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Everything posted by Altair

  1. Yeah, that's pretty much exactly my intent. I feel like the title sums it up - if you want a simplified sheet, this might be useful (as it is for me.) If you're thinking "how will I fit everything I need on a simplified sheet?" then it's probably not as useful to you.
  2. Yo, I just left Cleveland not too long ago. I ran the Cleveland State University gaming club for a while - you can probably still find some people around that scene. Some really good people out there, though a lot of the local community is more LARP-focused, which is not everyone's thing. Also, welcome everybody!
  3. What's up, everybody? I don't know if I still count as "new" - I started with a flurry of posts - but I've definitely been lurking more since autumn hit. I'll chime in about play styles, rethinking various mechanics, and trying to be mindful of different viewpoints. Also, Papercraft. Anyway! How did you come up with your 'handle' (forum name)? It's an alias that I've used, based on a V:tM character. I actually don't use it on the internet much; I went with it here because I was a little intimidated coming on to these forums, and didn't want a handle that I really use elsewhere just in case. This was incredibly needless - this is one of the most welcoming online communities I've encountered, RPG or otherwise - but by the time I'd realized that, I didn't want to change my handle and confuse people. What was the first tabletop RPG you played? D&D 3.0, a Dark Suns campaign. It was kind of a toxic atmosphere, very "make fun of the new kid for not knowing the rules/rolling low," but I loved it anyway. I'd also been playing RPGs through LARP for a year or two by that point, so it wasn't really my first RPG experience. What was the first tabletop RPG you GMed? My roomate was running a Vampire: the Dark Ages campaign. He invited a bunch of people over for the first session, and then didn't show up. After waiting for an hour, he called me, gave me some sketchy details that I didn't write down, and said he'd be there soon. He was not there soon, so having very little idea what I was doing (I had not played any tabletop at this point), I gave it a shot. Went really well, much to my shock. What are you currently playing/GMing? I'm GMing a game set in the Mass Effect universe, based (loosely at this point) on FFG's Star Wars engine, that's been going for a little under 3 years, and wrapping up soon. I'm GMing a 1-player game for my S/O that's nominally set in Numenera, with a custom system (as she loathed Numenera's) that's heavily influenced by Planescape: Torment, and the unappreciated Nier. I'm about to start playing in an L5R game (again, with a custom system, as the GM has tried every edition, and isn't satisfied with any of them), and I'm super stoked for that.
  4. Altair

    John Wick 6e

    Really cool, though I thought this was going to be the game designer of the same name
  5. Having a baseline is so, so important. "Cool, 20 strength - what does that even mean?" Context is massive. Hope it goes well with your wife, BDH!
  6. Altair




    Some Fat Dragon Games papercraft terrain
  7. http://www.herogames.com/forums/files/file/268-%7B%3F%7D/ Not the greatest, but for somebody who hasn't touched foamcore in over a decade? One could do worse. I'm pretty pleased thus far.
  8. Version 1.1


    Not great, but for somebody who hasn't worked with foamcore in like a decade, I'll take it. Now updated!
  9. I made a parking garage (now somewhat worse for wear after some mooks got put through it), and a skyscraper out of foam core. I also got some extra counters from the excellent card game Heroes of the Multiverse, which I used to track END, and my homie used to track the points put into his character's absorption power. Our new player used them to track STUN & BOD. I enjoyed having them around.
  10. Version 1.1


    A simplified character sheet that I made for personal use. An example character is included, to show what I used it for. If it's in any way useful, great! I plan on tweaking the layout, as I get a better understanding of what I actually want in front of me during a game If anybody has requests/suggestions, feel free to leave a comment!
  11. Kinetic energy has a serious consistency problem accross genres. Not its fault, really - as a friend of mine once said, it's not a superpower if it doesn't violate one of the laws of thermodynamics.
  12. It does make much less sense for most of Fantasy. Outside of your massive fantasy critters - trolls, ogres and the like - it doesn't make as much sense.
  13. Version 1


    Letter-sized versions of the HERO SPD chart, for those who like printing things out, or big .pdfs.
  14. +1 for the joy of knockback. It's a legitimately unique feature of the system, and highly satisfying to engage with.
  15. So, digging waaaaay back to my experience as a player, some 10 years ago, I sat down with my GM and told him what kind of character I wanted to play. He then wrote up the character, and explained how to do some basic things; attacks, rolling damage, etc. I'd do it differently - with a bit more of how the sausage is made - but I think that seeing a character concept satisfyingly come to life is exactly what's needed to spark curiosity in the system. Once that happens, people may want to do it on their own. The missing step for me, was that intermediary between "my character was built for me" and "I have the book and no one to explain anything." Having someone to answer questions is, I think, highly useful.
  16. I'm really uncomfortable with this line of reasoning. Frankly, there is nothing in HERO that requires high IQs, though there might be a correlation between people with a STEM focus and HERO system mastery. My hypothesis has more to do with the way that information is presented than anything else; simply put, until 6th edition, HERO has had a very dense presentation, and that's just not an effective way to communicate information to everybody. For some learning styles, it's great! But it is entirely disingenuous - and frankly unworthy of this community - to posit that people who "get" hero quickly must have a higher IQ than others.
  17. Oh, for sure! I picked that example, because in my experience, remembering the common bonuses and power attack tends to be what most of my newbies have spent their time on. It might not be that way for everybody, but in my experience, that's what playing a fighter tends to look like. No argument that there's a lot in HERO - I mean, I'm at that stage where I can't remember how this ish is supposed to go - I forgot that STUN multipliers are a thing on literally every Killing Attack I rolled. So, yeah. Lots of stuff! My point was, that in my estimation, that "new game barrier" was pretty big for people learning Pathfinder too. Maybe skewed, because this was in a college gaming group where most of these lovely little newbies hadn't played tabletop RPGs before, so it kind of illuminated just how much stuff I'd taken for granted as being natural. We'll see how much that holds true for teaching HERO to people without advanced math-y degrees! Also, I ordered some damage trackers from the card game Sentinels of the Multiverse, that I plan to use to track END, and maybe STUN and BOD too. I found that I really liked that tactile element in the card game, and want to see if it translates well to HERO combat. THREAD FORK: what kinds of peripherals/aids do people tend to use? What have you found useful?
  18. Things! I can see the merit in both of those approaches. My S/O wrote up two versions of her character sheet for a V:tM LARP a few years back: character as she saw her coming in, and a filled-out with xp version. Now, did she deviate from that? Absolutely. But she found it useful to have that vision of the character in the future. I've never done it myself, but I can see the merit in that long view. Getting that without losing the dynamic, responsive quality that -- to me -- is central to the RPG experience? That's the best of both worlds. Maybe I'll try it? There is a thing! It showed up in the first reply to my first post! It is this thing! Super intimidating at first, but you're right on target - aim for the charts, and it's not so bad In my experience thus far - a newbie trying to teach and learn from other newbies - it's more to keep track of on the low end, and maybe even a little less on the high end? I haven't seen the high end yet. Still! A tanky fighter in D&D needs to: Remember their BaB & STR bonuses Modifiers from flanking How power attack works How attacks of opportunity work, and track how many they use per round And then track their HP. Having recently taught a total newbie Pathfinder, it's less intuitive than a lot of gamers remember it being - primarily because its internal logic doesn't make a ton of sense. (Now, I adore Pathfinder, even if I want a break from it. Me & PF? Nuthin' but hugs. But we're gonna see other people for a while.) Anyway. That same type of character, a Brick in Champions? Gotta remember: their OCV & DCV PD/ED Track END, BOD & STUN as appropriate Roll BOD, STUN and knockback when they attack. Is that a lot? Yes. They are both a lot. But I feel like HERO has had fewer "But that just doesn't make any sense" moments, at least for me. Having said that? Yesh. Mathy. No good way around that, and it's never going to be Feng Shui. I am very curious what our second attempt looks like.
  19. So, after this conversation, I decided to watch Man of Steel, hadn't yet. I totally agree, that was overkill. ... ...... .............. In unrelated news, I very, very badly want a character who does double knockback now.
  20. Maybe my take on this is a bit colored - I was living in Cleveland when the Avengers' New York scenes were filming there. Then I'd walk past all the decrepit Cleveland buildings on my way to university classes and think "Man, we're really doing a great job rebuilding from that Skrull Chituari invasion! Lookin' good, everybody!" Silly as it is, it gave a really strong feeling for what it's like when crap like that goes on in a city. Ordinary people? RUN RUN RUN and then live among the rebuilding scaffolds. I'm pretty much with Bigdamnhero here - give people a chance to rescue civilians, because these are heroes, man. That's what they do. Another fun thing from the brawl - my character got knocked into a storefront, which we'd written "Comic Shop" on. Clearing broken glass out of his hair, he suggested the guy behind the counter leave, which was met with "Are you kidding? This is the best day of my life!" ... At which point, you know, we tried to both protect, and put on a show for the dude.
  21. Yeah, there's definitely a balance to be struck. In our little rumble, our speedster used two actions to set up their shot - on phase 4, used a held action to evacuate the liquor store, on phase 5 ran accross a couple skyscrapers to build momentum, then hockey-checked the guy into it. I agree with both stances - collateral damage gives a solid superhero feel, and entirely ignoring the fact that urban centers are, by definition, full of people kicks me square in the verisimilitude.
  22. Related: I'm going to have some friends over tonight - including the Physicist & Computer Programmer I've mentioned before from my gaming group. I have this idea in my head of printing out some character sheets, and hosting a battle royal over ice cream sundaes, in an attempt to learn HERO combat. What do we think: good idea? Bad Idea? Tips or hints? Advice on types of Ice cream? ... This last one is, perhaps, less on-topic. But if Black Harlequin gets punched through a giant banana split, I guarantee that'll be memorable.
  23. Fascinating! My experience with Con games has been less than stellar, though it can be good for introducing new ideas. Some games just do better in those truncated time slots than others. Having said that, some of my most successful experiences in teaching new systems have come in those con-style, bite-sized events, so perhaps I shouldn't be surprised.
  24. As far as HERO v. something else, it really depends on the feel of the game you want to run, moreso than broad-stroke genre. "Fantasy" doesn't really communicate anything. Your standard Forgotten Realms-ish story can be done with D&D 3, 4, 5, Pathfinder, Fate, Savage Worlds, Imagine, Anima, Feng Shui, Cypher System, Warhammer Fantasy Roleplay, Burning Whel or yes, HERO. And those will all feel very different. And that is very, very good! I am in no way a proponent of the "one system to rule them all" approach. SW has a very particular feel to its combat - fast, and frenetic, very pulp. If that's what I want - something like the excellent comic Skullkickers, then yes. Savage Worlds. Fate has its own little rhythm, its resolution has a pretty unique feel, and has a lot of shared narrative control between players and GM. D&D does what it does - I'm not super thrilled with it, but sometimes that's what you want. HERO is what I would consider if I was really looking for distinction between characters, and wanted... whatever HERO combat feels like. Because right now, I still don't know, and I'm a big proponent of feel. But if I were to try to run/play every game in the same system - even if I really like that system - then I would be robbing myself of a wealth of opportunities, and severely diminishing my enjoyment of the hobby. It's worth noting, that this is not an attack on people who want to do this! If you have something that works for you, and works for the type(s) of game you want to run, then awesome! You're awesome, everything is awesome. But it is hardly unsurprising to me that not everybody feels that way. I don't feel that way. I'm big on systems as toolkits - I use different tools for different situations. I'm super enamored with HERO, largely because it seems like a strong candidate for the high-granularity corner of my toolkit. This is why I'm trying to figure out what HERO is like, what it's good at.
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