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RDU Neil

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RDU Neil last won the day on July 12

RDU Neil had the most liked content!

About RDU Neil

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    Double Millennial Master
  • Birthday 08/04/1967

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  1. RDU Neil

    Storn's Art & Characters thread.

    Actually her name is Zap-Girl! but that didn't translate in the image. She's the NPC I use when running the game. She's a fun character to play off the others.
  2. RDU Neil

    What Have You Watched Recently?

    The most metal movie you will ever see.
  3. RDU Neil

    How many DCs is your Champions campaign?

    How do you (or do you at all) balance EXP spend with this system? Are the characters required to stay in the range throughout the campaign? (Which could work for a pre-determined, less than 10 session run, or such.) Do you allow EXP to break this? (Hence this balance is only for starting characters) or do you have another defined stage of balance for experienced PCs... like a 60/60/23/6 rule or something?
  4. RDU Neil

    Guns and Ammo

    My understanding, and I'm no expert... while .380 and .38 are nominally the same diameter (for some reason, .38 is.001 wider... .380 is 9mm, .38 is 9.1mm) the design of the bullet and its length is the most notable difference. The .380 (also called 9mm short) is 17mm in length. The .38 Special is 23mm (I think.) The case and thus full cartridge for the .38 is longer, and designed for revolvers, where the .380 is designed for blow back automatics. I'm sure there are other differences, or I didn't get some details right. Pictures help...
  5. RDU Neil

    How many DCs is your Champions campaign?

    Using basically 6th Ed (for non-figured characteristics, the best thing ever) and various house rules... I had to select 15d6, but that is scewed for this particular campaign. I'd say 12-13d6 is more a sweet spot for "feeling super, but not world beaters" at least in my experience, and the game curves around that spot very nicely. I'd have to select 9d6 for the Champs Now beta test we are running... as it is 50% a take back to 3rd Edition days, but with some very different rules.
  6. RDU Neil

    Limitations 2: The singling.

    I was thinking about something similar, in that "only the largest Limitation counts"... in that an OAF, Charges, Beam attack... well, all that fall into the -1 for OAF, since the other limitations are of lesser value. It has its own problems. What you are recommending it something closer to what Ron is talking about in Champions Now as well... essentially "pick the limitation that really reflects how this power plays out, and that you want to actually come up in play. The big difference in thought process around limitation is "1. They are rules used to simulate some real world/pre-determined manifestation." vs. "2. They are story elements used to invite drama into the narrative." The first one has the downstream effect of trying micro-deconstruct every aspect of a power/ability, either toward obsessive but abstract simulationist puritanism, and/or limitation stacking for point savings. The second one has the downstream effect of removing a lot of detail and crunch that certain people like, and can, when done well, add variation and significance to play. I used to argue that Hero was two games. The Character Creation game... usually a mental game of creative "what if" to plumb what "technically" could be done with the rules, in a vacuum. Then there is the "Actual Play" Game at the table, with dice rolled and stories told... and that they are different games, often at odds with each other. Ron specifically states in Champs Now that the first game should not exist, it is not the point, keep PCs simple and get to the table and start rolling dice. Let them develop "in play." There are some fundamental "philosophy of gaming" issues going on here, which makes these questions difficult to answer.
  7. RDU Neil

    Limitations: There should be only one!

    I would honestly find the latter WAY easier than the former. And no... just like any game where OAF -1 has pretty much the same determined level of impact on a game... having two different Laser Pistol -1 is not what I'm talking about. But even if it was, because their character concepts (the truly important thing) are so vastly different that the different Laser Pistols play out differently... well... that is the point of all this. The limitations that are story based should move the story... and if you are saying the latter scenario above is difficult, then how do you keep track of the basics of "What is this player wanting at the table? How is this PC perceived to manifest in the imaginary space? What judgment calls fit the players concepts of fun play, and which don't?" GMs are making (or should be) these kind of constant social dynamic judgment calls all the time. Every decision a GM makes is one... not a mechanical decision... but a judgment call. To have the PCs "play experience" (at least as far as limitations are concerned) encapsulated in a single thing (the overall limitation description and the value of the limitation) is VERY helpful. That really helps me clarify even more. Mechanical limitations are ok as written (for the most part), and those are implemented every time BY THE PLAYER. The Story LImitations, though, are up to the GM, and therefore should reflect "How much can the GM mess with my standard operations?" I think it was Lucius above who also enunciated this as well.
  8. RDU Neil

    Limitations: There should be only one!

    Yes, exactly. One of the motivations for my thinking in this area is not just simplifying, but removing the tendency to stack multiple small limitations because they "make sense" and "are on the approved list" but together provide way more of a point break than they are worth together.
  9. RDU Neil

    Limitations: There should be only one!

    I'd totally be on board with this kind of thing. It would be a very straight forward way to award bennies... you spend them for benefit, and it triggers a disadvantage coming into play in the game, so some such. That is very solid.
  10. RDU Neil

    Fighting Styles Based on Location

    From my POV (and YMMV) the point to having cool, regional fighting styles is as much in "who CAN'T use them" as in who can. That is much campaign rules, rather than mechanics... saying a character must have a reason to know a certain fighting style, and likely denying characters from having multiple styles. For a low level fantasy game, this makes sense, because you are involving culture and heritage and how that plays out in subtle differences of fighting style. That being said, it would probably be necessary to have each style have a clear 'advantage' as well as 'disadvantage' based around play elements as much as mechanics. The Vo-than style of the mountain people is about using rocky and sloping terrain to its advantage The Palean fighters of the great plain states are deadly on fast horses, with sabre and bow! etc. Simplest way is to provide plusses to OCV and DCV that only apply in the terrain/distinct situation they are trained for. It could also be a matter of establishing clear, upfront guidelines on use of Environmental Movement... so the Vo-than have it in the rocky mountains, and those that don't are suffering penalties in combat. I personally LOVE the martial maneuvers as ways to show different fighting styles and to provide tactical choices during play... but it really comes down to "How will I represent a skilled advantage in a certain situation over those who don't have it?"
  11. Please don't link to TMZ ever again. I had no idea... my god... Seriously... twenty seconds on that site and I'm even more on the side of David Morse's Dr. Peters than ever before.
  12. RDU Neil

    In other news...

    Seriously dude. A joke. Dogs get locked in hot cars all the time... a bit of a turn on that, is all.
  13. RDU Neil

    Limitations: There should be only one!

    Yes... this essentially, because if you can never have a comprehensive list of every possible limitation. And even if you did, it would tend toward limitation stacking that quickly breaks, because there is not enough granularity (and I wouldn't want there to be more) to model every slight difference in how a power functions. (And generally leads toward WAY more price break than the total limitation actually plays out in game.) And also, I feel there is a very big difference between limitations that have a clear mechanical effect... and limitations that are more story/sfx/complication based. Treating them as the same kind of stackable point-saving function makes for some seriously hinky builds. Ultimately, the limitations should reflect "How does the player, play group, and GM want the character to manifest in actual play?" And this is more about a liberal use of "what do I ultimately want" vs. "how do I stack a list of limitation to simulate some existing effect."
  14. RDU Neil

    Limitations: There should be only one!

    If I understand you correctly, then yes... Shape-Shift, -1/2 Limitation Master of Disguise... and that limitation involves everything that disguise entails, taking time to put it on before hand, disguise could be damaged, start to fall off if he over exerts, etc. Whatever is 'dramatically appropriate' for a disguise to be hindered at a -1/2 level. Basically, a quarter of the time it starts to slip up, can be discovered, whatever. That kind of thing works for me, because it makes the disguise "power/super skill" a point of dramatic tension.
  15. RDU Neil

    Denisty Increase Pricing (6e)

    Yes, and again, I think you were part of these conversations over a decade ago, where I argued that "lift" was never mechanical and purely SFX, and could easily be changed to whatever you wanted for your particular game. That seemed heresy to some, but it is true. Lift is purely subjective imaginary reality. 100 STR mechanically is 20d6 and 29- STR roll (right?). Lift, the very idea that there is stuff to be lifted and characters have an understood capacity to lift (and there is gravity to be lifted, against, etc.) is all SFX of the game world... not a mechanic of the system. I'm totally fine with removing Lift as some kind of "set thing" in Hero... as I've modified the Lift chart already for my game (It stops doubling in lift after 50 STR and becomes linearly 1 ton per pt of STR for lift... so 100 STR lifts 100 tons.) That in NO WAY affects how STR interacts mechanically, but changes the SFX of "how much can you lift" only.