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schir1964

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Everything posted by schir1964

  1. If you do a search you might find a thread that asked this exact same question. Presuming those threads have survived until now. Anyway, if I recall correctly the idea put forth that any person/object/location(hex) had a default DCV 3 at range only. A stationary person/object/location(hex) was considered DCV 0 within a certain range based on some obscure rule mentioned in the BBB at the time. Never thought to check if that rule survived to later editions. I could be mis-remembering though (it was over 10 years ago). Addendum: These rules above were talking about hitting the ground at the hex location not the air filling that hex location. If you are talking about hitting an object that fills the entire space of a hex then I would suggest looking at the bonuses one gets for larger targets. An object that fills the space of a hex would easily get a +4 bonus for being a larger target I think. - Christopher Mullins
  2. This is kind of thing I was alluding to when mentioned "Guidelines" for both GM/Writer alike. I can see this as potentially breaking down the barrier for new players to get into the Hero system. - Christopher Mullins
  3. How to bring specific Settings books from concept to a tangible reality? Well, one person could do it (Christopher Taylor), but with just one person the amount of time to produce what is needed may be too long of a wait. Another avenue is to have a group of close knit individuals work on it as personal project. Which lends to idea that each setting should have an agreed upon guidelines which govern how new material is generated for the specific setting. However, committees tend to bog down over minutia and suffer from attrition. Or changes to the guidelines are made in the middle of the process creating inconsitencies in the generated materials. A kickstarter, which I don't have detail knowledge of how it works, might alleviate some of the issues mentioned above, but I wouldn't know. Whether these settings are offically santioned by the Herogames company, unoffical books that can be purchased through Herogames, or free PDFs offered by the community (how that would work I'm not sure) will have an impact on the quality and amount of material produced. - Christopher Mullins
  4. This discussion has taken an interesting turn. Based on what's already been said I'll offer my view on this. Those that know me on these boards know that I've been huge advocate of core rules being as complete and as flexible as possible with the idea of pushing the separation of SFX from mechanics as far as the system can feasibly handle it. Even to the point of separating the Physical/Energy distinctions from the mechanics (whether that is a good thing or not is not the point here). The goal of pushing things this direction was to have a set of core rules that could build any Story in any Genre while retaining a balance of relative effectivness in game (how they manage to do that so well with the existing rules so far is still a mystery to me). Anyway, that goal I think has been met or is very close to having achieved that goal. So I think those rules could, and probably should, be used to create three Universe settings: super heroes, fantasy, and science fiction/space opera. By using these rules to create settings of each type (much as described by others in presentation) could be the gateway needed to grow the numbers who choose to play a Hero game and down the road maybe GM a Hero game. A number of these GMs will want to customize the setting or build their own specific setting which of course would require the core rules to tweak things as needed. I agree that building these settings would entail some specific Universe definitions of how things should be built for that specific setting. A set of guidelines for any GM or Writer who wants to expand, not alter, a specific settings universe. Perhaps these settings will not appeal to many existing GMs who love building their own specific settings, but I think there might be as many or even more who would buy these settings to augment and inspire their own campaigns if not use them outright. Just An Opinion - Christopher Mullins
  5. 7th Edition? Hmmm... let me think about that for a bit... - Christopher Mullins
  6. Wow! This thread is still being posted to. Amazing! (8^D) - Christopher Mullins
  7. Re: Thread Linkage: New Power Ideas Someone needs to start a thread like this for the 6th Edition discussions. - Christopher Mullins
  8. Re: Superhero Images Just thought I would refresh this for new members. - Christopher Mullins
  9. Re: Superhero Images Nice work! (8^D) I'm also pleased to see this thread is still growing. - Christopher Mullins
  10. Re: A level of confusion Possible House Rule: Every 5 Points (or some other number set by the GM) total spent on a skill may be used as a +1 DCV without needing to be wielding anything. Sort of a general knowledge of how to evade such attacks. Just An Idea - Christopher Mullins (8^D)
  11. Re: Damage Class and Balance What I found helpful is to view it this way: Active Points: How effective a power is under ideal circumstances. Real Points Spent: How effective a power is over the character's lifetime. Just general rules of thumb, but they tend to hold up. - Christopher Mullins
  12. Re: Hero In Two Pages - Complete Minor verbiage correction. Under Perks: Things it’s nice to have Change To: Things that are nice to have Otherwise... Awesome. (8^D) - Christopher Mullins
  13. Re: Thread Linkage: New Power Ideas Patriot, I've repped your post above so that you now a have a link for this thread that will hang around for a while in case you need to find it quickly. - Christopher Mullins
  14. Re: The Overbearing Presence I think comparing PRE vs PRE rolls (like STR vs STR) could also work, but you would have to figure what success/failure results mean and their effects. - Christopher Mullins
  15. Re: The Overbearing Presence What I've always found to be difficult with implementing PRE as written and other Mind Control type powers (yes, I do consider PRE in that group, and I exclude Mental Blasts from the group) is that they don't work well in most of the games I would want to run. I would like to have Mental Attacks be rare and something to be feared. I can make the Mental Attacks be rare by limiting access to such powers, but in order for them to be feared I need to make sure that Mental Defenses are even rarer. So I can tell you from my experience that this does not work well at all since the Mental Attack characters will dominate. However, the same is not true for Killing Attacks. I can make killing attacks rare, but I don't have to make the Defenses rarer to keep killing attacks as something to be feared, and I don't have any problems with getting that to work well since the Killing Attack characters do not seem to dominate. The main reason why this seems to be the case is that with Mental Attack characters the people they attack and succeed against can become an extension of themselves for whatever endeavor they want to achieve. Now PRE is in between these two in this regard, but it is even worse to implement since the "defense" is not separate from the "attack" by itself and unlike Resistant Defenses, there is very few non-contrived reasons why the general populace would have access to or be inclined to have elevated PRE values (including the PCs), especially since the whole idea that extra-sensory Mental Influence type abilities are supposed to be rare in these type games, which there are many. So for games where Mental Influence type powers are considered common and thus their defense is common, they work just fine. But for games where they are supposed to be rare, not so much. And PRE doubly so. Just My Humble Opinion - Christopher Mullins
  16. Re: 6E p172 Object BODY table [thread=51286]Alternative: Death, Destruction, and Function[/thread] - Christopher Mullins
  17. Re: New Mechanic: Block Sense Updated. This is not an attempt to "improve" what already exists. The current mechanics work just fine for what they are intended to do. It is an attempt to create a mechanic that is more toolkit in nature than the current constructs. - Christopher Mullins
  18. Block Sense (Sense Affecting / Constant) Block Sense prevents a character from perceiving information with the affected sense. The sense is blocked for as long as Endurance is expended. Cost Targeting Sense Group (10 Points) Non-Targeting Sense Group (5 Points) Adders Lingering Effect (2 Points Per Second): Sense remains blocked even after Block Sense in no longer being used on the character. Effect lingers the total seconds that are purchased. The power's owner can choose to affect the target for less duration than purchased by only using the points needed for the duration wanted. Modifiers Area Effect (Varies): See Area Effect Advantage. Area Effect causes anyone in the area to be affected. It does not affect anyone outside the area nor prevent anyone outside from perceiving into the area affected (See Field Advantage). Area Effect - Field (+1/2): The Field Modifier for Area Effect when applied prevents senses from perceiving into the field of affect (whether inside or outside the area). Attempt To Combine Flash And Darkness Mechanics (Work In Progress) Thoughts? - Christopher Mullins
  19. Re: 6th Edition Question: New Powers? So based on this, a more correct name for this power would be "Block Sense" with two modes of operation: Personal and Area Effect. The question then is to model the minor mechanical differences as modifiers: Duration and Lingering Effect. I'll start a new thread to explore the possibilities. - Christopher Mullins
  20. Re: 6th Edition Question: New Powers? Sense Nullification or Nullify Sense. Although, this sparks some interesting questions... Why couldn't Flash be represented as a Drain vs Senses? Why couldn't Darkness be an Area Effect flash? It is curious how some mechanics developed over time. - Christopher Mullins
  21. Re: Drains? Both Succor and Suppress are cumulative by default and as long as you have enough END you can just keep stacking them on top of each other. - Christopher Mullins
  22. Re: Drains? Succor, Suppress, and Healing: Regeneration also don't have a cap on effect (as far as I remember). But I do agree that Drain should have cap just like the other Aid/Transfer/etc... [thread=42607]New Mechanic Ideas[/thread] - Christopher Mullins
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