HERO System Discussion
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So, I was thinking about de-coupling Skills from Characteristics. Skills would all be costed similarly to General Skills from 4th/5th, 3 points for 11-, +2 points for +1 to the Skill, and Familiarity at 8- for 1 point. Then, what good are Characteristics? Complimentary Rolls. So, a higher Characteristic would result in better odds of boosting the skill with a Complimentary Skill Roll. Moreover, many Skills can logically be governed by more than one Characteristic. If we think of real world Acrobats, we tend to think of: Gymnasts, Circus Acrobats or Parkour. All of these, especially the two former, tend to be very physically strong as well as coordinated. So, A…
Last reply by Grailknight, -
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In the hero discord a discussion has come up about if a character has multiple powers that apply the same type of defense (For example, a force field that provides PD and normal PD) and only one of them has the Impenetrable advantage how does this apply overall. For some reason I remember discussion and/or a rules clarification about this but could not find anything. If someone could help direct me to an old post addressing this it would be appreciated
Last reply by Duke Bushido, -
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Did you know that RAW, Everyman in the Hero System is capable of a world class sprint? Here’s how: The world record sprint is 100m in 9.58 seconds. For purposes of this discussion and ease of calculation, we will round up to 10 seconds. Thus, a person who covers 100m in 10 seconds is essentially a world class sprinter (true!). Assume the following: 1. Our Everyman sprinter is using Noncombat Movement in his race. RAW tells us, “A character using Noncombat Movement concentrates on moving swiftly, not on finding targets or dodging attacks” (6E1 155). Furthermore, “If a character moves at Noncombat velocities, the END cost…
Last reply by Hugh Neilson, -
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Hello everyone! I'm about to play a super hero campaign, so for this game i want to play a ninja, and, of all ninjas i know of, there's one i'm very interested to play: Zed. For those that hasn't player LoL (good for you, never try play that sh... game), Zed is a ninja inspired in Shredder (The main Villain of Ninja Turtless). He's a martial artist with very high combat skills, very good stealth, and is a expert in closed and ranged combat using all kinds of martial weapons. But, also, he has a special ability... He can control shadows. That is, a special power that allows him to create a couple of shadowed versions of himself, that he can use to make some …
Last reply by Duke Bushido, -
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I'm idly considering a campaign that might include a lot of large characters and vehicles (think Macross/Rifts/Undocumented Features). If it happens it will be a reasonably high powered and gonzo campaign, so strict balance isn't the goal here but I was noticing that the normal size rules don't quite cut it in this type of game. Because they operate by giving large characters a DCV penalty (in effect) it becomes very hard to represent the kind of agile, highly skilled hand to hand combat between mecha/large creatures that you often see in the source material - both parties will tend to have a much higher effective OCV than DCV, skewing the effectiveness of com…
Last reply by Gauntlet, -
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I am unable to detect a situation in which ultravision might be more advantageous than night vision. Both seem to have the same effects (allowing a character to see in normal darkness). However, ultravision is limited or useless when no ultraviolet light is available (underground, cloudy night), while night vision does not seem to have any corresponding limitation. Is this a correct interpretation?
Last reply by Christopher R Taylor, -
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I'd like to build a Mind Control with the limitation: only to calm people down. This primarily works on people with Enraged or Berserk, although I suppose if a NPC was sufficiently irate, it could work on them. What would you put that at? -3/4, -1.5, something else?
Last reply by Gauntlet, -
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Holy Smokes, I think I may have been applying movement wrong in the Hero System for years!??!! I've become confused about something I thought I understood. I've understood for years that a character can move a DISTANCE in meters using Combat Movement, and twice as far by using Noncombat Movement. However, after reading through the rules on Accelerating and Decelerating and the advantages for Movement (6E1 155-157), I'm left scratching my head. I now I think that Noncombat Movement reflects only VELOCITY, not DISTANCE? I'm baffled by the example character, "Golden Eagle" referenced in 6E1 155-156. In the example, Golden Eagle…
Last reply by unclevlad, -
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If I buy shapeshift 0 end. My character is male but I want to change to a female or for that matter an ork or a goblin. So i do not care so much about copying specific people, in fact that's a i do no want to copy people non priority. So I buy cellular. This is the question with shapeshift do I then have to buy hearing group, touch group, etc
Last reply by LoneWolf, -
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I want a character with Multiform to automatically change back to his true form after a given time, say one hour. I can limit the Multiform power a few ways on the true form (Time Limit and Continuing Charges come to mind), but how would one apply this constraint to the Multiformed character? My instinct is to give the Multiform an Accidental Change Complication, but that seems…not right. The character would know the time limit and act accordingly; it’s not accidental. Any of you herophiles out there have thoughts on this? Is there a rule somewhere I’ve overlooked?
Last reply by unclevlad, -
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Okay, there was a thread on what should be added to HERO (in terms of Skills, Powers, Chars, etc.) and one about COM where some have said that should be dropped - not a new idea, but... ...there might be some new ones out there. What do you think should be dropped? I am NOT talking about changing the rules per se - just powers or skills or such that you feel are unnecessary or should be built based other existing powers or skills? Or chars?
Last reply by unclevlad, -
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I recently introduced another group to Hero and the players dilike the roll under system. I am bouncing around some ideas in my head for house rules on skills/ combat to make them a roll high system and what considerations I should include. The framework I came up with so far is the following. But I am sure others have put a lot more thought into it and know what I am overlooking. I am trying to make it so I can still use all the published material without conversion efforts. Combat Attacker rolls 3d6+OCV. Target to Hit = 10+DCV. (This would work like AC in D&D or Parry in Savage Worlds, players should easily adjust to it.) E…
Last reply by Duke Bushido, -
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I was looking over Champions Powers recently. Several powers built as Resistant Protection have the Limitation "Perceivable." Most of these assign a -0 Limitation as recommended in 6E1 125. At least three powers, however, "Chitinous Exoskeleton," "Armor Plating I," and "Barkskin," assign the -1/4 value normally allowed by the Perceivable Limitation. Is there a rules-based reason for this difference? If so, can you elaborate?
Last reply by unclevlad, -
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An oddball question, I know. Two character have to compete in a three-legged race together as partners. How would this be done under the rules? They would not be able to use their full running speed, so maybe half speed? Would DEX checks be needed to avoid falling?
Last reply by Steve, -
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So, to GMs, how long does it take you to make NPCs and such. I guess the other part of this question is how long does it take you to prep for a campeign/session?
Last reply by Tech, -
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Prompted by finding an embarrassingly-significant mistake in Champions Complete's description of Pushing in Heroic campaigns (noted below 🤦🏼♂️) , I'm putting together a list of errata for CC. A few known issues are listed below; no need to report these again. But if you've noticed others, please comment below or shoot me a PM, and I'll include them in the list I'm compiling. Known Errors: p20: For Pushing in Heroic campaigns, the second sentence should say, "The character gains 5 CP to the ability if the EGO Roll succeeds, +1 more CP per point he makes the roll by." p91: Should specify the value of the "Gate" Limitation for Teleport (-1/2). p97…
Last reply by nclennan, -
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I know there are short descriptions of all Powers in 6E1 and CC. But I think they are insuficcient to get an overview fast (you have to read through every power first to understand "what does what"). I know that space constraints simply allow not for a more detailed treatment. I am a programmer and I sometimes have likened Hero to a programming language. I know that for them a good first overview is important to get a grasp of the ideas and paradigms behind the design. I want to give a better explanation, to help navigate the powers easier for new GM's and players. It also might give a prospective buyer just enough insight to roughly understand published Character sheets …
Last reply by Duke Bushido, -
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Hey everyone, looking for some feedback. For my game this progression makes a lot of sense but still interested in hearing some feedback. I don't like the one in the book going only to 10. There isn't enough examples and not enough diversity. The book recommends a -3 to rolls for every tech level you are short. I use -2 because the list is much larger going to 20. I only use 3 examples of tech in each level range for simplicity. If my players ask about something not on the list, I just assign what tech level it would be around. Each example has a range. For example, particle beams at 11.1 - 12 is just the beginning, could easily have tech level 18 particle beams. Also, th…
Last reply by Pattern Ghost, -
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Inspired by the opening scene in Underworld, in which Kate Beckinsale drops out of a tall building and just casually walks away. Yay being a vampire. So obviously this is the breakfall skill, except the example is so extreme I think it would have to be a power. How would you build the ability to fall any height and just walk away? 1) Lots of levels in Breakfall. terminal velocity is at 90" fallen, so a character with a 48- would be most likely to walk off any fall on a 14-. That comes to 77 pts. 2) Forcefield. 37 PD would cover 95% of all falls. I do allow Forcefield to buy 3 normal PD for 2 points, so 19 points there, plus "only to …
Last reply by unclevlad, -
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I have a rather open ended question - discussion is welcome! I recently ordered 5th edtion Hero System from the Hero Games online store - short money!!! The reason I did this was to map the changes between 5th and 6th edition so as to get better use out of my other online store purchase: Dark Champions and Pulp Hero (both are very awesome I have to say!). Besides CP expenditures for character creation and some changes in point costs for various things - are there any other significant changes? Do you who have been playing Hero System for awhile think this was a good approach on my part? Incidently - 5th editon is a very solid game system in its own r…
Last reply by Hugh Neilson, -
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The Hero System Mobile app has gone through a significant amount of changes in the latest update. From a user perspective, the interesting bits will better support the 5th edition of Hero. Here is what you can expect there. Fixed Mental Defense totals (https://github.com/slackdaystudio/hero-system-mobile/commit/b303c7f538ea1047f3d7a6eb7a81dde72d885d0e) Fixed Elemental Control costs (https://github.com/slackdaystudio/hero-system-mobile/commit/fdd73854a0179a7156b36c5703b7de13543015e6) Added support for No Figured Characteristics (https://github.com/slackdaystudio/hero-system-mobile/commit/e68860bce0ead9e68f352e2b1762b270a55fecec) Here are …
Last reply by sentry0, -
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So, I am checking to see what people think about the change from 5th Edition to 6th Edition. Do you prefer having figured characteristics that will increase based on the primary characteristics, or do you prefer all characteristics to be purchased separately.
Last reply by Gauntlet, -
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Hello everyone, As i spend more time playing with the HERO system i find it increasingly difficult to adapt or try to play with another system. I own like 100 system core rulebooks trying all these years to find the holy grail that will bring the right mix of freedom of creation and flexibility on the crunchiness level required for each party but nothing surpasses HERO. In my current state if i open a new core rulebook its a matter of time until i get to a dead end regarding character option or GM'S options(and being mostly a GM for the last 18 years that's really a problem) also what makes HERO system really exceptional is its support, very few system have an…
Last reply by Duke Bushido, -
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Or at least close to it. How would you, HEROdom Assembled, put this spell (Move Terrain) together? You can define an area, and everything in it is shrunken down and tucked into a little pocket dimension. Anyone who can physically (DCV) OR mentally (DMCV) dodge the effect can try to do so; if successful, they are unaffected. Once the area is shrunken down, it can be moved to a new spot and opened back up. Suitable for moving stuff more than people -- dodging it is really easy, and it takes a little bit for the effect to fully happen, so you get multiple tries. It's called Move Terrain and not Imprison people for a reason, after all. So f…
Last reply by BigJackBrass, -
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I am introducing a new group to hero and showed them the table on page 20 for scale. It never occurred to me that there is no numerical values relative to the scale adjectives on the table. Obviously the new player noticed instantly and asked me "So what in average" and I told him from 5-8, What is notable. I said from 9 to 13. But I have no clue where those numbers came from in my head. Anyone know if those ranges are given values in a printed book? If so what page, Dan is very much a "show me" type person.
Last reply by Christopher R Taylor,
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