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Showing content with the highest reputation on 02/27/2020 in Posts

  1. 3 points
    @Hugh Neilson - Smashing job!! I stole yours and updated / modified;
  2. 3 points
    I'm of the opinion that giving new players (any players really, but mainly new players) access to information out-of-character that they don't have in-character is a Bad Idea. They're learning to pretend to be their characters, don't make them multitask by also pretending to not know things. The human brain is not good at having-but-not-using information because it's very good at having-and-using information. That said, I feel that the sharing-of-secrets is a great way to bring a party together. I'd personally suggest running adventures early on in which revealing parts of the background will make things much easier, then follow that up with reveal-adventures wherein the secrets come to light.
  3. 2 points

    The Non Sequitor Thread

    The husband will not let me put the Cone of Shame on him after his surgery.
  4. 2 points

    Funny Pics II: The Revenge

  5. 2 points
    In my experience, this is what players often do when presented with a person or place name that's too long or too hard to pronounce. And readers of fiction do this too, in their minds when reading. There's a character named "Frolistheckdilowpiriasnemquod", and because you just want to continue reading the book and get on with the story - and not ruin your immersion - you just move on. You vaguely remember the sequence of letters for when the character makes his next appearance, but in your mind, he's just "F-man" or "Fred". And even within the work of fiction itself, other characters may call him by shorter, easier names, like "Froli". Long names are no problem at all, as long as you understand the language they're in. This is why I often like to use real words or phrases for names - because that is indeed where real names come from. I have characters in various games named Cobweb, Winecork, Sun and Mars, Moonstaff, et al. And I have place names in my fantasy world called Bear Head Keep, Pepperrose, Middlemarch, Lion's Port, Madman's Watch, et al. Ask your doctor if Whandurashaneshir is right for you.
  6. 2 points

    Do You Reveal PCs' Backgrounds?

    What genre is your game? Time frame (Current year? war time 1940's? 1980's? before internet?) involved, could they have high tech ear gadgets for communicating back & forth when not all together. Anything that keeps the players attention on the game is good stuff! I used to have a player who would goof off while we were going through phases, and when his turn came up, he'd inevitably say, "What's happening?" I took it a couple times then started saying your holding your phase till you know what you want to do. And move on...
  7. 2 points
    See? That's what I'm not getting with them. Pariah's two statements work for me, but the don't follow the rule: both lines mention super powers. They _do_ define a campaign, and I think they do a good job of it. Every time I've tried to come up with something following the format, I end up with one of two-- no; that's not accurate: I end up with varying proportions of a _blend_ of two things: 1) the clear and unshakeable feeling that the world started at right this instant--varying degrees give me the feeling that the characters might merely be the very first superheroes, which I don't always enjoy, nor do my players-- . And I get a varyingly-heavy dose of that deceased movie trailer guy: "In the world where X, one man must break through the cover up, and unravel the mystery-" You get the idea. What it seems to do, so far as my experimenting has demonstrated thus far, is a one-dimensional emphasis one particular adjective that will be the absolute thrust of the story, period. And for some reason, I always end up with varying shades of grimdark at the point where they intersect. Yeck. I can get results I'm happy with, but like Pariah, I have to bend the rules of the Two Statements to get something that sounds like I might want to play it. Everything else-- well, like I said: it feels contrived, like when movie trailer guy lobbed his "in the world -" pitches. . Even the examples in the PDF felt forced and pushed a very specific game theme and agenda. I'm not into that, at least not for supers. I freely admit that I might just stink at this, and have been excitedly monitoring this thread for examples that work. Trying again, with witnesses. Actually, as I typed this, I tho k the problem might be that I've been limiting myself to simple sentences. So let's try this instead: While always rare, no one remembers a time without super-powered individuals. In Campaign City, the unusual and bizarre have become common, and a unique breed of people work to make things as they should be. Okay, that's _slightly_ better, but it's still not interesting: I was describing my actual on-going supers campaign, and ended up with something that could be Big O or a Wind Named Amnesia or even Dark City! Nothing up there suggests anything but foreboding, and for the most part, this campaign is so light-hearted as make circus clowns cringe. This _did_ finally manage to get away from that "this is the all-consuming thrust of our game" feel I've been bumping up against, but to do it I had to get so vague with the second statement as to make it narratively useless (if slightly threatening), which has removed _some_ of the contrived feel, but not enough. Worse still, I violated the _spirit_ of the rules by "talking around" the word superheroes. Again: maybe I'm terrible at it, but until I see other folks following the rules and achieving solid, non-threatening, non hyper-focused results, I am skipping the two statements.
  8. 2 points

    Do You Reveal PCs' Backgrounds?

    Just a comment I had a player once who asked for other player input. He basically said, "My Int is at best a 13. I am playing a 23 Int character. I could use the help."
  9. 2 points
    Names like this (taken from Turakian Age, though not a critique of that setting by any means): Shularahaleen Thugoradanirion, god of strength Sikirarthasanaila, goddess of stealth and guile Whandurashaneshir, god of dark magic UGH!!!!! Why are fantasy names virtually unpronounceable, and so polysyllabic that I have to stop and sound them out phonetically before I can continue on?! Is this inherited from Tolkein? Is it supposed to be proof of the sophistication of a culture? Hey, it takes us five minutes to say hello! It takes even longer to read an account of it in a fantasy novel! It rips me out of immersion instantly. This reminds me of the story my Mom used to tell me about the King's son named Stickystickystombonosirombohoddyboddyboscoickenonnuenoncomberombetombo. Not surprisingly, when he was in danger and everyone had to relay the message that he was drowning, they couldn't get to him in time to save him because his name was absurdly long. The King's next son was named Zip.
  10. 2 points
    The more things change, I thought as I strode through the bus station. How many years ago had I arrived after a long bus ride to find Pinprick waiting for me. I was way too young to get nostalgic, but I looked back at the moment fondly. My God, I was green back then. As then, I wore a costume now. I lacked Pinprick's advantage (if you can call being permanently shrunk an advantage) so everyone definitely noticed me. The reaction, that was different. I was known to the public now, a superhero who had saved Costa Sagrado, or at least swathes of it, repeatedly. People even bought T-shirts with my logo on it (Though, Tornado was quick to point out his merchandise was more popular), and I smiled as I saw one ten year old boy with his mouth open who was wearing one now. I nodded at him, and looked about. I heard the mutters "It's Eel." "The Fish Guy?" "Yeah, he fought a giant chicken once, I #$## you not." I knew that I'd never fully shake off the Fish Guy commentary with the public, though I had made progress with certain newsmen, but really? The giant chicken is where they go to when they remember my exploits? Oh, well, I didn't come here for the glory. In my head I could almost imagine Pinprick saying something like "Oh then so far, great job." Was I already missing his sarcastic jibes, or had a weird sort of Stockholm syndrome set in? Still, most of the reactions were positive, and that was cheering. Uplifting even. I don't care what line of work, or calling you're in; it's nice to have your efforts noticed and appreciated. The team did good work, and the locals were proud to call us their own. But when I first came to this bus stop? Well, I was the object of indifference at best, and scorn was not unheard of. Now it was my turn to pick up a new guy, one who couldn't hide himself easily, and probably felt as lost and out of his depth as I had. Well, we'd build up Hussar's confidence and make him feel welcome soon enough. That's why I was here. "Can I feel?" A woman's voice caught my attention. It was so eager and interested, I didn't even have to look to visualize bright eyes and fascination in the as yet unknown woman's expression. "Sure, let me move the old chain mail," This time a man's voice, and I hear something that sounded like a slight clinking. I turned just as two or three women started to coo, and saw Hussar. He had stripped off his costume's top (Though the mask, painted like a wrestler's designs wasn't coming off) and bared his admittedly cut chest allowing the crowd of young women to touch his chest. His wings spread triumphantly, and frankly, the whole posture reminded me of a rooster one of my great uncles had purchased as he introduced himself to the hens. "God, your'e so cut," One girl declared after her hands roamed over him. "He is," Another agreed . I? I was feeling a bit uncomfortable at this. Envious? maybe, but geez, there were families around here and this was starting to look like cheap jazz music was about to begin. Hussar went on, "Super-strength, it's pretty common, but sometimes it leaves you deformed so, there's that going for me. I still work out though, gotta stay competitive, got to even out the toning." He said as if explaining a very important life tip. "Sure don't look deformed to me," One brunette declared. Others purred agreement. And, I discovered I had gained the power of metaphorical invisibility. Not a single soul was looking at me right now. And I suppose that made sense. While I'm not sure how masculine good looks are judged by women, I could safely say that Hussar cut an impressive figure. And the white and gold wings were fascinating. Still, what am I? Chopped Tuna? "Hussar," I declared in a loud, clear, voice, "You ready to go?" "Eel?" He said as his eyes focused on me, then he smiled, and looked to the women around him, "Sorry, ladies, looks like the New Samaritans need me to save the day." "You're joining the Sammies?" One girl gushed, clearly a local as she was using the nickname. I arched a brow. Technically he was training with the Sammies, not joining us, and I wondered how much I should let slide out of the unspoken guy code that you don't crush another guy's swagger in front of women he is trying to impress unless he's up to no good. "Maybe," Hussar shrugged, "I'm checking them out, scouting around. But you know heroes, we go where we're needed. They need me, I'm here." Now I really was wishing Pinprick was around. If anyone could check the gathering ego storm, it was him. So I asked myself something I have to say was not my usual mantra? What would Pinprick do? "Sure do," I said with a smile, and as he looked even smugger, and the girls looked more enraptured, I added, "Got at least two toilets backed up at the base, and that's trainee work if I ever saw it. Let's go." There is very little sexy about the term 'backed up toilet', and one could see the light of feminine libido dim if not outright die in the faces of the three women who up to that point were devoted groupies. Then, before he could protest, I turned and walked towards the vehicle, trusting he would follow. Behind me, I could hear him saying "He's joking, he's just joking .. I'm oh #$#$ he's going, see you girls around." "Maybe," One said with no enthusiasm whatsoever as I continued my walk to one of the team vehicles awaiting us. I fought a smile at that. I heard the flap of wings behind me, and could tell Hussar had caught up by the time said vehicle was lowering for easy access. I got in the driver's seat, and he slide into the passenger side looking vexed. Good word, vexed. "Not cool, man," He said, "not cool." "Well, I figured with all the bull you were slinging, you'd be an expert at backed up $#**," I told him, "Now turn your headlights off and relax. It's one thing for you to strut, but you try to make the Sammies sound like your sidekicks? that I have a problem with." He glowered, but started to put the faux Chain-mail shirt back on "I was just trying to impress girls, you know how it is." I did, in fact, know how it was. I had been rather shameless at one pool introduction, though in my defense I didn't recall putting anyone else down to make myself stand taller at the time. Instead of saying that, I ordered him, "Check your shirt, make sure no one planted anything on it while it was off." "What?" He blinked. "Trackers, mini-mics or cameras, that sort of thing," I told him, "You'd be surprised how paranoia can be practical in our line of work. You maybe bullet proof, but a degree of secrecy for you and your team can be the best defense of all." "You're kidding," Hussar protested, but while he protested he flipped over the shirt he had almost put on, looked around. Nothing fell out, except for a slip of paper with a phone number. "Hey," He brightened at that last, "Guess you didn't kill my chances with all of them." I had forgotten to stop channeling Pinprick and quipped, "Well, there's always room for improvement," Then realizing I was probably being too harsh, I decided to throw him a bone, "Lady Obsidian thinks you have the material to be a good superhero. That's enough for me to give anyone a chance, but the New Samaritans are my team. I know you're used to being a loner, but you'll find if you get a team of your own one day that creates some pretty strong bonds." Between the mention of Lady O vouching for him, and the phone number of at least one girl, Hussar had eased up, "I guess. I hear you guys are the the toughest team on the West Coast. Pretty much cleared crime out of the city." "Super crime is down a lot," I said as we flew over the city, "but even that pops up now and then, and no one can stop all crime of all kinds. We try to discourage super crime, violent crime, and robbery in roughly that order, and everyone helps fight fires or with rescue operations. On those later, you'll want to listen to the firemen and rescue crews- take their lead." I noticed with a bit of a smile that he was rubber-necking. Sure, he could fly on his own, but the city was new to him. I wondered if it was the biggest city he'd ever been in? I doubted it, Chicago wasn't that far away from where he was raised, right? Still, as cities go, Costa Sagrado wasn't small, and it had it's own style. "You'll get a tour later, learn the lay out of the city, which neighborhoods need help most and so on," I continued, "You all will. The people of Costa Sagrado are good folk over all, like anyone else look after the folks they care about, make ends meet as best they can, and blow off a little steam now and then. You might want to learn Spanish, it's the second most used language here and will allow you to help more citizens, but it's not required. I-" Then I noticed he wasn't really looking at the city anymore, nor was he listening to me. He was texting away on a phone, and judging by his smile, it was to the girl who had given him that number. The ghosts of a hundred manner enforcing aunts and grand aunts rose up in me in all the Southern Ire, and I felt a strong urge to tilt the vehicle hard to the side. Instead, to get his attention, I said , "The radiation will sadly shrink your genitalia." I figured that might catch Hussar's attention as that's what he was clearly thinking with. His head whipped around "Say what now?" "I was saying, don't bring your phone to orientation, team meets, or training sessions," I gave him a look I normally served for criminals dumb enough to pull a small caliber gun on me. The sort of look that says 'whatever device you next use will be your lunch'. Hussar huffed, but he put the phone away, and crossed his arms in what seemed to me some petulant body language, "Great, a thousand plus heroes in the world and my mentor is Captain Buzzkill." "Captain was taken," I said, thinking of Valerosa and flew us on to the base. I could only hope the other rookies wouldn't have this much attitude.
  11. 1 point

    More space news!

    EDIT: Triple post? Ye gods and little fishes. Dean Shomshak
  12. 1 point

    In other news...

    So many great band names possible by taking words from this headline
  13. 1 point
    It depends entirely on the setting of the campaign and the tone that I am going for. In a "realistic", lower pointed setting I do tend to use fringe benefits of this variety...particularly in a "modern" setting modeling something similar to "the real world". In a less realistic setting (such as supers) I don't because most of the time if I'm doing that sort of fantastical set up the focus is not on mundane things and too much granularity just pours grit into the gears. However, most importantly, if I do require characters to pay CP for things I try my best to make it matter in-game. I actively do not like "concept tax" abilities and avoid them when possible and try to make them matter at least once over the course of the campaign to pay for themselves. If, at the end of a campaign, I look over the player characters' sheets and see points spent that they never got to apply in some way over the course of the campaign, then something sub-optimal occurred -- either the player didn't incorporate such abilities into their portrayal of the character and make it matter or I as the GM didn't provide opportunities to make them matter, or a little bit of both. If such things also happen to be perks (or whatever) that I made players take out of some pro forma obligation then it is even worse. So, I make a conscious effort to make points spent on abilities matter commensurately to their cost and if I feel like that isn't going to happen, I'm not adverse to making adjustments to the pricing of certain things to discount them or to offer some other compensatory offset elsewhere on the character. I'll grant perks and similar things as story awards. I'll restructure contacts that aren't working out. I'll bundle fluff skills into some form that is costed based on benefit. Etc. I tune things as the campaign progresses in an active attempt to reach / maintain an equitable equilibrium.
  14. 1 point
    I'm running a Pulp HERO campaign, and some of my characters have really (I mean really) interesting backgrounds mired in secrecy. These are all new players, and some of them really dug deep for their character conceptions. I'm proud of them just for that. However, now I have some characters with secrets, which are included as Complications. It makes for some good possible drama within the group of PCs as well as the players themselves. So what I'm wondering is, have you ever had a situation like this in your campaign? How do you go about protecting the PC's secrets from the actual players while playing the game? Or do you? I like the idea of some secrecy among the PCs, obviously, because they don't know each other yet. I also like the idea of the players themselves discovering new things about each others' PCs as the game progresses (just as their characters would). But this makes for some dicey moments when the players are trying to play to their backgrounds without revealing all of their backgrounds. For example, I have a player whose PC was part of a pre-Soviet "Red Sparrow" program, so she has all kinds of training as an assassin. But none of the characters know this because she left Russia and became a translator at the League of Nations, and is so cosmopolitan that she no longer appears to be Russian. Her skills come up in the game, and I try to encourage her to remember what she can do, but she tends to say things like "Oh yeah, because I know how to kill people," or something like that, which immediately attracts the other players' attention. She's still learning how to play, after all. I have another player who is a former Romani circus performer turned silent film actress with a heavy accent that didn't translate into the "talkies" very well, so she had to retire. The players know her as an actress, but nobody knows her background. I keep trying to remind her of things she can do in certain situations, but she too, as a new player, is not completely cognizant of hat she's revealing in her comments about her character. Given these two examples, what would you do in situations like this? In reality, the players don't seem to remember the little slips, so it's probably not going to spoil the surprises later as their backgrounds get revealed. But it's a bit nerve-racking for me to try to keep track of what's been revealed and what hasn't. What I don't want to do is have the players soliloquy their backgrounds to each other as PCs, as so often happens with new players (I actually had one player's PC say to another PC "I'm surly and I don't like people" ). But does it make a difference if the players actually know the information about each other's PCs? They could all be invested in developing the story if they have all the information, but it loses some of the fun of genuine revelation later in the campaign. What do you think? Keep in mind, I'm trying to teach role-playing best practices to my new players in the process of playing.
  15. 1 point

    In other news...

    I have a beard to cover the fact I have a chin so weak Frank Burns would laugh at me
  16. 1 point
    Speaking of Tolkien, the Valars' own language was pretty agglutinative and given to long words. Telperion's original, Valarin name was eight syllables long, fr'ex -- Ibrîniðilpathânezel. Here's a page that discusses what little is known of the language.
  17. 1 point

    In other news...

    Shortly after we got together, the person I eventually married gave me the ultimatum: grow your beard out, shave twice a day, or don't kiss her. The last was not really an option.
  18. 1 point
  19. 1 point
    As I mentioned in the OP, it’s a pulp campaign so no fancy technology to help them keep in touch. Looking back on it, I probably should have had her standing guard outside and then give her some mysterious dude lurking in the shadows to keep her occupied and engaged.
  20. 1 point

    Funny Pics II: The Revenge

  21. 1 point
    I like Trechriron10's the most. I was going to comment on 6th ed's two volume encyclopedia but we're not here to discuss that; we're here to see about 300 words or less.
  22. 1 point
    I see. I think more than anything that parenthetical statement goes a long way toward an ability to "find the game" in 6e. Experience allows understanding and interpretation based on what you knoe- the entirety of that knowledge-- a filling in of the blanks, if you will. This goes along with this, that relates to that, I can use it thusly in this situation... It makes it easier to overlook what's missing, because you already have that in your head.
  23. 1 point
    But if it affects the interaction of the story a lot, even if its not combat related, the GM may want you to buy the skill. For example: If say you have PS: Singer 14-. Normally, its just fluff and most GMs won't care if you buy the skill or not. But if you use the skill a lot in the role playing session, it can be a factor. Like say in one session, you sing to the troops to raise their morale. In a bar, you begin singing to distract people from your teammates actions. There is a crime boss you need to infiltrate, you use your ability to sing to get into his night club. None of these actions are combat related but could affect the game.
  24. 1 point
    I started in 1981. It took me a year from buying the book to running a game. I do not think there is any less of a game in 6E than there was in that early, black and white, poorly typeset book back then. Obviously I would have been more intimidated by 6E but I think there is more help in 6E to set benchmarks (I am just well past wanting to read that many words because I have enough experience to do it in my head).
  25. 1 point

    In other news...

    I'd probably could go clean-shaven, if not for my chin. Never could shave that right. As far as against the grain, I don't think any 2 hairs have the same "grain". Pretty much, had to hack until all the facial hair was gone, and hope I had skin left. To some extent, another reason I went 1-2 weeks was for the purpose of healing. Since, I do prefer having skin on my chin, I think my decision is best. Note: and if I did go shave everything but the chin, I'd look like homeless Abe Lincoln.
  26. 1 point
    I think it's better to consider Champs Now as a system unto itself, not as a simplified Hero System. You're not gonna be alone in feeling hamstrung. There's a lot I very much like, but there's things I think are overdone...like the extreme focus on END, and the necessity to take actions to Recover. The interaction between combat and non-combat movement is awkward, altho probably manageable. The speeds, tho, are HUGE...regional travel takes a turn? Regional covers LA to San Fran, for sure...considering the step up is planetary. 350 or so miles by air...in, let's say, 12 seconds. (Obviously it's worse if we say 6 seconds.) that's 1750 miles a minute, or over 10K mph. Or if you prefer...Mach 13+. So recognize: Hero System is pretty much a fine-grained supers simulator. Champs Now is NOT. Deliberately.
  27. 1 point
    Duke Bushido

    Question about VPP’s

    I don't think VPP needs to get VSFX. If I can pull a flamethrower, a rope, and an ice maker from a VPP, I have three radically different special effects right there. Or "Magic items:" Holy symbol that turns undead, wand of fireballs, cursed mirror, and a dust that scatters into the air and drops the temperature to freezing-- still all different SFX. I will have to re-read 6e (but not tonight; headed to bed), but I don't recall any earlier editions have specific limitations on VPP save "gadget pool," and that was simply that they were all gadgets; you could still pull a heat ran and a cold gun from the same pool. The only thing that really locks you into a single or tightly-related SFX is Elemental Control, which is now essentially the Limitation "Unified Power" (though somewhat less cost-effective, the concept is very, very similar). However, I completely agree with "make a ruling and stick with it."
  28. 1 point
    Duke Bushido

    Supers Image game

    The future Mrs. Bushido? I am going to bow out on this one: I have this character in my campaign, actually. Well, in a few years. The current "strongest super in the world" title is held by a sixty-eight-year-old woman. I have to bow out because I can cheat and just slap in her origin story.
  29. 1 point
    Why does it always take a near-argument before someone says this? Why is it so damned hard to just keep in the back of our minds "the way I play is the way _I_ play, and not _the_ way _to_ play"? Flat out, I play an edition that's even deader than the current one, yet I am quite happy to sit here chatting with fellow gamers, and participate in discussions on newer stuff as best I am able. Why? Well first off, I had to admit to myself that my groups and I are the only ones still doing it the way we do. Clearly, there is more than one way to enjoy this thing.
  30. 1 point
    Like Zslane, I am a Sandbox GM. But like any scientific experiment, initial starting conditions are critical for success. So, first explain to the players what you may be running (it pays to have a couple of options). This is where you set expectations. Next, the GM Will vet the characters and see if they all fit (no asshole loaners, no extreme eccentrics, no one NOT danger worthy). Finally go over their backgrounds and find hooks you can lead them along with, but allow them to discuss in character what they want to do. and from there start filling in the background and lore in the direction they are moving towards. The players will find their own tasks, and you just build the scenery a day ahead of them. XD. But always set your starting conditions firmly, and don't be put off , if you lose one or two players because they arent fans of the campaign.
  31. 1 point
    1. Masters of the Occult 2. Facing death and taxes in New Orleans
  32. 1 point
    Duke Bushido has suggested that Pariah's statements don't fit the model. That's easy to fix. Change the second statement to "Good people try to do good things in today's America." Arguably you should specify a particular city in "today's America", but there is no need for such a restriction IMO. At most you might want to specify one as where the PCs start. A game can easily span the globe, the universe, the multiverse... but they do start somewhere.
  33. 1 point
    1. Touched by alien energies. 2. Homicide detectives in the high rent districts of Seattle 1. Phantasmagorical forces that drag you into trouble. 2. Small town families squabbling over the scraps of their economy. 1. Testing scientifically created supers. 2. The tension between work and time with loved ones on a University campus. 1. Living in a Flash Gordon world. [in retrospect this has nothing to do with the "now" encouraged by the text so it doesn't really fit.] 2. Bringing together factions in the face of distrust and hate. For statement 2. it helps to think about what kind of drama would be interesting on the flip side of the powers. It's like welding a TV show to superheros. Early Spider-man might be expressed as 1. Amplified creature and elemental powers and 2. Teenage lives, lessons, and relationships in Manhattan.
  34. 1 point

    A Thread for Random Musings

    Maybe he'll be one of the people locked in the "Small World" chamber. I think a normal human being can sustain that for about a week before turning into Hannibal Lecter. (And I hypothesize this is there the "Florida Man" phenomenon really comes from.)
  35. 1 point

    Ring of Regeneration

    The answer to any "A normal person can't do it." is "I'm Batman."
  36. 1 point
    Tough to do, in that there's nothing that's just UV. Awareness is far broader. You could maybe say it's 5 points, Invisible to the Darksight aspect of Awareness ONLY, I suppose. But Champs Now is NOT intended finely nuanced builds, as a rule. The intent isn't to have supers be a little better here, a little better there; they're painted with a broad, 4-color brush. Some other notions are just CRAZY expensive. My Extra Limbs guy...6 extra limbs, 4 of which have Stretching 8 meters...highly acrobatic HTH type. But in Champs Now...those limbs become OBSCENELY expensive. Effective teleporters are VERY tough to pull off...not that teleport is that bad, it's the memorized locations at 5 points per, and no way to bundle (6E, buy 2x the number of locations for 5 points each...that's not available here.) And the powers options aren't as extensive; there's no Aid or Absorption, for example.
  37. 1 point
    I would suggest rephrasing the "you get what you pay for" part to emphasize fairness. Something like, "While two different players buy two completely different power sets, they are balanced with each other, having spent equal points." Obviously, that's not the best way to phrase it either, but something along the lines of "two players build on equal points are equally powerful despite their vast differences in abilities." That second one is better. Maybe "even with" instead of "despite their". Maybe say, "No one ability or set of abilities dominates all the others." "A character can be very different from the usual archetypes, and still be competitive."
  38. 1 point
    So this is the other model I suggested earlier, but nobody has really bitten. It seems like, instead of a bunch of different independent games, we could instead keep the same independent settings, and in those books tweak all the dials and levers to offer the templates, gear, powers/spells, power levels, etc., so it's basically a ready-to-play game supplement to the core rules. This may make more sense in the big picture. No matter the approach, however, there's always going to be a problem of narrowing down some items while still needing to remain vague and open about others: Want all the rules included in one book, and abilities and gear pre-generated? No problem, but what if you want to play a variation of that game and don't have the appropriate gear? Let's say you are playing Action HERO but you'd rather include mad scientists with super psychic powers or something. Well, you're going to have to buy the core rules to modify the game yourself. Want to write a game book that takes all of the variations into account? Well then you're going to have to sacrifice brevity for the sake of being more inclusive. Action HERO may include a section on all the different genre variations, and perhaps even include a resource guide for each variant. The game will be more complete, with no need for any other books, but the game itself will necessarily be a longer book. You may even have to create several different settings for the different versions of the game. If you do more of a setting/campaign book, then you don't need to present the rules since you'll be depending on the core rules to take care of that. Now you have more space to play with, either in terms of different variations on the genre. But you're asking people to buy more than one book, with the possibility that they'll be overwhelmed by the relentlessly wordy core rules presentation. And you still may have to include more than one setting, which makes things more complicated. You could do a different setting/campaign book for each possible variation of the genre, offering each as a supplement to the core rules. Each book would be a complete game based on the core rules, but by itself would be unplayable. It would be like all the GURPS genre books: great resources, but not actually rules in and of themselves. Many problems are solve by this approach, but it still requires the core rules, with can be daunting. I'm trying to find a happy medium, which may not actually exist. But it's fun (for me at least) to consider the approaches in light of what's been done before, and perhaps even more importantly, what hasn't been done before.
  39. 1 point
    Taylor Swift has a couple of good songs. Bloomberg does not.
  40. 1 point
    I find this sad. People have become so used to being "hemmed in", that they've forgotten how to be free. They've been "institutionalized" like Brooks in Shawshank Redemption. Like the Israelites leaving Egypt, they have to wander in the desert for forty years to shake off the slave mentality. People have been playing role-playing games probably for almost as long as there have been people. They just didn't have formalized rules until the late 1970's. Formalized rules are a good thing, so you can have fairness, and don't have to argue about everything ("I got you!" "No, you missed!"). Unfortunately, formalized rules can also take away the freedom and creativity that you can use when you don't have formalized rules. So the best situation is a system of formalized rules that preserve the full flexibility of being able to build and do whatever your creativity can come up with. In the case of new role-players who have no interest in reading the rules, and have no desires and goals regarding spending their XP - or how they want their characters to grow - it sounds to me like people who really don't want to play. Or maybe they just haven't grasped the basic concept of role-playing games.
  41. 1 point
    A lot of the issue is presentation. In Hero, we tend to see "Cone of Frost, 6d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 60 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 17END Cost 6" "Minor Cone of Frost, 4d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 40 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2); Real Points 11; END Cost 4" "Major Cone of Frost, 8d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 80 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 23; END Cost 8" "Epic Cone of Frost, 10d6 Blast, Cold, Area of Effect (Cone, 16 meters, +1/2), Constant (+1/2), 100 Active Points; No Range (-1/2), Concentrate (1/2 DCV Throughout; -1/2), Gestures (1 handed throughout; -1/2), Incantations (to activate; -1/4), Inobvious Inaccessible Focus (Ring of Frost Wizardry, -1/4), Requires a Magic Skill roll (to activate, -1 per 10 Active Points; -1/2) Real Points 29; END Cost 10" But what if we presented these in a game Powered by Hero, where we keep the build mechanics behind the scenes. We have already explained our Magic System. It often uses Concentration, Gestures, Incantations, Skill Rolls and mystic foci. Like D&D, we have defined Gestures, Incantations and Material component (Foci or Components) as Components of spells. Our rules don't price out the various advantages or limitations - all the players need to know is whether they have to Gesture, Incant, Concentrate, make a skill roll, etc. So we change the presentation of our spells to the following: Cone of Frost Concentrate: 1/2 DCV throughout Components: Gestures 1 handed throughout; Incantations to activate; Arcane Focus Ring of Frost Wizardry Skill Roll: Magic skill, -1 per 1d6 Endurance: 1 per 1d6 every phase This spell, common among Frost Wizards, conjures a burst of icy frost emanating from the Frost Wizard in a cone 16 meters to a side. The Wizard can maintain this Cone of Frost by continuing to concentrate, and maintain the arcane somatic components of the spell. A Minor Cone of Frost, the least powerful version of this spell, inflicts 4d6 of Cold Damage. Most experienced Frost Wizards can cast a Cone of Frost inflicting 6d6 damage, while very powerful Frost Wizards can cast even more potent versions of this spell. Cost: Minor (4d6) 11 points; Standard (6d6) 17 points; Major (8d6) 23 points; Epic (10d6) 29 points You want a 9d6 Cone of Frost that only costs END when you activate it and does not require continued concentration? Buy Hero System and build your own spells. In this game, Frost Wizards can only cast the spell with concentration throughout, purchased in 2d6 increments. The mechanics are exactly the same, but they are presented in a more familiar format, focusing on how the spell will work in the Hero-Powered Game, not how it was constructed using the Hero System Build Rules.
  42. 1 point

    The Non Sequitor Thread

    Grognard Day: If an old-school D&D player sees his shadow, it means his group will spend six more weeks playing 5E.
  43. 1 point
    Old Man

    Funny Pics II: The Revenge

  44. 1 point
    Scott Ruggels

    Tabletop Simulator

    The Tabletop Simulator module is in playtest. https://youtu.be/UJcEtNXG2n4
  45. 1 point

    Martial Hero

    And the White Lotus Clan!
  46. 1 point

    Martial Hero

    Amazon Prime has a bunch of Shaw brothers movies. Last weekend I watched Shaolin Prince, invincible Shaolin and Dirty Ho.
  47. 1 point
    just because it reminded me of my favourite joke when I went to university... An eccentric billionaire wanted a mural painted on his library wall so he called an artist. Describing what he wanted, the billionaire said, "I am a history buff and I would like your interpretation of the last thing that went through Custer's mind before he died. I am going out of town on business for a week and when I return I expect to see it completed." Upon his return, the billionaire went to the library to examine the finished work. To his surprise, he found a painting of a cow with a halo. Surrounding this were hundreds of Indians in various sexual positions. Furious, he called the artist in. "What the hell is this?" screamed the billionaire. "Why that's exactly what you asked for" said the artist smugly. "No, I didn't ask for a mural of pornographic filth. I asked for an interpretation of Custer's last thoughts" " And there you have it" said the artist. "I call it, 'Holy cow, look at all those ****ing Indians'
  48. 1 point
    I have been playing Champions, on and off, since the boxed set. I own almost every single thing from 4th Ed. I own the majority of the 5th Ed.books, but never really played that version, and have not looked at 6th due to a lack of players and finances. I was mostly self-taught in the early days, and since I had bought the books, I was the most "experienced" player in the game, usually the GM. Years later, on this very board I found out that I had been doing something wrong for years. You and your opponent are a distance away from each other. For the sake of argument, you are a Full Move away from each other (whatever that distance might be, let's say 30"). You and your opponent have the same SPD, and his DEX is one point higher than yours, so he acts first. He chooses to do a Full Move and attack (Move Through, Move By, whatever.) I want to attack him with a Ranged Attack (Energy Blast). Because his DEX is higher he goes first. I don't know if I misread the rule in the early edition, skipped over it completely, or just blocked it out because it would not process, but in our games we always played that. My opponent starts running at me, from 30" away. Based on what he is doing (running in a straight line, bobbing and weaving, using cover, whatever) I take my shot with appropriate modifiers for speed and distance. Then, assuming he is not Stunned or KO'ed, he makes his attack on me at the end of his move. I am not saying this is right, this is just how we did it. I also understand now, that doing it this way could potentially rob my opponent of his attack, because he could get Stunned or KO'ed on the way, even though he has the right to attack first because of his higher DEX. However, when I first was told about the correct way,according to the rules, it sounded so strange. I know Champions is a super hero game, but not every character is The Flash! So the idea that Character A stands like a statue with a blaster drawn (eyebeams at the ready, character-rang in hand, etc.) while his opponent runs the entire length of a football field and smacks him, at which point Character A gets to take his shot, just seemed crazy.. I know that is the rule as written. I know that it works with the other rules. I accept that it is fair to all participants. It just feels weird. Has anyone else ever done this any other way, or did everyone else in the world "get it" the first time they saw it? KA.
  49. 1 point

    Happy Thanksgiving!

    Just finished baking pies. Ready to go to sleep, so I can wake up and do more cooking, and eating! Hope everyone is having a good Thanksgiving. KA.
  50. 1 point

    What Have You Watched Recently?

    Currently watching Season One of The Wild WIld West. Recently bought the DVD's for 3 dollars. The show still holds up. This is the 40th Anniversary Edition and has lots of extras. Good stuff. KA.
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