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mallet

HERO Member
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About mallet

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    The Red Right Hand
  • Birthday February 5

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    Male
  • Location
    Burnaby, BC
  • Occupation
    Creative Development - Film / Television

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  1. I'm glad you like it, yes, you and anyone else definitely use it if you like it. I get tons of great ideas from everyone here that I incorporate into my games all the time! That is why I love this forum so much.
  2. Actually probably nothing, sure they would have to get written permission, but Stranger Things was/is such a big hit that it counts as $1000's or $10,000's of free advertising for D&D and if WotC said no or demanded money, then the Stranger Things guys could have just said, ok, we'll use an Cthulhu or H.P. Lovecraft name for free since it is public domain and then WotC would have nothing. So I'm sure they would let them do it for free. Now Season 3 of True Detective is a more interesting case. In that (SLIGHT SPOILERS AHEAD)... . . . . . . . . In one instance you see a D&D source book out of focus on a kid's end-table and later on the detectives learn that the missing kids were playing D&D, although they never use the name, it is always "that game", never Dungeons and Dragons. They even find a bunch of dice (d8, d4, d20, d12) in the woods near the crime scene, but again, D&D is never mentioned by name, only as "That game". Although it is only EP3 of the season, so maybe they will use it by name in the episodes to come, but so far I think they are avoiding saying it probalby because they didn't get permission and the fact that the kids playing the game probably lead to their murders so WotC might not have wanted to be associated with that.
  3. I know I probably in the minority here, but I use Characteristic Rolls a fair amount in my games that I run. I think they are a quick way to resolve some situations based just on the characters natural ability. So when I have created racial packages in the past, mainly for fantasy games, although it could also be used in Sci-fi, what I would do it give bonuses to the Characteristic rolls, for example a Dwarf might get +2 to their CON & +1 to their STR rolls, An Elf +2 to INT and DEX rolls, A half-orc might get +3 to their STR rolls and -1 to INT rolls, and so on. These modifiers don't effect the Characters Stats or Skill rolls, but just effect their base natural ability in that Stat. The books for example says: Use a CON Roll whenever a character has to perform a feat of physical hardiness or endurance. This might include resisting poisons or diseases, accomplishing physically arduous tasks, and so forth. So a Dwarf in my game gets +2 to those rolls because of a Dwarf's natural hardiness regardless of what his/her actual CON stat is. For INT is says: Use INT Rolls when a character tries to employ knowledge not specifically represented by a Skill, or when he attempts to remember something or figure something out (particularly when the player is stuck on a problem and his substantially smarter character might be able to solve it). So Elves would get +2 to these rolls (I use their long lives as part of the explanation for this) For DEX it says: You should use DEX Rolls when a character wants to perform a major feat of physical agility or a task that requires a fine touch or steady hand... Encumbrance affects DEX Rolls. So any race that is considered naturally dexterous would get bonuses to these types of rolls which can help especially when encumbrance is an issue in Fantasy games. Anyway, that is how I build Racial Packages in my games, it doesn't figure in to the characters main STAT, because there will always be a weak Dwarf or a dumb Elf (based on STATS), but there are some thing that are innate to the races based on DNA, lifespan, etc... making them naturally more effective in some situations. But I get that a lot of people don't make use of Characteristic rolls very much in their games, so this might not be the solution for them.
  4. Oh wow! That is fantastic! I'll def reach out to you if I ever get to that point with anything I am working on!
  5. I love the Turakian Age and it is where I've set all of my numerous Fantasy Hero campaigns. If I ever get off my butt and finish writing it (I'm actually about 50% done the first "book") (and figure out how to get some decent art for it) I'd start third-party publishing some mini-linked-modules/campaign for the setting. It has all been "playtested" a few times now, I just really need to devote more time to trying to finish writing it (well writing out the first 3-4 linked adventures that would be the start of the campaign).
  6. Although I have never had a chance to test this "in game" I did give it a bit of thought a few years ago when in the planning stages of a campaign a player did voice his intention to play a "batman/green arrow" type character in a game that would include a bunch of really super powered characters. After some thought on how I could make that work my plan was going to be this: I was going to make SPEED not a count "as SPEED" of the character, but rather how much "screen time" a character gets (a common practice I've seen mentioned on the boards here for years). Then I was going to limit the amount of SPD the "super powered characters" could have to 5-6 MAX (even any "speedster"), but I would allow (require) the "non-super characters" to go higher then that (up to 10 or more). This would not only bring the point totals of the characters in closer alignment (300 pt "batman" spends an extra 50 points on speed to bring him to a 350 pt. character for example. This would allow the batman/green arrow/black widow characters to move more often, avoid attacks, get into better positions, hold actions, abort, find weaknesses, use superior senses, build traps/tricks, take out more goons, etc... while the powerhouses tanked and did massive damage, etc.... Never got a chance to try it out in play because the player decided to go with a different type of character, but I think it might have worked.
  7. It is supposed to simulate those times in moves (or comics) where a character is being attacked and they jump up into the rafters of the building, or leap far away from where they were standing. I always think of it from a comic point of view where Spiderman is standing in the city street and Green Goblin throws a grenade at him and Spidy leaps up on to a fire escape to avoid the blast. The is where the "Flying" in Flying Dodge comes from, but as this is martial art move it is supposed to cover lots of possible variation, so it also works with any form of movement, from Running to Teleportation to Flight.
  8. I agree, I actually feel that way about pretty much all Martial Arts maneuvers. Way to cheap for the for the benefits given but they are part of the rules and completely cutting them out of a campaign makes some people upset.
  9. So Flying Dodge is used to escape a group of attackers or a ranged attack, etc... that is why the manoeuvre was made. But what if a Character wanted to use it to move/leap into combat? Say a group of Goblins are rushing at the party and the Character wants to leap right into an opening in the middle of the group? So basically they get their full movement (assuming it was on their turn and they hadn't acted yet, or they are aborting to do so) and when they land in the middle of the group they have the +DCV against any and all attacks until their next action. Would you allow them to use Flying Dodge to do so? As far as I can tell nothing in the rules prevents this, and it seems kind of a cool use for the ability.
  10. Why not just use the Time Chart from the rules? Make the base duration 5min, then for every 2 points the magic user makes their roll by move up the chart one position. So 5min becomes 20min (if they make their roll by 2 or more) become 1 hour (if they make their roll by 4 or more) becomes 6 hours (if they make their roll by 6 or more) become 1 day (if they make their roll by 8 or more), etc... Unless you are expecting the characters to have a super high magic skill (18- or more), then go up by every 3 successes. The benefit from this is that it is then consistent with other duration rules in the system. I think there might also be different time charts listed as options in the Advanced Players Guides.
  11. I never "ruled" it all out, but I did something similar in one of my recent campaigns. Players had to go into the sewers (which would be disgusting normally) but these ones also had a lot of dead and rotting animals in them. I had them make a EGO check at -2 and if they succeeded then no issues, but if they failed they received a -1 penalty to all rolls/checks/OCV & DCV for every point they missed their CON roll by. This lasted for a set time, then slowly reduced as they we forced to get used to the smell. It was more for effect and atmosphere, as by the time they reached the big bad at the end, enough time had passed that even the character the rolled the worst had still recovered to normal. Still it made things interesting for some of the earlier encounters and surprisingly enough the Players seemed to be okay with it, as it made it a bit more interesting/fun/challenging then the usual dungeon crawls of Fantasy games. After they got out of the sewers I also made them all make CON checks to see if they got ill or any infections from the time spent down there. It was normal CON check, but -1 for every 3 Points of BODY damage the Character had received in the sewers (unless that damage was magically healed already). That was something the Players didn't so much like, even though only one of them got sick and it didn't take long for them to get cured.
  12. Meta reasoning might be something like this: When just learning magic it is pretty much impossible to fully understand the full scope of what magic really is, so to make it simpler students learn specific spell by rote. Natural talent and intelligence dictate how good they are at this and how much they can learn. This is "magic school" level training. For most magic users this is enough. They never really progress further once they graduate. They might learn a few more specialised spells, also by rote, later in life, but that is as far as it goes. Even most or all of the teachers at the schools are like this. They know certain spells very well and teach those specific spells to others. So in Hero terms 95% of wizards learn individual spells from different spell groups/schools. But then maybe 5% of the magic users have the talent and intelligence and drive to study even more, to delve really deep into what magic "is" and only a small fraction of those mages manage to open themselves up to truly understand magic and how to control it. Those are the truly powerful wizards. They have unlocked the real power of magic and can do things and create spells that no other wizards could even imagine. In Hero terms I'd say, they sold back all the points spent in spells up to that point of "clarity" or "understanding", and created a magical VPP. Not a powerful one at first, but still a whole lot of freedom. Then maybe 1% of those wizards actually keep learning and studying, eventually developing a very powerful magical VPP, and those are the Dumbledorffs and Voldermorts, or what have you.
  13. I'm not sure of the earlier editions, but I know with 5th they had the name "Package Deal" but there was not actual savings involved. It was just a hold over naming convention I assume. In 6th they fixed that and just called them templates, again, with no point savings, just suggestions on what the races/careers/cultures would have.
  14. If I remember correctly, 5th Ed Star Hero had an extended Base size/cost chart that allowed for Bases up to the size of a Dyson Sphere (a base that surrounds an entire star).
  15. Hey! yes, I was. That was a really great discussion going on in that thread. I didn't end up responding there as it was already getting a bit heated and I didn't want to poke the fire. I ended up allowing it. I think it is a cool little thing about the character that adds some dimension to him. Also, anything that gets the players more invested and excited for their characters is a good thing. We've already played the first session and everything went great. The player knows that he still has one arm and plays his character that way, we just don't give any negative modifiers on skill checks, attack rolls, etc... but he also doesn't try and use a sword and shield at the same time or anything like that. Thanks for asking!
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