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Found 5 results

  1. Hello, How would you be able to block, deflect, or reflect area of effect attacks? Are AoE's unable to be stopped by those maneuvers/powers? Let me know as this came up in my last game.
  2. Christopher R Taylor

    Reskinning Killing Attacks

    OK this discussion has happened a few times on this site and to my great regret I do not recall the first person who brought up the idea, but I credit them completely, if anonymously. The idea is to take killing attack out of the realm of using a different die roll and turning it into a specialized normal attack. So, instead of rolling d6+1 for a 4 damage class killing attack, you roll 4d6. The stun and body are applied as normal to defenses, but the dice used are the same. So you roll it as if its a normal attack, but if they have no resistant defenses the body goes through completely, but the stun is defended as normal (taking at least one stun per body that you suffer). The reasoning behind this has several advantages: 1) It simplifies Hero combat by using only one basic damage resolution technique 2) It eliminates the often baffling "Damage class" notation 3) It gives killing attacks a better curve and more dice to roll which is always more satisfying. Rolling 2d6 for an attack just gives you lousy randomization and feels weak. 4) It removes the stun multiplier/stun lotto entirely Now that's all to its advantage and I think its a lot. So much so that I am planning on implementing it for my Players/DM books for Jolrhos Fantasy Hero. However, that said, there are a couple of little things that need to be cleared up and I'm hoping to lean on better minds here than my own to work this out. I've crunched and run long lists of stats (you can find some of the results elsewhere on this board, somewhere) and they work pretty well. The main problems as I see them (other than rewriting monsters, weapons, and spells) are these: A: Technically, a killing attack has an edge on normal attacks. Because the killing requires resistant defenses to block killing body damage, that makes it better than the basic normal attack. This woudn't be a problem except the cost for a damage class of KA is the same as a damage class of Normal damage right now. That would seem to make them just port right across: 10 damage classes is 10 damage classes, that 3d6+1 attack now is 10d6 killing. But that makes 10 d6 of killing have a quasi AVAD effect on the body, which is more powerful for the same cost and dice as normal. How do we fix this without monkeying with cost and dice, complicating matters again? B: Knockback is typically lower on a killing attack than a normal attack (you roll 3d6 and subtract that from the body instead of 2). But with this system the body damage isn't any higher or more pronounced, so should that be adjusted? There's nothing innate about a killing attack that should lower its knockback, logically -- that would depend heavily on the special effect. C: Increased Stun Multiple is a bit of a puzzler, should it be dropped as a mechanic entirely? Personally I like it as a system for differentiating types of attacks: this one just hurts more. Maybe this could be worked into the way the cost is balanced (maybe killing attacks do less stun than normal attacks, making up for their body AVAD, and you buy this to make it normal?) D: Hit Location Tables need adjusting, and perhaps multipliers aren't the way to go any longer for body and stun adjustments by location? E: Adding strength to killing attacks, should that be default or require an advantage? If the damage is the same as normal, then being able to stack strength on top seems like a bit of a bonus, but then you can do that with normal attacks too. Anyway if possible I'd love to see this puzzled out here with the Hero brains we have available. If we can make this work I think it would be a big breakthrough in Hero Gaming.
  3. I’m curious how fellow Heoites feel about allow the neck to considered a limb for stretching purposes. I know for martialmaneuvers it is considered a limb. I’m thinking the use would be for a classic elastic guy to poke his head around corners or a few meters away (limited of course by stretching bought.)
  4. So I'm envisaging a scenario in which a hero has to hold up something heavy; a bridge, building, cave roof. Now normally a character has to pay END for each phase in which they use their STR. But the rules also allow for a character to lower their SPD. Thus the character can lower their SPD to 1 and only pay END costs once per turn to hold up the object. This strikes me as silly. Surely the bridge, et.al. is applying pressure downward every segment. Shouldn't the hero have to apply their STR every segment to resist the weight? I realise that the hero will probably run out of END, and then STUN, and then pass out very quickly. But it just strikes me as the best dramatic option. How do other folks handle this?
  5. Version


    One of the great perks of being a Hero System gamer and member of this forum community, is that we're able to ask rules questions of the guy who wrote the rules, Steven S. Long, and get a prompt reply. In the past Hero Games has compiled these very exhaustive rules questions into a FAQ, viewable on the website as a webpage, and later as a downloadable PDF. Several years ago Hero Games management redesigned the website, and according to Jason Walters, decided at that time not to include the FAQ. But since I still frequently see Hero fans asking rules questions on these forums, there's obviously still a demand for info like this. So I decided to upload my own copies of the rules FAQ. Jason has approved of this. Here you'll find three separate PDFs, each with rules questions relevant to one edition of the Hero System: the original Fifth Edition (updated until 2004); Fifth Edition, Revised (updated 2005); and also a more abbreviated FAQ for Sixth Edition (as of 2010). I hope you find these helpful.