Jump to content

rravenwood

HERO Member
  • Content count

    94
  • Joined

  • Last visited

About rravenwood

  • Rank
    New Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Great, thank you for clearing that up! (I had heard some suggestions that the rulebook in the box set may have been saddle-stitched...)
  2. Thanks for sharing those - it's pretty neat to see such a relatively rare edition. If you wouldn't mind, I have two questions about the actual Danger International book within the box: Is it perfect-bound or saddle-stitched? What printing number and date are shown on the title page? Thanks in advance 🙂
  3. rravenwood

    HERO System Mobile

    A quick check shows that 1st edition is mum on whether the minimum STUN multiplier is 0 or 1, while 2nd ed. specifies that the minimum is 1.
  4. rravenwood

    Negative END and charges

    My historical interest was piqued enough to go back and check 1e, 2e & 3e, and they appear to all be essentially identical: END is expended when using a Power, STR, or moving; Movement is 1 END per base 5" moved (noncombat doesn't increase END expended); Powers and STR cost 1 END per 5 points of Power/STR used. Nothing is said about maneuvers costing 1 END regardless of STR used. Martial Arts are a gray area, since on the one hand it is stated that "All Skills and some Powers do not cost END to use" but it could be understood as the Skill itself - granting access to use the Martial maneuvers - costing no END, while use of the underlying STR used still does. Just in case anyone else was curious... :-)
  5. rravenwood

    Name a RPG system you can't stand.

    I like the pun, even if it was unintentional
  6. rravenwood

    My HERO System Library

    When was the DI boxed set released? My perfect-bound copy of DI shows "First Printing November 1985" on the title page, so I assume the boxed set shows a different printing date? Thanks in advance!
  7. rravenwood

    Prone & DCV with ranged weapons

    DCV is ultimately an abstraction, but there are some things that can be said about it by looking at other aspects of the system. As IndianaJoe points out, DCV represents the ability of a character to actively avoid incoming attacks; this doesn't mean that the character specifically Dodges (as in the Combat Maneuver) an attack, just that they are at least making an attempt to be aware of and avoid any attacks being made against them. Even if a character - in game mechanical terms - is not performing a movement action, they are still assumed to be actively trying to avoid harm, unless the player states otherwise. So in your example of a character "just standing there" it depends on how that is meant: if it just means that the character doesn't perform a half- or full-move, that doesn't mean that the character is pretending to be a statue in the middle of the field; however, if the player states that their character is "freezing" or otherwise making an effort to remain perfectly still, then the GM may well be justified in assessing a DCV penalty against them while doing so. (I don't think this is given in RAW, but seems like a logical ruling to me.) If we consider some of the many DCV penalties possible, we see penalties for restricted movement abilities: half DCV for being prone or Stunned, 0 DCV for being Entangled or Knocked Out, various penalties for being in a cramped space, on slippery surfaces, etc. These all support the notion that at least part of DCV depends on the character being able to move around a little (again, not talking about a movement action) - one aspect of the abstraction of combat where characters don't actually freeze in space when their Phase ends. DCV also depends on the character's ability to be aware of actual or potential threats, as illustrated by the DCV penalties suffered for being Flashed, or in Darkness, or when being attacked by surprise, etc. Lastly, DCV can also represent various other factors that make a character harder to hit, things that would apply to pretty much all attackers, such as the DCV bonus from the Shrinking Power, or other factors that could be ascribed to the character's "special effects" such as just being darned elusive. (Sometimes these factors end up being applied as OCV penalties, such as the Target Size modifiers, but I don't think that confuses the situation all that much.) Shifting over to the whole question of the effectiveness of being prone - in game mechanical terms, at least, it depends on the typical CV levels in your game. If you're looking at typical (non-Dodging) DCVs of 5 or 6, going prone equates to a -2 or -3 DCV penalty, which doesn't completely offset the -4 OCV penalty suffered by an attacker who can only target someone's head and shoulders (assuming they're facing head-on, etc.), so it's still a benefit. Once you're dealing with characters of 8 DCV or higher, then that half-DCV modification definitely starts becoming a liability when compared to the potential benefit. You could always house-rule something if you didn't like the "feel" of that result - say, a flat -4 penalty when prone. As far as more of a real-world idea of when being prone really starts to mask the rest of the body and make a smaller target, you could always take a friend to a level field or parking lot, have them lay flat, and then just start walking away from them slowly, stopping once you can only see their head and shoulders. Measure or estimate the distance and you're done ;-) Taking a quick stab at doing just that in the long clear space between my back wall and front door, I think that the -4 OCV of having only head and shoulders visible should start when regular Range Modifier penalties do, at 9m (about 30 feet). This penalty could be decreased at closer distances - maybe -3 OCV at 7m, -2 OCV at 5m, and just -1 OCV at 3m. (For gameability and ease of recall, these could probably be decreased by 1m each to make it 2m/4m/6m/8m.)
  8. rravenwood

    Need More HERO

    Good to know, GM Joe! According to http://towerofzenopus.blogspot.com/2012/08/old-school-champions-1st-edition-2nd.html, a similar situation exists for Adventure 1: The Island of Dr. Destroyer. There also seem to have been multiple versions of 1e Champions itself (see this older thread that I started: http://www.herogames.com/forums/topic/88322-different-printings-of-champions-1st-edition/).
  9. Version 2017-05-25

    50 downloads

    A compilation of errata for the 4th edition Hero System Rules, applicable to all versions: original Champions hardcover Champions softcover Hero System Rulesbook softcover Champions Deluxe hardcover
  10. rravenwood

    Need More HERO

    I don't own one and I've never personally seen one myself, but the PDF at this link is a scan of a 1985 Hero Games holiday mailer, and it references a limited box set of Danger International which included the regular softcover book, the older Border Crossing adventure, the classic double-sided Hero Games street map with hex grids (the same one from the Champions box sets), a poster, three dice, and a free sample copy of Adventurers Club magazine. It doesn't seem like this "Deluxe" set of DI was ever made available through normal retail channels. Note that the order form on the next to last page of the PDF is identical to the one found in the DI book itself, except it has been further marked up to reflect what is being offered in the mailer.
×