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Ninja-Bear

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  1. Like
    Ninja-Bear reacted to Spence in General Advice When Creating Champions/Hero System Characters   
    In the end, Hero has a lot of moving parts and options. 
    One thing I have done that was successful in introducing new players to a RPG (not just Hero) is to do a "practice" intro using their second character concept.  I explain that with all Hero's options it can take a try or two (or more ) to actually get the effect you want.  Making a practice character and then playing an encounter or two will help them actually build the PC they really want.  
     
    Hero is one of those games that is truly easy once you grok it, but is also a "chicken or the egg" type of game where you can't really understand how the build rules work in building a character until you play an encounter which you can't really do until you build a character
     
    A run through demonstrating how the powers work in play really helps. 
  2. Like
    Ninja-Bear reacted to Spence in General Advice When Creating Champions/Hero System Characters   
    I read through and mostly ignored the dice values listed since that is pretty much up to the GM and their personal decision on point caps.  By saying 12d6 you ensure that new PC's will have 12d6 attacks.  If you said 10d6, they would build to 10d6.
     
    I do have a couple small comments.
     
    You said:
     
    This might imply that Energy Blast always affects ED.  EB can be designated to affect either PD or ED.
     
    Also there is not mention that the game power names (Darkness, Energy Blast, etc,) are simply a way to identify the game mechanic effects.  While Darkness can be bought for the obvious effect of making an area dark, it can also be used to create an area where one can see easily but has no sound. 
     
    You might want to include a paragraph explaining how to determine a potential ability/power's end game effect and special effects and then look at which game mechanic/powers actually achieve the concept.   Consider the Flash (or any speedster), in the comics we see him run past a line of thugs, punching each one in a flurry of super-speed punches.  Trying to buy up the PC's speed to the point they can punch out 10 or 12 henchmen is far too expensive.  So what are we really doing here?  Flash is punching each thug as he runs past at super-speed. 
     
    As an example:  Super-Speed Punches: 3d6 EB (vs PD) Area Affect (line), only in hexes Flash moves thru in this phase, selective target. 
    Lets say Flash has 20 inches of Run.  I move Flash 10 inches through the bank, ensuring I move adjacent to as many robbers as I can.  Then at the end of my move I attack with Super-Speed Punches and do 3d6 to every mook I had moved past, yes because it is selective target you will have to make a separate attack roll for each mook, but Flash isn't sloppy.  Rules requirements are met. move half and then an attack ending my phase.  Narrative description of my turn: Flash unleashes and torrent of super punches as he zips past the bank robbers. 
     
    Somewhere in your paper I would try to convey this concept.  If you don;t then you will miss out on some truly creative Heroes and mostly see straight power buy blasters and smashers.
     
    Just a thought triggered by my own failures to get the concept across to new players
  3. Thanks
    Ninja-Bear got a reaction from Grailknight in Why NOT use a multipower for magic?   
    Lonewolf here is where I disagree with your argument against Multipowers. You’ve shown some creative and I would think even you would say “abusive” and multipowers make those spells cheaper therefore Multipowers are bad. Correct? Therein lies my disagreement. Those spells are “abusive” whether at full cost or discounted price. True a MP may allow you to buy more but why should a GM allow those spells in the first place?  Why shouldn’t a wizard have access to several spells if they’re reasonable? Not only that but the savings in spells means the wizard might have other skills?
  4. Haha
    Ninja-Bear got a reaction from Lord Liaden in Why NOT use a multipower for magic?   
    Mind like Pool: invisibility to Mental Sense Group reds. Stealth Roll cost 20 pts. UMA 4th pg. 96.
     
    I have UMA 4th and I’m not afraid to use it!
  5. Like
    Ninja-Bear reacted to Lord Liaden in Who would make a good team mentor?   
    Pursuing my earlier suggestion of Brainwave, if this was to be a character in my game for the purposes Novi specified, I would adapt some premises from DC's Doom Patrol, and make him a bit of a blend of Niles Caulder/The Chief, and Steve Dayton/Mento. In my concept, Brainwave was a brilliant young scientist with latent psychic potential, which he amplified to super-level with a helmet he invented. Brainwave joined the heroes in the Battle of Detroit in 1992 against Dr. Destroyer's forces, and although he survived was crippled in the fight. He retired to concentrate on building his own successful electronic engineering company.
     
    That would give you a veteran hero with financial resources and scientific expertise as support for your PC team, who could monitor and guide them mentally, but can't join them in the field.
  6. Like
    Ninja-Bear got a reaction from Vanguard in Terran Empire plus   
    I find ship stats and animal stats useful. I also like ship maps. 
  7. Like
    Ninja-Bear got a reaction from Vanguard in OCV/DCV ranges for starting characters.   
    The short answer is that if the GM vetted the character and the GM isn't pulling a fast one then your character should be good to go. 
  8. Like
    Ninja-Bear got a reaction from Vanguard in OCV/DCV ranges for starting characters.   
    Not my experience. Most starting characters from 4th translate to close to 300 pts. What will throw you off is now Force field is folded under Resistant Defenses so active points went up. When I updated Neon (a blaster), he was made with an elemental control which is really cheap compared to unified limitation. Still though no understanding how your character is deficient or not. Deficient compared to whom? Yeah if you compare to book villains they might be cause in 6th, the villains are still written up the same old DEX and CVs that were pre 6th. That’s the one complaint about the latest edition they divorced the CV from DEX but no character has really taken advantage of it so as they are backwards compatible. Btw 6th considers 400 pts the new starting point however if 300 is too tight for you consider going up to 350 pts.
  9. Like
    Ninja-Bear got a reaction from Vanguard in OCV/DCV ranges for starting characters.   
    You can if you just want to use the older material as is. I’ve been mucking about with some of my older write ups and I was considering this question too. I came with around CV 7 and here’s why. With sixth divorcing CV from DEX you can have agents now with a DEX of 15 and still have only CV of 3. I lowered both DEX of my characters from 20 to 14 & 12 and still keep a OCV of 7. For me I figure if agents are OCV 3 and only one CSL that gives you an OCV 4 and DCV 3. If you figure a good spread of CV between agents and PCs is 3 then a DCV of 7 is rather good.
  10. Thanks
    Ninja-Bear got a reaction from Scott Ruggels in Swords and damage   
    Duke I ain’t either in the mood to argue. First is the martial arts system the best? Probably not but I’ve been looking now for years and well Hero system is still the best. Second I’m really over people overly analyzing certain things and say “ this is too efficient and this is not” . The pints are a guideline but doesn’t tell the whole story. Third since this is a generic system and you can (usually) buy things on your own and none of the game designers are omnipotent, someone somewhere can figure out how to game the system. That doesn’t mean it’s broke per se just means that you need to use restraint.  Fourth personally over the years some things that I didn’t like about Hero gave me fits but in the end either the work around was more of a PIA than it was worth or the rules ways wasn’t that bad.  (I’m still pretty much a rules follower).  I have no problem saying “hey caution cause this can be abused and here’s how”.  I just say ok how can it work for my game? 
  11. Thanks
    Ninja-Bear got a reaction from Duke Bushido in Why NOT use a multipower for magic?   
    Yes it is. So the point then the system isn’t flawed as much players/GM who abuse the system.
  12. Haha
    Ninja-Bear got a reaction from Duke Bushido in No Damage Knockback   
    Interesting point! Since Shove is now a standard maneuver he could Haymaker it. Btw Target Falls is only +1 point as an element. Let’s not overcharge shall we? 😉 
  13. Like
    Ninja-Bear reacted to theinfn8 in No Damage Knockback   
    Not to resurrect an oldish thread but I didn't see anyone mention this option. For completeness sake and because I prefer KISS, what about the Shove maneuver (6e2 pg 79) or Martial Shove (MA pg 6)? What you're describing is exactly what it's for. A hard shove/push to move someone and not cause damage.
     
    If you need more KB, just buy some STR limited for "Only for Shove".
  14. Like
    Ninja-Bear reacted to Scott Ruggels in dark champions was...   
    Dark Champions suppliments were some of my first cover art, right after i did stuff for a Teenagers From Outer Space cover
     
    Hudson City Blues. Cover art, by me)

    (found it while putting  my Vast hero collection up on the shelf.

     
  15. Like
    Ninja-Bear got a reaction from Vanguard in Swords and damage   
    They are built using the martial art rules for creating Standard maneuvers which you could have done since Ninja Hero first came out. It’s just now they’re listed for anyone with the core rules. So yeah let’s keep the rules.
  16. Like
    Ninja-Bear got a reaction from Vanguard in Swords and damage   
    Duke I ain’t either in the mood to argue. First is the martial arts system the best? Probably not but I’ve been looking now for years and well Hero system is still the best. Second I’m really over people overly analyzing certain things and say “ this is too efficient and this is not” . The pints are a guideline but doesn’t tell the whole story. Third since this is a generic system and you can (usually) buy things on your own and none of the game designers are omnipotent, someone somewhere can figure out how to game the system. That doesn’t mean it’s broke per se just means that you need to use restraint.  Fourth personally over the years some things that I didn’t like about Hero gave me fits but in the end either the work around was more of a PIA than it was worth or the rules ways wasn’t that bad.  (I’m still pretty much a rules follower).  I have no problem saying “hey caution cause this can be abused and here’s how”.  I just say ok how can it work for my game? 
  17. Like
    Ninja-Bear got a reaction from Vanguard in Swords and damage   
    The martial arts are fine where they’re at.
  18. Like
    Ninja-Bear reacted to bpmasher in WW2 game: Fireteam '44   
    So I got to thinking about my figure collection and Hero System. Naturally I want to use my figs as much as possible, so I thought up a game of super-powered airborne infantry invading France in 1944. The characters will be under 5th ed. revised, 250-300 points worth of superpowered individuals, but with human weaknesses to bullets, strangulation and other "natural" means of dying. Think of the Godlike RPG when imagining characters.
     
    So the player characters drop into Normandy in the first session, and have to link up with their HQ. Combats will be handled with miniatures on terrain, and other stuff will be ToTM.

    I will be designing the characters for this, so ideas are welcome. So far I have a super-strong "brute" with a BAR rifle and a nasty disposition, a private who can fire armor piercing laser from his eyes (though the power will probably have the "Burnout" limitation), and one soldier who can turn into a beastly form to tear into the Nazis with claw and fang.

    The PC powers will probably be "raw" talents, so they will require an activation roll, and will have some limitations (EGO roll to prevent beast form guy from losing control of himself?) , but they are still super powers. The nazis will also have superpowered troops, but I haven't come up with concepts yet.
     
    I have a battle-mat and terrain for the combats, and a couple of tanks (if I grok the vehicle rules) for variety.
    The games theme will be some form of gritty, down-to-earth warfighting and the consequences of human superpowers (hubris anyone?) combined with wargamey concerns and some roleplaying and storytelling to round out the experience.
  19. Like
    Ninja-Bear reacted to DusterBoy in dark champions was...   
    It's fun arguing genre definitions, isn't it?
  20. Like
    Ninja-Bear reacted to Grailknight in Swords and damage   
    Duke, a good number of your objections are rooted in the fact that you've never updated to later editions and haven't stress tested the rules for 6th especially. People who came into Hero in 4th, or later probably look at the earlier rules and are glad for the added detail. I am a 1st edition player but I appreciate all views and contributions. Anything that makes me think makes my game better even if I don't use it.
     
     
    Are all the changes through the years for the better? No, but most of them are. Those changes to Martial Arts that you disparage are just proliferation of maneuvers not CV"s/CSL's disguised as such. The OCV and DCV attached to the basic moves haven't changed much throughout the editions. There are just more moves and greater detail. Damage has been changed to make it more genre neutral but the CV's have not.
  21. Like
    Ninja-Bear got a reaction from Amorkca in Swords and damage   
    Duke I ain’t either in the mood to argue. First is the martial arts system the best? Probably not but I’ve been looking now for years and well Hero system is still the best. Second I’m really over people overly analyzing certain things and say “ this is too efficient and this is not” . The pints are a guideline but doesn’t tell the whole story. Third since this is a generic system and you can (usually) buy things on your own and none of the game designers are omnipotent, someone somewhere can figure out how to game the system. That doesn’t mean it’s broke per se just means that you need to use restraint.  Fourth personally over the years some things that I didn’t like about Hero gave me fits but in the end either the work around was more of a PIA than it was worth or the rules ways wasn’t that bad.  (I’m still pretty much a rules follower).  I have no problem saying “hey caution cause this can be abused and here’s how”.  I just say ok how can it work for my game? 
  22. Like
    Ninja-Bear reacted to pawsplay in Why NOT use a multipower for magic?   
    "How and why did you learn that spell?" is equivalent to "How and why do you have a laser pistol?" No, you cannot just spend an experience point and learn any old spell. When your character was created, all their spells have a stated or implied origin in your character's magical training. That doesn't disappear just because you have an experience point. Further, if spells are supposed to be something that are hard to learn, you aren't necessarily entitled to spend those points willy-nilly. Learning a new spell every other month might be unreasonable. Just because you have points to spend on a Follower doesn't mean you can suddenly acquire a squire while traveling through the desert. You might be able to, but you have to justify it.
  23. Like
    Ninja-Bear reacted to Chris Goodwin in Why NOT use a multipower for magic?   
    Anyone can make a list of abusive abilities.  That doesn't prove anything about what might happen in an actual game.  
  24. Haha
    Ninja-Bear got a reaction from Duke Bushido in Why NOT use a multipower for magic?   
    Mind like Pool: invisibility to Mental Sense Group reds. Stealth Roll cost 20 pts. UMA 4th pg. 96.
     
    I have UMA 4th and I’m not afraid to use it!
  25. Like
    Ninja-Bear got a reaction from assault in OCV/DCV ranges for starting characters.   
    The short answer is that if the GM vetted the character and the GM isn't pulling a fast one then your character should be good to go. 
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