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About Pegasus40218

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    Louisville, KY, United States
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    Software Developer
  1. I would also add that it depends upon the SFX and limitations around the teleport and desolid powers as well. If activation requires gestures or incantations (power derives from magic), then being tied to a chair and/or gagged could prevent their use. If no such limitations exist, then the power simply works, and the chair is easily escaped by the character.
  2. Pegasus40218

    Thoughts on PD and ED in Fantasy

    Maybe I'm missing something here, but I don't necessarily see a problem with there being a rarity of energy attacks that would go against ED in a particular campaign. Simply put, players will see a lack of utility in purchasing ED, and won't (in their opinion) "waste" points on it. As the GM, this gives you some options to put them against something that, while not overly powerful (simply based upon points) is a real threat simply because it uses attacks that go against weaker defenses. If you've played a supers game, it's like throwing a mentalist at the brick in the group. The players will have to adjust their strategy rather than simply trying to use brute force as a solution to everything...Of course, this could go one of two ways: 1) the players make adjustments, expand their thinking, and the game is enhanced, or 2) the players refuse to adjust and you risk a TPK.
  3. Pegasus40218

    Experiences teaching people Hero Game system

    There have been a number of good suggestions regarding the "unhittable kobold" problem. One of the challenges that I faced in that particular campaign was the fact that I was trying to run a low-fantasy (magic rare) campaign...so, apart from things like nets, AoE attacks were going to be extremely rare. The only way I could bring multiple attackers to bear was to completely outnumber the party -- and the opponents would have to be tough enough to keep the rest of the party occupied for at least a couple of phases. But, that campaign is long past...We're in the process of building characters for another run at Fantasy Hero, but this time, we're taking a bit of a different approach. Once the characters are built, I'll probably post them to the forums to get some feedback. And, I think we've spent enough time on the "unhittable kobold"...I almost feel like, in addition to being an in-game problem, it has developed the power to hijack forum threads!
  4. Pegasus40218

    Good Pulp Movies to watch

    How about: King Solomon's Mines (or any other Allan Quatermain movie for that matter)...
  5. There are a couple of problems that seem to occur with the most extreme elements of any movement. 1) They tend to be the ones who get the most press. 2) Because they draw attention - in spite of the fact that it's negative attention - the majority of participants (who want attention drawn to their issue(s)) don't renounce them / do anything to separate themselves from the radicals. 3) If the "silent majority" in a movement do nothing about the radicals that give their movement a bad name, then they (the silent majority) are largely irrelevant. A small but vocal minority will cause the tarnishing (and possibly the eventual collapse) of a well-intentioned movement. Of course, the challenge is this: in a free society, what CAN you do to reign in the most radical elements of a movement without infringing upon their rights? Simply attempting to distance the majority of the movement from these radicals probably won't draw enough media attention to be successful...So what's left?
  6. Pegasus40218

    A Thread for Random Musings

    Do women in zebra print get nervous around women in leopard print?
  7. Pegasus40218

    Experiences teaching people Hero Game system

    Yep, I thought of that and used it...I think we may have also done some other things incorrectly (again, we were all relatively new to the system), so it proved far less effective than you'd expect. (I think I was allowing them to abort to a defensive action [such as dodge or "dive for cover"] in a segment in which they had already acted...It was over a year ago, so it's hard to remember the details of every mistake I made.)
  8. Pegasus40218

    Experiences teaching people Hero Game system

    As the GM in question, I can say it was a combination of factors: 1. Lack of any recent experience with the system (hadn't played it since 1994 and was trying to run a game with a single read through 6E1, 6E2, and 6E Fantasy Hero. 2. That lack of experience made it difficult to figure out where to set the limits / guidelines for the type of game I was wanting to run (low fantasy). 3. Min/max type gamers. We decided to play a "gladiator" campaign in an empire roughly similar to ancient Rome. The characters were all slaves (for various reasons), but all sold and sent to the same gladiator "school". This set up allowed for the characters to choose to play just about any race (captured on the battlefield, or in a raid of some sort) and character type (being captured in a fight makes it more likely that you're a warrior-type, but if your warriors lose, then pretty much anyone could be captured and taken). I believe the relevant portion of my campaign guidelines wernt something along the lines of this (it's been 2 years, and things went so badly I pitched my original notes, so I'm working from memory: 1. Averge OCV and DCV would be in the 4 to 6 range with a max of 8 or 9. One particular character caused me a problem. The player decided to play a kobold warrior,setting up the kobolds as a tribal culture near the borders of the empire. His reasons for playing a kobold were simple: smaller than man-sized, -2 to the opponents OCV. He also took martial arts, but he only ever used one maneuver: Defensive Strike (+1 OCV, +3 DCV)...And, of course, he bought the campaign maximum of and 8 or 9 base DCV. The end result was that he effectively had a 13 or 14 DCV. Tack on a few combat skill levels, and you have a nightmare -- a character who is only hit on a 3 on 3d6 vs any opponent with an average (even upper end of average) OCV. After the problem became apparent, I approached the player and asked him to "tone it down a bit". The response I got was basically "I'm not going to make it easy for you to hit my character." My response - "I'm not asking you to make it easy, but it SHOULD be possible. If I have to build something that will be capable of hitting you, it's going to pretty much slaughter everyone else." This was still met with refusal. Other characters had similar issues, though not as egregious (that -2 to opponents' OCVs made a BIG difference). Since that campaign collapsed, I've purchased and read many more HERO supplements, and started reading and posting to these forums for advice, and I've learned quite a bit along the way. I've gotten a better handle on what to include when calculating the campaign guidelines (for example, it was not clear to me until we started playing that CSLs and benefits from maneuver should be considered when figuring out whether or not a character "fits" within the guidelines). I still think, with my particular group, I'm going to wind up having to create the initial characters in order to wind up with a set of characters that will be fun for everyone. I also need to get better at defining campaign guidelines and recognizing builds that are going to exceed those guidelines. I also need to get a better understanding of the tactical options that are available in HERO.
  9. Pegasus40218

    Experiences teaching people Hero Game system

    Checking out the Fate Core system now. We've tried a couple of different systems, so far, the most role-playing heavy system we've used is been Pendragon; and even in that system, the vast majority of characters focused (as much as possible) on improving combat capabilities ahead of everything else. After I've read through the Fate system and feel comfortable enough with the rules to give it a run, I'll run out and buy some sponges...Gonna need something to clean the grey matter off the walls when their minds explode!
  10. Pegasus40218

    Experiences teaching people Hero Game system

    I think this is an appropriate question/comment for this thread: How do you handle "effectiveness limits" with new players? The problem I've run into is that I have a group consisting of 6 players and the GM. All of the players come from a D&D / Pathfinder background, which (nowadays) encourages munchkinism. In fact, in many of the "canned" modules/adventure paths, if you don't min-max to the hilt, there are tasks you have no chance to succeed in. Given that background, when I set campaign guidelines, such as average DCs around 4 or 5, with a maximum of 8, my group tends to wind up creating characters with 8 DCs BASE (then add in skill levels, martial maneuvers, pushing, etc.). It's simply how they think. And they do that with EVERYTHING. I plan to address this in my next attempt by creating the characters for them, so they'll be reasonable. My concern is, as soon as they start getting experience points, I'm going to see them immediately invested in maxing out attacks and defenses. So, the question is: how do you convince players to change their style of play? Or do you?
  11. Pegasus40218

    Quote of the Week from my gaming group...

    Pathfinder campaign. The party finds themselves exploring the ruins of a keep. We're looking into an area that looks like some sort of large animal pens. Inside the pens, we see what appear to be giant severed hands. The rogue moves forward cautiously to investigate further, when suddenly, the giant hands spring to life (think The Addams Family's "Thing" only he's about 10 feet long...and has 7 brothers). As the hands prepare to attack, the monk in the party hollers to the rogue: "Don't let them flank! They'll give you the clap!"
  12. Pegasus40218

    Experiences teaching people Hero Game system

    Crash and burn. ...at least with my current gaming group. I first played Hero back in 1994, but that campaign only lasted a couple of months, so I only had a basic inkling of what could be done with the system. I absolutely LOVE the idea behind Hero (at least as I see it) -- You can build anything you want (within limits set by the GM). I think what holds the greatest appeal for me is that characters can evolve more organically. If your characters find themselves constantly running into scenes where a particular skill is useful, anyone/everyone can develop that skill (with appropriate background/role-playing of course!). Skills aren't pigeon-holed based upon character archetype or having to gain a particular level. You want to learn something, find someone to teach you or set aside time to self-educate and you can learn to do whatever (again, within the constraints of the campaign). My group is primarily AD&D / Pathfinder players, and the regular weekly gaming sessions usually involve running canned campaigns. These games tend to be extremely combat heavy, and as such the players build characters to reflect this. In fact, if you try to run something that isn't combat-centric, you're still going to wind up with combat-oriented characters (that seems to be what almost everything in D&D / Pathfinder is about). Since the campaign / adventure paths are pre-scripted, character backgrounds don't really matter, so nobody generally bothers to come up with one...(I usually put some effort into background, but with the current adventure path, even I didn't bother ) So, I decided to try running a Fantasy HERO game with this group. I had picked up and read everything I could get my hands on for 6th edition (i've purchased just about every book in hardcopy and PDF). The problem I ran into, given my lack of experience with the system, was figuring out where to set the limits for the characters. I also tried to let the players create their own characters as well -- with my help...but again, not knowing where to set limtis / what reasonable limits for the type of game I was wanting to run would be (magic-rare/low fantasy) I wound up with a bunch of characters that were nigh invulnerable, impossible to hit, or were capable of slaying a "normal" NPC with no chance of missing...Of course, they didn't have any skills outside of combat (except for stealth), so other than as killers they were pretty much useless. We went through several iterations of toning characters down, adding skills, complications, repeated attempts to get some kind of background before we eventually settled on a group of characters that I estimated would at least be "playable". Each character was required to have ties to at least one other character. I was trying to avoid having to come up with a scenario to introduce the characters to each other...I wound up with two groups of tightly-knit characters who had to have an introductory scenario...and when they met, they decided they didn't like each other and tried to kill each other (even though the scenario clearly put them all on same side)...GAME IMPLOSION. Next attempt. Since we had struggles with where the limits ought to be, we took our next run at running Champions level characters, where the limits (or lack thereof) would have less of an impact. Of the 5 players in the group at the time, only two put any effort into back story -- the others simply went through the motions (kinda like doing something just to get it done because someone said you had to). I eventually told them that if they didn't come up with the backstory, I'd come up with it for them (and that's what I wound up doing). They were more focused on "playing the powers" than building the characters. Still, we came up with some playable characters, and started to play. I had difficulty building encounters that would prove in any way challenging for them, and when I did, they immediately spent their experience points to eliminate their weaknesses...(That mentalist really messed us up, I'm spending all my XP on mental defense! [until its impossible for even Charles Xavier to even detect that I have a mind]) I haven't given up. For my next attempt, I'm returning to my favorite genre: Fantasy. This time, after visiting the forums and having picked up a couple of additional source books, I have a better idea of where to set the limits and what to include when calculating those limtis. All the same, I'm going to have the players provide me with the character concept and background (if I can drag it out of them), and I'm going to build the characters. We'll have to wait to see how it goes...
  13. Pegasus40218

    Looking For Input On Potential New Fantasy Product

    That's disappointing for someone like me to hear. As a player and GM, I'm personally not a fan of the Super Hero genre. I have been a fan of fantasy for more than 30 years. Conceptually, I really like the flexibility of the HERO System...the fact that a character isn't locked into some artificial forced progression of skills. Character development over the course of a campaign can be more organic -- the character can develop the skills that they find they need and use, rather than simply having to live with a limited set of options...But, it sounds like we (fans of the fantasy genre) can only expect limited support as far as product goes.
  14. Pegasus40218

    Looking For Input On Potential New Fantasy Product

    While I really like the idea of a 200-page generic system reference with supplements for the various genres, I'm having a hard time envisioning it...particularly considering the two "core" 6E books weigh in at around 750 pages and (while leaning heavily in the supers direction) aren't really genre-specific. While there is certainly material that can be cut to reduce page count, I'm not sure you're going to get there without splitting the "Powers" section out into a separate supplement. And is that what you really want to do, given that powers, and the ability to build pretty much anything with them, IS pretty much the heart of the system?