available? My shelves are getting full, more and more Hero material. Do I need to get a storage unit in the future? I have an addition on my house just for my other *sneezes AD&D* gaming libary.
Last reply by PhilFleischmann, -
Hey, quick question: What does it mean when it says that wings are "foulable" as a disadvantage? Not only what does it mean, but if applicable, hpw does it affect the power? -=Grim=-
Last reply by GrimJesta, -
- 17 replies
- 139 views
Okay, I got the gist of Ye Old EC Debate, and came to a few conclusions of my own: 1. Yes, all EC slots should be Adjusted as one. If the powers are all "tightly bound" enough together to qualify for EC, the applicable special effect should be such that drains work on the lot of them. Then again, this should *also* mean Aids work on them all, too. . . 2. The "Must Cost END" limit should be tossed out. It is more or less completely arbitrary. 3. The only AP limit should be the "all powers must cost at least douple the AP of the EC pool." If you want a power that has 50 points higher AP than the minimum, fine. 4. Like with all Frameworks, ECs nee…
Last reply by Killer Shrike, -
- 34 replies
- 171 views
How do you handle character "levels" in terms of game play? When one of your players (especially a new HERO player) asks you what level their character is at, what do you tell them and how do you determine this?
-
- 5 replies
- 174 views
How many printings/revisions has it gone through? I've been trying to compare notes with other people, but it doesn't seem like any page I'm talking about has what they're talking about, and vice versa. My copy says fourth printing, but I don't know if that means four out of five or four out of twenty.
Last reply by Steve Long, -
- 20 replies
- 158 views
It only just came up, but is there ever a time when a character concept requires 2 multipowers? If yes, how was it done, and for what reason?
Last reply by Dr. Anomaly, -
- 32 replies
- 222 views
I've been thinking about streamlining the system. When I present it to people they look at the way the combat calculation is different from the skill calaculation and the normal damage is different from the killing damage and think it is all too complex. Obviously this adds on from the reputation of the system being complex. I was thinking of unifying the combat and skills to be simpler. I was thinking that they should both be based on the following 3D6 + stat/3 + skill levels - difficulty modifier >= 11 Thus for a skill you have skill levels encompass both skill levels and the two point adders within the skill and the difficulty modifier set by …
Last reply by Intrope, -
- 18 replies
- 109 views
A great deal of dis-agreement has come up about this 10 point skill recently in my game...what exactle is it supposed to do? Can you attack twice?
Last reply by Killer Shrike, -
- 10 replies
- 175 views
I've been GMing a Golden Age Champions campaign for the last year and a half and I have found the Duplication power to be one of my best friends. Here are some examples of the fun I've had: 1) "i squared" Standard Duplicating Villain, except when a duplicate is separated from its other clones for an extended period of time it becomes an independent entity. 2) "malevolent millicent" futuristic segmented insect creature, each segment is treated as a duplicate and can function independently (attack separately) etc., similar to the hydra's head idea 3) 'the rising sun", you think they are just four ninjas until they combine into a flaming dragon (dragon is bas…
Last reply by Argus, -
- 1 reply
- 70 views
I assume that the damage for Club Weapon maneuver would be reduced for high powered firearms? My assumption is that a buttstroke from an M-1 (2d6+1) doesn't do 7d6 of Normal damage... Should I use the value for a regular club (4d6) instead?
Last reply by Derek Hiemforth, -
- 11 replies
- 107 views
Hey all. Had something to throw your way. I have a mage in my upcoming game and I'm trying to decide between a skill based magic system and a MANA based system (powers based). Here are the problems I'm facing: 1. Skill based -- I'm not sure how this works and could use some pointers. Does the mage have ONE skill usually that governs all magic or do you suggest multiple skills for each spell? Can this still cost MANA (modified END)? 2. Powers -- I'm afraid this might make my mage way too powerful. The powers seem a little more potent than skills. As a general question, I find that a beginning mage character would have a LOT of spells because they…
Last reply by Vorvodoss, -
- 6 replies
- 183 views
In my mind, FREd has five categories of power construct. These are as follows: 1. Normal construct (no special caveats) 2. Caution SIgn (consider carefully) 3. Stop Sign (consider even more carefully) 4. "Requires GM Permission" 5. Outright illegal Ordering of 1-3 and 5 I'm comfortable with. However, when you use #4, where do you intend this appear on the GM radar screen? I've always read it as something like "Technically this is legal, and we don't want to shut out the concept entirely because that culd shut down a valid construct, but any proposed ability should be scrutinized with extreme care", so worse than Stop Sign and bett…
Last reply by Steve Long, -
- 4 replies
- 161 views
Okay, I'm working on a villain that can control those who either have Darkness in their hearts (any form of negativity, hate, jealous, anger, etc) or those who use Darkness based powers (such as black magic). Anyway, I already know that Mindcontrol is the best solution. However, this guy has a permanant mindlink with all of his minions. I know paying a lot for mindlink can get expensive, so are there any advantages to maintain the link with everyone under his command? So far it would be base of 5 +5 for all minions, one at a time +5 for every doubling in minions +5 for any distance +5 for any dimension So.. if he wants to coordinate 32 minons (…
Last reply by Mavnn, -
- 21 replies
- 150 views
For the math gurus out there: I'm looking for something (ideally an Excel spreadsheet) that I could input a number of d6 and a range (e.g., 11-, 28, 42-47) and have it spit out the probability. Any takers?
Last reply by Gary, -
- 14 replies
- 400 views
I've recently been playing a character with Combat Luck, and I'm wondering what the point is of including it as a separate power from Armour. As far as I can tell from the write-up, it's basically just a special effect for invisible armour. What am I missing here?
Last reply by BoneDaddy, -
- 16 replies
- 191 views
I'm working on creating the magic systems for a fantasy campaign at the moment. A relatively common type of spell is one that does effectively gives some power to whomever it is cast on - the caster himself or somebody else - for a limited time. Now, I'm finding that there isn't really any good way of doing this in HERO. I mean there are ways, but they're not really good ways for my purposes. There's transform but it's a bit handwavey how long a power granted this way would last. The options for recovering from Transform assume that the effect of the Transform is something undesirable. If you've been transformed in a beneficial way, you could just avoid whatever wo…
Last reply by Killer Shrike, -
- 29 replies
- 222 views
A character has a whole list of characteristic and defences, along with a cosmetic (Hero ID) transform that are intended to be activated all together, and all take extra time to complete, as a unit... None of the powers are intended to, or should be able to be used individually... it's an all or nothing transformation... How would you buy it?
Last reply by Killer Shrike, -
- 8 replies
- 160 views
I have a question. In the old Marvel RPG there was a power called Body Sheath, it was kind of a cross between force field, Energy body, and an elemental control. I have recently found champions again after many years and I am attempting to translate my character from Marvel to Champions. I cannot find a good match under the rules for a body sheath as in the old game. can anyone point me in the correct direction.
Last reply by Bengal, -
- 16 replies
- 107 views
How would you create a text which is Readable by Anyone. Never even mastered the alphabet? Not a problem! Speak a non-indoeuropean language? Not a problem! As long as people can percieve the text and recognize that it is writing of some sort, they can read it. Some sort of Universal Tranlator, without the Detect part? Cryptography, usable by other?
Last reply by Chuckg, -
- 9 replies
- 117 views
Hi there. Me again with yet another of my weird questions. According to the rule book, if I use a Transform attack, the method of reversing the transformation is either: healing back the Body; or a common or easily identifiable method. What I would like to know is, what advantage cost would you require for the reverse to be neither? Note that there would still be a method of reversing it, just that it would be very difficult to discover what it is. One thing I just now thought of would be to buy the skill Concealment and make it a part of the Transform power. It would conceal the reverse method. Would that be acceptable? Note for those who say it shoul…
Last reply by M-3,
-
Recently Browsing 0 members
- No registered users viewing this page.