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Doc Democracy

HERO Member
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About Doc Democracy

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    Freedom Fighter
  • Birthday 11/15/1965

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    Male
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    London

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  1. Doc Democracy

    Different REC based on powers used

    If you had a power (or powers) generating LTE, then you would have to track it during a fight as it would inexorably reduce the END you had to play with during the fight... I thought 1st edition Fantasy Hero was quite innovative in the way it disincentivised heavy armour by causing LTE.
  2. Doc Democracy

    Different REC based on powers used

    One END pool means that everything comes from the same place and one kind of powers tires him out more than the others. If the tiring powers are cool there is the temptation to use them despite the fact that it reduces the ability to use the fire powers later - there is a dynamic that is not present when you have two pools. My problem with 2 END pools is that the RAW way to do that is to spend points on them. He is then spending points for a worse outcome. It might actually be simpler to persuade the GM to rule the electricity powers use Long Term Endurance rather than normal END, as GM, for no cost, I would allow a reduced amount of LTE than normal or for a limitation the same END but Long Term recovery. Doc
  3. Doc Democracy

    Different REC based on powers used

    D'oh! I meant decrease, obviously!!! 🙂 Take ComplexRECMan, he has an END of 40 and fire powers that cost 3 END and electricity powers that cost 3 END but have a side effect that drains 3 END (standard effect). If CRM uses his fire powers he now has an END of 37 that recovers normally. If he uses the electricity powers he now has an END of 34, three of which recovers normally and 3 which may recover in minutes or hours depending on the purchase. If you wanted that to be even except for the recovery, then you would have to have Reduced END advantage for the electricity powers which increase their cost - even if that balanced out you are spending the same for a worse outcome. You might persuade the GM to allow you to take a delayed recovery END drain instead of normal END for a negotiated limitation (it is good practice to use a mechanic already in the game than dream up a new one). I might go for that as a GM, somewhere from +1/4 to +1/2 depending on the delayed rate. Maybe more if I thought this really had a big impact - it will impact the use of fire powers as well, as the END available shrinks... Doc
  4. Doc Democracy

    Different REC based on powers used

    Endurance Reserves are often a decent solution bureaucracy wise but I have issues with spending points to limit a character.... ....I do like the drain idea as a side effect (though that does have an issue with increasing the amount of END practically available, no?)
  5. Doc Democracy

    Different REC based on powers used

    well. You are asking for bureaucracy in your life. What kind of delay are you thinking about? I might simply go for END used from electricity based powers takes x? longer to recover. What you then need to do is record your values and decide with the GM how this is going to work. If you have 40 END, 6 END and electricity takes twice as long to recover, consider the following. You have used 7 END for fire and 7 END for electricity? You might decide that REC is split between the columns and the electricity column gets to recover once in every two recoveries. So in the first REC you drop the fire END used to 4, electricity REC remains at 7. Next recovery fire goes to 1, electricity goes to 4. The next recovery is more interesting. You only have one END to recover in the fire column and you would not expect the electricity column to recover this round. You might decide to come up with some kind of complex solution but I would stick with simple when there are two kinds of END to recover. If there is only electricity END to recover, you recover 3 END (1/2 your REC per recovery). The value of the limitation on the electricity powers would have to be negotiated with your GM. If the character relies on the electricity powers then it is likely to be a higher limitation than if they are supplementary to your core powers. Doc
  6. Doc Democracy

    Any information about converting Gurps 4e to Hero 6e

    I think conversion is difficult, especially so when the systems have, on the surface, so many similarities. It is easy for assumptions to be made that things equate when they do not really. It is almost easier when the systems are widely divergent and then how certain things are done can be explained. When it comes to characters, I think it is often better to take a character from the original system, strip out every mechanical reference that you can, leaving a highly descriptive version of the character and then apply the new system using that description. It is likely to surprise you how doing that makes better use of the new system than looking to go direct from system to system. Doc
  7. Doc Democracy

    Things not covered/addressed in Hero

    I think that comes into the GM style. It almost has to be shown early on that if the players screw up (not usually the dice unless they are only being rolled due to bad decisions) then someone is likely to die. When my players decide that they are going to embark on a headlong assault on a hard point that I have demonstrated by wasting countless NPC lives to be deadly, then they accept they are now in life or death dice rolling. If one of them dies in this, I am pretty unsympathetic. If they had sought another way round the hard-point, trying to think but it all goes wrong due to issues they had no way of knowing about, I am more likely to seek to transform death into capture or severe disadvantage (loss of equipment, disabling wounds etc). It is almost impossible for the game to be both deadly and forgiving. Gamers will game. If the system has built in mechanisms to escape death, gamers will not keep them for special situations, they will consider them as part of the tactical landscape. (I am not using gamers pejoratively here, just saying we are playing a game and players will often look to play optimally, even when making bad strategic decisions). Doc
  8. Doc Democracy

    Things not covered/addressed in Hero

    I am the big block to my group playing Cthulhu, I hate the genre with a passion(and more broadly to horror based games). I would not stop the group playing but I will usually find an excuse not to participate when that kind of game is on the table. I do however support disposable character style games (as long as we are up front about it). In several games we played, including a dystopian superhero game, the idea was to work towards a satisfying death scene. We had several excellent games that resulted in near TPKs where the dead characters players were happier than the ones that survived. Champions, Pendragon, D6 Star Wars and Spacemaster all featured games where I grew and sacrificed a character in a most satisfactory way. 🙂 Doc
  9. Doc Democracy

    Cellphone Version Of Roll20?

    It has a lot of poor reviews, I think it will depend on what you want to use it for. It looks as though it works better as a supplement than as a replacement by the looks of it.
  10. Doc Democracy

    Things not covered/addressed in Hero

    There is a fantastic mechanic in FFG Star Wars called the destiny pool. Instead of everyone having individual fate points or power points, there is a shared pool with a fixed number of points. If it is set up with six points, three of them are dark, three of them are light. At any time the players or GM can use a destiny point to improve a roll, add something to the story etc, just like most of these mechanics. The twist is that when you use a destiny point as a player one of the White points turns black. The GM can use them to alter dice rolls etc and that changes a dark point white but can also turn them over when the players achieve things, act heroically etc. it is surprisingly effective especially when the GM constantly tempts you with what he will offer IF you want to spend a destiny point...the slow turn of white to dark actually ramps up the tension and there is a dynamic early in the game where the players are casual about using the points but really try to get it all or mostly white by the end, when things are heading to a climax. Doc
  11. Doc Democracy

    Resourcing Hero games on Roll20

    Another 4 people, have made you GMs so that you can see everything in there.
  12. Doc Democracy

    Doubt about the magic system

    Iena There are, as typical in HERO, a lot of ways to implement this kind of stuff. It is for you to sort it out and write it up. One example, and I stress that, for limiting the points ploughed into Magic Skill might be to implement a system in the game world where folk are inducted into magical colleges, master to apprentice, overseen by one (or many) magical college. The induction into the arts means that the apprentice must satisfy in-game requirements as well as spending character points for skill levels. This would show that the apprentice is delving into the mysteries, one after another. You might do that in-game with a series of quests that the wizard must undertake (and persuade his fellows to do them when other, more lucrative opportunities abound) or you might do it by putting pre-requisites on levels on the Magic Skill such as needing 14- in Arcane Mythic Writing before you can purchase +1 in Magic. A series of pre-requisites means that the player needs to spend a lot of points broadening out the magician to increase his game effectiveness (though those broad skills should be drawn out by the GM to make the points spent worthwhile). As for limiting the number of spells, that is really all in how the spells are drawn up. I will provide one possibility. You can put a prerequisite that a spell must be memorised through evening or morning study to before it can be used. You can provide the magician with a free END reserve (I personally dont like charging characters for things that limit them) with a set amount of END within it that recharges once per day (but only if the character gets a good night's rest). The player can then decide which spells he wishes to memorise, up to the limit of the END in the reserve. The spells should be bought such that they can only be used with END from the reserve, not personal END from the character. You can use this kind of thing to beef up the drama too. A wizard "might" be able to push END into the reserve by spending BODY, again if you decide to build it that way. Though I would make this a side effect of BODY drain where the recovery of that BODY is hugely delayed - to ensure it cannot simply be fixed by a judicious healing spell. Everything is possible if you think hard enough about how you want the mechanics to work. Do the thinking, use D&D as the basis and then think of all the things you wished had been included in that system and you can bake them into yours. When you have the detail, come back and people here will give you at least one, if not more, way to get what you want from your magic system. Doc PS: your English is INFINITELY better than my Italian, kudos.
  13. Doc Democracy

    Things not covered/addressed in Hero

    My most obvious issue with this "problem" in players was playing Pedragon. The characters have a whole set of sliding characteristics, like a slider between Brave and Cowardly. If Brave is 15, Cowardly is 5 - always adding up to 20. In a situation where the scene demands the player be brave (not every scene, you would not use it in a situation where you might expect a knight to be brave, like charging into battle) then you need to roll your brave. You need to roll under the Brave stat to be brave. If you fail, you see if you roll under Cowardly, when your action needs to be cowardly. If both are failed, the knight cannot be brave but does not have to be cowardly. The stats change during the game, knights are expected to become more knightly as they gain in experience. I thought it was ingenious when I first played but so many of my friends hated the dice telling them they had to be cowardly... Doc (I put problem in quote marks because it is only a problem when the expectation differ in the group, most especially between the GM and the players. If everyone is on the same page and it is all game efficiency and numbers, then great, no-one should be told they are having BadWrongFun)
  14. Doc Democracy

    Things not covered/addressed in Hero

    I do think horror is possibly the most difficult genre to get right. The players do absolutely have to buy into the game, setting aside the knowledge they are in a horror story, setting aside any notions of fairness, understanding they will often lose Wendy as players as their characters react in ways that are less than optimal. it is possibly the last one that causes most issues. Most players I have encountered hate the idea that the character might limit the player in what actions might be taken, detest being captured and often feel that while they should be able to use intimidate to make NOCs cough up information, that an NPC should not be able to do the same to a PC. Doc
  15. Doc Democracy

    Things not covered/addressed in Hero

    I think most things are covered by the rules, just that some are better (or more easily) simulated than others... 🙂
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