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LordQulex

HERO Member
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  1. Thanks
    LordQulex reacted to Chris Goodwin in Plasma Rifle Area   
    As far as rules go...
     
     
    This is correct.  A weapon with this Advantage would indeed have an Explosion between 17 and 32 meters in radius.  A 12d6 Blast with this Advantage would do damage out to a 25 meter radius from the central point of the explosion.  
     
    As for the rest, I'd recommend starting a topic on the Star Hero board for further discussion.   
  2. Thanks
    LordQulex reacted to Simon in Standard Senses?   
    Standard Senses are constructed like any other - the table referenced simply provides a quick reference for characters that wish to sell off their base senses.
     
    For a computer, start with Detect and add in the appropriate Sense Adders and Modifiers to represent the system you’re emulating.
  3. Thanks
    LordQulex reacted to Steve Long in What happens to CP after using charge that doesn't recover?   
    If a character spends Character Points on a power which has Charges that Never Recover, when he uses all the Charges, the power is done and he never gets those Character Points back — they’re gone forever. If a character were foolish enough to put Charges that Never Recover on a slot in a Variable Power Pool, then he’s locked those Pool points into that slot permanently, and once he uses up all the Charges, that portion of the Pool remains inaccessible and useless to him permanently (as do the Character Points he spent on that portion of the VPP).
     
    As for whether buying a power with Charges that Never Recover is foolish — sorry, but I don’t answer game design/philosophy questions here. If you haven’t already posted about this on the Discussion board, it might make for an interesting conversation there.
  4. Like
    LordQulex got a reaction from Killer Shrike in Anyone ever use HERO to make a skirmish game?   
    I've tried to do it for High Fantasy, and Sci-Fi settings. The truth is, you don't want a kitchen sink game. In case you don't want to read the rest of my explanation, you'll want to look up the rules for "Hordes of the Things." It's a tabletop war game that separates units into archetypes and those archetypes have costs. They're big claim is that you can play HOTT with any models and it works.
     
    I have a friend that works in design and she said to me when designing a game, start from the bottom and build up. If you include every rule under the sun that you love and the game is unplayable, it becomes difficult to decide which rule to exclude. But if you start with a basic idea, and it's playable, you can add rules you enjoy until the game is too cumbersome. Then simply remove the last rule you added and you have a playable game with some mechanics you enjoy.
     
    HERO System works as an RPG because I only have to keep track of one character's BODY, STUN, END, ammunition... Even as a GM I tend to fudge these things with minion NPCs because it's simply a ton of bookkeeping. If you're interested in a more complex Mordheim, Kill Team, X-Wing, Infinity, Malifaux, etc., go ahead. You'll be keeping a binder of 8-12 character sheets with tactical level statistics and skills. You can even develop an economics system to recruit new members and give existing ones experience points. I'm simply going to tell you in my experience trying to do this, you will be pitching a lot of the bloat rules in favor of what it is you are trying to do - put minis on the table, and kill them. 
  5. Like
    LordQulex got a reaction from assault in Anyone ever use HERO to make a skirmish game?   
    I've tried to do it for High Fantasy, and Sci-Fi settings. The truth is, you don't want a kitchen sink game. In case you don't want to read the rest of my explanation, you'll want to look up the rules for "Hordes of the Things." It's a tabletop war game that separates units into archetypes and those archetypes have costs. They're big claim is that you can play HOTT with any models and it works.
     
    I have a friend that works in design and she said to me when designing a game, start from the bottom and build up. If you include every rule under the sun that you love and the game is unplayable, it becomes difficult to decide which rule to exclude. But if you start with a basic idea, and it's playable, you can add rules you enjoy until the game is too cumbersome. Then simply remove the last rule you added and you have a playable game with some mechanics you enjoy.
     
    HERO System works as an RPG because I only have to keep track of one character's BODY, STUN, END, ammunition... Even as a GM I tend to fudge these things with minion NPCs because it's simply a ton of bookkeeping. If you're interested in a more complex Mordheim, Kill Team, X-Wing, Infinity, Malifaux, etc., go ahead. You'll be keeping a binder of 8-12 character sheets with tactical level statistics and skills. You can even develop an economics system to recruit new members and give existing ones experience points. I'm simply going to tell you in my experience trying to do this, you will be pitching a lot of the bloat rules in favor of what it is you are trying to do - put minis on the table, and kill them. 
  6. Like
    LordQulex got a reaction from Mister E in Improving Intimidation   
    6E1 382 - Limited Power: Power loses almost all of its overall effectiveness. (-2)
     
    I'm using 6th edition, I just figured that using EGO for the sole purpose of intimidation was extremely limiting. Though when Steve Long tells you that it's Only For Fear/Intimidation-Based Presence Attacks (-1), you listen. ?
  7. Like
    LordQulex reacted to assault in Anyone ever use HERO to make a skirmish game?   
    Heavy use of Mook rules would help. Having to keeping track of Recoveries would generally be a Bad Thing, although a very simplified Recovery rule might be OK.
     
    Essentially, the trick would be to find a way of reaching the same results as the full rules most of the time, with a fraction of the effort. Say, the same result 80% of the time with 20% of the rules.
     
    That said, "skirmish games" cover a lot of ground. They can involve half a dozen characters/units per side, or a hundred.
     
    You could virtually use the full rules for the smaller games. It's the bigger ones where you really need to cut things down.
  8. Thanks
    LordQulex reacted to Steve Long in Improving Intimidation   
    You figured out the answer to your own question perfectly, though the Limitation should have a different value if you want to follow examples in published books. You buy extra PRE with the Limitation Only For Fear-/Intimidation-Based Presence Attacks (-1). 
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