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Chris Goodwin

HERO Member
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Chris Goodwin last won the day on November 5 2016

Chris Goodwin had the most liked content!

About Chris Goodwin

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    ChrisG4126
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    http://www.livejournal.com/users/chris_goodwin
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    11844536
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    chris-goodwin

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  • Gender
    Male
  • Location
    Hillsboro, Oregon, USA
  • Interests
    Monkeys, stacking things on top of other things
  • Biography
    No soap, radio
  • Occupation
    Doing the same thing, getting different results

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  1. Chris Goodwin

    Early editions: House rules?

    To me the decreasing returns were what made the Disadvantages worthwhile. You have a reason to not always hit the campaign maximum, and in fact the "maximum" in those days was usually a range. Without them, you're pretty much always guaranteed to hit your 50 points per category, 150 max points worth of Disads; every player character I've ever seen, always always always, without exception, under 4th through 6th editions always takes the maximum needed. There's no reason not to, because you're leaving money on the table if you don't.
  2. Chris Goodwin

    Champions Now Information

    Because this is Ron's project, and... It seems to be departing more and more from original Champions rules, becoming more of a game of Ron's own design that shares a lot of Champions DNA. I haven't seen recent betas myself.
  3. Chris Goodwin

    Getting Better: Tonight's Mistakes

    It's in 6e2 p. 107: Breaking Limbs, which also mentions severing them (damage equal to or greater than 1/3 the character's total BODY). It's an optional rule to use instead of Impairing (damage >= 1/2 the character's total BODY) or Disabling (damage >= 1x the character's total BODY).
  4. Chris Goodwin

    Early editions: House rules?

    Well, let's see... So, it's used in GAC games, where bricks are considered "not as tough" as in later editions. This looks like a "campaign switch"; in fact, I'd probably assume that bricks are the least likely characters to suffer from it, and in fact the character in the example that suffers from it is a martial artist. So, let's see. The GM can set one of the following at campaign creation: No self-inflicted damage The self-inflicted damage rule applies only to characters with no resistant DEF covering the hands The self-inflicted damage rule applies only to "non-supers" The self-inflicted damage rule applies to everyone I would say that a character could take Physical Limitation: Subject To Self-Inflicted Damage Rule, in games where the character would not otherwise suffer from self-inflicted damage, and I would probably also specify that normals (that is, normal humans that don't act as supers) always have the rule applied to them.
  5. Chris Goodwin

    Getting Better: Tonight's Mistakes

    I remember seeing that in print in a HERO System book, though I can't remember which.
  6. Chris Goodwin

    Early editions: House rules?

    I'm thinking about porting the agency and brownie points rules from DI and RW over to Fantasy Hero to represent guilds.
  7. Chris Goodwin

    The Turakian Age is Seriously Underrated

    See, if this had been the back cover copy I might have bought the thing. Is this really what TA is?
  8. Chris Goodwin

    Thief/Rogue Powers

    Attacking a target by surprise out of combat puts them at 1/2 DCV, halves any hit location penalties, and causes them 2x Stun damage before hit location modifiers. That aside, maybe a level or two of a naked Armor Piercing Advantage? Representing the idea that you're choosing a weak spot in their defenses.
  9. I voted, but I never responded here. Early series for me, as I think anyone following my posts would have guessed. Including the standalone games; I lean into them for what they do, with the option to house rule anything and everything.
  10. Chris Goodwin

    Early editions: House rules?

    For those who are still playing, or for those who are starting new early edition games (including any of the standalone games), what are some house rules you're using? I'll start. Modifier notation: I think everyone is using the +/- notation from later editions. Me too, because I've spent 30 years getting used to it. Naming Powers: I think that this is a great idea, and I miss it when I'm looking at older write ups. Differing Modifiers: It started in FH 1e with the Create effect. I'll use it with Usable On Others, but also with Delayed Effect, possibly Trigger. No Independent: I'm glad it went away in later editions. @Duke Bushido? I know you play 2e. Anyone else?
  11. Chris Goodwin

    Maxima and Other Things

    Maxima are tough to deal with. Applying a point cost to increase maxima can mean that a character has to pay points for increased but unused potential. At one point in the game's history, characters would pay points equal to the cost of the Characteristic to increase the Characteristic Maximum for that stat. So, for example, the dwarf package had +3 STR Maximum for 3 points. But if the dwarf character only went to, say, 18 STR, they were effectively paying 11 points for that 18 STR (8 for the STR, +3 for the increased but unused potential), where a human would be paying 8 for theirs. And if the dwarf and the human both went to 23 STR, they'd both be paying 16 points. (10 plus 2 times 3 for the human, 10 plus 3 (for the maxima increase) plus 3 (for the additional STR) for the dwarf.) Probably the best way to do it is to offset an increase in one maximum by an equivalent points' decrease in another. For instance, give a race a STR max of 24 (+4 points worth) but DEX max of 18 (-4 points worth). Or just enforce concept, with or without the system-enforced maxima. If elves are supposed to be more dexterous than humans, let them go to a 23 DEX while the humans are limited to 20. If a human has a higher DEX than 20, he might also have a Reputation: Insanely fast, for a human. They both might or might not pay double for their points above 20.
  12. Chris Goodwin

    Third Edition Renaissance

    I've got the beginnings of a 3rd edition template for Hero Designer... Creating a template to use the 3rd edition costs for Powers, Skills, and Disadvantages is the easy part. Regarding the differences in Reduced END Cost... It's theoretically possible to generate a 3rd edition legal Champions character using HD. Doing so requires a little bit of hand-massaging of the character file. When buying levels of Reduced END Cost on a Power, you need to do two things: in HD, manually add a cost multiplier to the Power, equal to 1 + 0.25 per level of reduced END, and then edit the character's XML file (after backing it up, of course) to manually set the Power's APPEREND attribute (HDDocs p. 45) in XML. You'd similarly (manually) apply cost multipliers to Enhanced Senses and Disadvantages, based on how many of them your character has. It's only partially complete, and I may have to start it over again. If anyone is interested in seeing it... it may be a week or so before I can dig it up. I wouldn't mind help with it, also.
  13. Chris Goodwin

    A New Setting

    A lot of original pulp stories in the "mystery men heroes" mold were pretty dark and violent. Effectively, Dark Champions in the 1920's. The "two-fisted heroes" of Justice Inc. and Pulp Hero are essentially 1-2 (the happier end) on the campaign ground rules scales for morality, realism, outlook, etc., but you could as easily apply those to a modern setting. The A-Team, for instance, is more or less modern pulp, as is Big Trouble in Little China. (See also https://en.wikipedia.org/wiki/Weird_Heroes; I'm not sure how "modern" it is, considering it was published in 1975, but it's definitely outside of the original "pulp" period.) If you look at the Shadow, Doc Savage, early Batman (effectively a pulp mystery man), the Lone Ranger... those guys carried guns, they'd kill in self defense, sometimes they'd outright murder their foes. 4-5 on the above mentioned scales. (In fact, there was one "pulp hero" who would essentially mind-edit his foes to remove their criminal tendencies and create new personalities for them -- I can't remember which one offhand but it was one of the big names. I can't find anything in either the Shadow or Doc Savage that indicates it was one of them, but I'm sure someone here will know which one.) Edited, to pay the thread tax. I'd like to see a good fantasy world with a twist; not related to the "Hero Universe"; not something that's "generic fantasy" as run through the filter of D&D. I'd like to see a good urban fantasy magic school, as someone mentioned above, with decent worldbuilding behind it.
  14. Chris Goodwin

    Third Edition Renaissance

    Thank you Lucius. I almost jumped on Doc's post. Lucius is correct. I kind of prefer the first-gen Disadvantages rules, myself. No effective max unless the GM says so; in the games I played in, total points were given as a range (usually 200-225 or 225-250). Diminishing returns means you get to decide whether those last few points worth of power are worth taking a whole additional Disadvantage, for half or one-quarter points.
  15. Chris Goodwin

    Third Edition Renaissance

    I think there's not really very much from later editions that doesn't exist under 3rd edition, and judicious back-porting of stuff (with GM permission) should get around most of that. The only things that flat out weren't there that I can think of off the top of my head were the resurrection adder for Healing/Regeneration, and Change Environment. I think just about everything else could be pulled in from the first-gen Champions supplements, or the standalone games.
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