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bluesguy

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bluesguy last won the day on October 18 2016

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About bluesguy

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    Very Powerful Hero - Opinions vary :-)
  • Birthday November 26

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    http://www.davidtannen.com/role-playing-games/hero-combat-manager

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  1. In my current campaign my son created a mage that uses battle magic. Now all the magic in Nyonia is based on where you come from so I designed all the spells and how they work together. I envisioned the battle magic as something someone would use to support an army, like artillery. We had to 'retire' his character. The magic and the character were just to powerful. The rest of the players never complained (all folks I have played with for years) but I knew they had to be frustrated. During at least two adventures the mage selected his best spell for the job and did a lot of damage to a lot of characters. The last adventure the players ambushed (out of combat) a large band of brigands in a narrow space. The mage used his big AoE and rolled max damage (2d6KA) - being surprised out of combat is really bad (2X stun and in that case it was 12 Body, 36 Stun X 2). So my son and I talked about it and he saw the same problem as I did, so he created a warrior priest (good healing and some support spells to protect and help the entire party) and we had a good game reason for the two characters to be switched out. I have also decided that no one can play a mage with battle magic ever again.
  2. I think one of the things that often needs to be done before the campaign starts is to set some expectations, ground rules and norms. To this end I did the following with Nyonia campaign world: Character Benchmarks - I will freely admit that most of the information on this webpage I 'stole' from another Hero site but I can't remember where/whose it was. This shows well known fantasy characters against the standard characteristics. The placement is subjective. The important thing is for players to see how their characters stack up against well known literary fantasy characters. Rules for characteristics depending on the general type of character someone is playing - If you want to play a knight then expect to play a character who is a 'brick' and not particularly fast. Want to play a swashbuckler type then expect to be very fast but not particularly strong and you want to avoid being hit if at all possible. Combat skills - This helps focus the players on a particular fighting style and keeps things from getting out of hand. After players are comfortable with their combat skills they tend to start telling me things like: "I want to buy +1 with all Intelligence based skills" or "Can I buy off this complication?" (which allowed me to create a whole story arc for that). The players own a ship and so I think they should start putting points in the crew to make them more capable - so I will suggest that to the players at some point in the future.
  3. Thank you for purchasing HCM. Sorry about the problem. I will add to my backlog of work.
  4. I agree 100%. My son wanted to run a campaign when he was in High School after playing in my campaign for a while. I got him a copy of TA and it worked very well. There was enough detail that the world felt real, plus a ton of space so he could make it his own.
  5. Or you don't play those "old school" RPG campaigns. My recollection of those kinds of games from the late 70's and early 80's were dungeon crawls in a place that pretty much made no sense at all. Often Fighter A, killed in session 18, was the same as Fighter B, killed in session 23, played by the same player. The 'characters' were more like chess pieces rather than actual characters like you might read in a novel or see in film/TV. So pretty much what does it matter if Fighter A dies due to dumb luck, roll up a new one and you are ready to go once the party finds you in room 32 all tied up and few hit points down and your stuff in room 38 (he/she is ready to go). The people I have gamed with over the years invest time into a backstory and actually role play a character for 20 or 30 sessions are not going to be happy if they die because of a bad die roll. Maybe the people you game with don't mind that happening and just roll with it (pun intended). Who says Fantasy or Sci-Fi are grittier genres than comics. How many main characters died in: In any Star Trek show? None in TOS. One in TNG (but they recycled the actress to play an alternate timeline daughter). DS9 had one death which was Jadzia Dax. VOY, I believe the only main character who dies is Kes. LoTR: Lots of deaths and I would argue that at least 75% were to move the story along vs. 'bad luck (dice roll)' If you want a grittier game then Hero can give you all the grit you can possible stand. I can easily see a Hero game where characters (PC & NPC) are regularly mamed (temporarily or permanently) or killed (every few sessions).
  6. I think it is harder (not impossible) to kill PCs in Hero because the original source material was designed around comic books. Death of a comic book hero was extremely rare. Comic book heroes that were knocked out and came back into the fight a bit later happens all the time. Hero by using PD/ED/DCV/Stun and Body lowers the likelihood of a character being one shot killed and still includes the likelihood of being stunned and/or knocked out in a single shot. I think Matt's video has something much more important to communicate than the value/history/purpose of hit points. PC death, how lethal is the campaign, how dangerous are the villains, and how as a GM you can help make sure that PC deaths are meaningful (if/when they happen). When he talks about his friend tracking all the hit points, I thought about my tool, Hero Combat Manager (shameless plug) because that is one of the things you can see at a glance to know how bad off characters are. I also like the whole magnet idea. We used the plastic colored rings that are on soda bottles, milk bottles, etc to do the same thing when we played at the table.
  7. I am interested in seeing how this turns out. I would never use it because I created my own campaign world and magic to go with it using Hero.
  8. Actually it could be the Internet and Google... In 1983 ARPAnet transitions to TCP/IP... Maybe Oversight, who just arrived, but could have been monitoring Earth for a while, decided to intervene. Global communications network that humans build and 'think they design' but that Oversight has actually designed to provide it with the communication tools it needs. Also DNS is invented in 1983 which allowed ARPAnet move from a purely academic exercise to something that could become commercialized.
  9. You should start a new thread in the general Hero forum since this subforum is specifically for questions about using Hero Designer
  10. This just came up in my Fantasy Hero Campaign. Persuasion can be used to lie or detect if someone is lying. We all know when we have been lied to and we all know how to lie. A certain class of mages, mainly focused on mercantilism (they also have some telekinetic type spells so they can defend and attack) have a spell called Truth Seeking. It is a 5d6 telepathy with the caveat that it can only be used to tell if someone is lying. It won't reveal what the lie is. I will allow resistance to be used as a mental defense for this spell. This forces the characters to come up with good questions and then use the appropriate skills (or spell if they have access to it) to determine if the answer is the truth or a lie.
  11. No problem You are asking good questions. My answers: Hero Game System makes it very easy to create a mini-maxed character. The character you presented would be out of wack in my campaign and I wouldn't allow that character. Bricks are big, slower, easier to hit, suck up damage like crazy but when they connect with an opponent watch out. My wife has played a 'classic' brick character for years. She loves picking up things and smashing villains and their minions with them. Her character once used the axle from a semi-truck like a bat and swatted the main villain across what would become the Vikings Football stadium. Each GM sets the ground rules for their campaign. If in your GMs campaign the bricks are like what you described then you are in line with his vision. Here is the thread for 5e Champions Comic Book Characters built on 250 points (250 points was the common starting point with 5e, the equivalent 6e character would be close to 400 pts). Take a look at Captain America; he is suppose to be at human perfection. You mentioned some favorite superheroes. Here is my definition of what they are in Hero Game System Terms: Captain America - Perfect Human specimen so he can justify having normal human maximums (20 STR, DEX, CON, SPD=4 etc). Martial Artists/Detective. Lots of combat skill levels. Good OCV/DCV. Thor - Brick. He can fly and use his hammer to call on lighting. A starting character isn't going to have all of that. Wolverine - Semi Brick. That means 25 or 30 STR. Higher PD/ED than a normal character. He is either a 4 or 5 SPD. He has those nasty claws + he packs a nasty punch just from his Adamantium bones - extra dice for Hand to Hand. And regeneration. Plus some extra senses. Sabertooth - Just like Wolverine except no adamantium bones and I don't if he has regeneration. He also seems a bit stronger (+5 pts) and maybe a bit quicker (higher DEX) than Wolverine. Everyone one of these characters has strengths and weaknesses. None of them is perfect. A full blown brick can have some really cool abilities/powers. How about: Shockwave - Explosive AoE w/ Strength that only does knockdown and knockback and is no range. AoE w/ STR and with OIF (large objects in the area - light poles, cars, something big, etc) with no range (or maybe with range) that can be used to smash those pesky martial artists with their high DCVs Fastball special - Ability to pick up a team mate and throw them at a target opponent so they can do a move thru/move by. I played in a campaign where we had a character who controlled the wind and had telekinesis (high STR) and she would pick up a character called Armadillo (power armor that looked like an Armadillo) and through him at opponents. The move thru attacks were very effective. They both bought skill levels so they could pretty much nail villains.
  12. As a long time GM I wouldn't allow this character into my campaign. The character has all the characteristics of a brick (super strong, lots of defenses) and the speed and accuracy of a martial artists (high OCV, high DCV, high SPD, lots of movement). Simple comparison between Colossus vs Angel Dust would be: Colossus: STR: 60 DEX: 15 or 18 PD/ED: 25 to 30 (mostly if not all resistant) OCV/DCV: 4 or 5, probably a couple of levels in Hand to Hand combat and maybe a few PSL to offset throwing things SPD: 3 or 4 (maybe a 5) Angel Dust: STR: 30 (max) DEX: 23 PD/ED: 20 or 25 (some resistant) OCV/DCV: 5, probably 2 to 4 levels in hand to hand SPD: 5 (no way 6; at least to start) Martial arts: If you have access to the HD martial arts package you can find something appropriate Lots of interesting skills Angel Dust uses martial throws, blocks, dodges, and strikes to do damage to Colossus. Colossus just tries to hit her. And in the whole fight he is holding back. He could pick up a car and use it like a baseball bat on her but he doesn't because he doesn't want to hurt her. In Marvel universe SPD 6 is reserved for characters who are pure martial artists. The closets I can find a quick clip for is Ultron fighting Captain America. Cap is either a 4 or 5 (depends on how much you think the super serum boasted his SPD - remember human max is 4 and the super serum is supposed to produce human max capabilities). If he is a 5, personally I think he is better than any other normal (non-mutant) human could be, then Ultron is pretty much able to deal out at least one good hit action more than Cap can. When we first started playing Champions we scoured Marvel material and built Marvel heroes and villains so we could help in building our own characters. There are a number of threads in the Champions sub-forum for which have write-ups for Marvel and DC heroes (mostly 5e write-ups).
  13. I would highly recommend looking at the NBOS Software tool Inspiration Pad Pro which is specifically designed to let you create complicated tables that generate complicated results. You can create tables that can be 'called' by other tables.
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