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KX_Mushashi

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Posts posted by KX_Mushashi

  1. Welcome to Hero System, it is my favorite of the systems I have played/looked at.  Sure I can help you learn some of the rules, I tend to take the role in a group of secret rules master/lawyer, I can also let you know of a few pit falls in GMing/DMing to avoid and a few that are particular to Hero System as well.

  2. It has been a while since I have been in a pen and paper, and have recently been inspired to make a new character that I would like to find a game to play them in.  Weekends are my best days for games since I have about 10am-10pm(GMT -8) free though I haven't had to work overtime in a while so I can probably open up Weekdays 5pm-10pm.  I am looking for an online or play by post game and I do have discord if the group plays with that for voice.

  3. I don't think this is limited to Hero System but is something that is wider spread to other systems that don't have character levels.  Shadowrun is another example that comes to my mind.  DnD steps through a couple of different sub genres as the characters level up and having character levels does make that a bit easier.  In Hero and other sanslevel games it is a bit harder to compare power levels since there are different things to spend points on and some of them are not always helpful in every situation.  A character that buys out a tricked out sword will almost always be able to use that sword, but a character that buys a castle can't really take it with them...most of the time.

  4. 38 minutes ago, Killer Shrike said:

     

    I basically agree with this, except I go literally "1" further...OCV / DCV / OMCV / and DMCV should all have defaulted to 0 in 6e.

     

    The 11- attack roll is balanced unto itself. If the O and D values are the same value by default, there is no mathematical difference between ((11 + x) -x)- and just 11-.

     

    There was no intrinsic reason for the values to be pegged at 3 other than past practice.

    I always have looked at it as the starting values are the average stats you see on most normal people in the world.  With everyman skills it is possible that the average Bob Smith/Jane West do cost close to 0 character points making it slightly quicker to tell how your character lines up compared to the average in the world.  That said I wouldn't mind if all attributes started a 1 or 0 and we just got a few more points to spend, though that would through off the nice round numbers we have for suggested starting character point values.

     

    Addendum:  The way I have always handed not having OMCV and DMCV in anything I run is in Hero Designer I say the Min and the Max is 3, you can't sell back a stat that doesn't exist in the game world back for more points, and on hand written sheets (or some other non-Hero Designer electronic file) the stats just are not on the sheet to start with.

  5. If other rules are changing then there might not be an issue, I was assuming no other rules are changing in my statement, it also depends on how common raising DMCV is though as well.  If it isn't common in the setting to raise your DMCV above the min than you only need need to add 6 in either case to get to the "You only fail by rolling and 18" assuming no additional adders on either side, though I assume in that type of setting raising your non CV values is more common so the metal powers route would be a lot stronger compared to physical powers.  Though again that is something that could be offset by the GM and the setting making metal powers much rarer.

  6. To me OMCV and DMCV defaulting to 3 is a balance issue not really a carry over from older editions, and it is really focused on DMCV throwing off the balance.  Sure it would cost a bit more for a mentalist to get a higher OMCV but the power they would get for that since the average DMCV being 1 makes them way more powerful since it would be hard for them to miss.

     

    Thinking on it a bit more and what traits would lead into MCVs I would say a a normal person that is a bit more scattered brain might have a lower OMCV (Harder to focus on a single task or attack), where someone that  is normally focus would have a higher OMCV.  DMCV wise would be more based on how quickly they can move from one thought to the next, sort of like mental agility.

  7. As others have said I tend to not buy down unless the character's backstory or design would create a reason to.  OMCV is a really odd stat to include in a story as to why it is lower than normal, if I was GMing a game and a player came to me to ask this I would probably make them buy a mental power that would be affected by this buy down.  They would likely buy that power at bare min level, though that would also make sense since they will likely never use the power let alone hit with it if they do try to use it.

  8. In my mind the Skyrim Draugr Meme is in effect for Villains, when the hero is training team work, going to charity events, and living their life the villain is training.  This is sort of to show that most villains don't work well together so they will have more chances to improve, build better gear, or learn new spells.  That said in a realistic setting (not one where the villains at some point won, and heroes are just starting to stand up to them again) there should be a mix, some villains will be new and less powerful, some older and more powerful.

     

    If the villain is going to solo a team them having damage reduction that kicks in after the damage gets past the armor (I forget the order of Damage reduction and Armor) might not be a bad idea that way they don't go down in a round or two but still can be otherwise as powerful as any one member of the hero team.  I also tend to look at effective power level rather than total power level as well, a villain that pays for 1,000 henchmen is going to be more expensive, though he isn't likely to use them all in a single fight.

  9. Been a while since I have played so figured I would see if any games out there are looking for another player.  I am looking for a 6th edition game (I have the core book for 5th but I have only ever played 6th) and I am leaning a bit more towards champions though I would be ok with a Fantasy game as well.  An online game would also probably be better, though if there is one around the Portland area in Oregon I would be up for that.  Weekends for either would work better for me since it is less likely that I will get overtime at work though a 6pm-10pm game on a week night could also work most of the time.

  10. Re: Most PCs...

     

    The Statement is true you can build all characters without a MPP or a VPP...they will either lose versatility or will cost a lot more points. If the rest of your campaign is built to that then go a head and enforce it. Lets say you go from fighting 4 minions of a master villain if you have 4 players that might be an easy fight they don't need a MPP or a VPP even when they get to the Master the same powers will probably effect him. Lets quadruple the number of Minions (if you are a Master Villain you really need more the 4 Street Thugs/gobblins/ect. working for you) in that case to 16 of them, your single target powers will still taking them out fast but now they have time to damage you since you can only take out at most 4 per turn...so you take that into account and you buy instead buy a weaker AOE attack and forgo the single target powers, but now you can't even hurt the big guy at the end. You could go with a Variable advantage and hope that swapping between an AOE and a AP attack will work but most Masters have harden and you are in the same boat.

     

    I know that in early comics MPP and VPP like abilities where rare, but that is why groups like the X-Men had more to fear from a mob then they did someone like Magneto. A MPP and VPP is a tool to make it so that the foes people should fear are not the little cannon fodder characters but the one pulling all the strings. The other important thing is that a MPP and a VPP have close ties to the powers with in them, does a brick need +HTH dice and flight in the same Pool...probably not so it shouldn't be allowed; however does a mentalist need Telepathy, Telekinesis, and Mental Illusions all in the same Pool...that fits a bit better. VPPs in my mind should be restricted but then again try to do a master of the arcane that has spent 30 years studding magical tomes without a VPP. In reality this Arcane Master probably isn't more effective then the brick or energy blaster standing next to him, but he needs the VPP to symbolize all the spells he knows and can cast.

  11. Re: Campaign Damage Caps, Code vs. Killing & Pulling a Punch

     

    Not sure if this has been mentioned yet, I don't think I have seen it, but there are other things heroes can use strength for as well that they can use a full uncapped value for, Large portion of a building falling on them; get out of holds quicker with half strength rolls among others. I am also not big on post creation caps since you could end up with all your players with 60 strength, high defenses, high speeds and maxed powers.

     

    For the Complications being the driving force not to use the power beyond the cap; not every player will abide by that so it has to be the consequence that drives them. If they know that the full force of Primus, Until, and just about every Superhero that calls them an ally would be brought down on them if they used their full power then most would think other wise. Normally I would say it would be a multiple offense deal unless they are just ruthless (16d6 with a fast move through on a normal human with military grade armor...that is going to be a one strike and they are hunting you down deal). Even better if they don't get the idea give the little human foot solider a life and have that life suddenly interact with the player character's life, such as a distressed loved one finding out what happened and asking why their loved one was injured so badly.

     

    Personally I love playing characters that have to hold back a bit, it gives them another level to their personality. Thought it isn't something for everyone, if the player can do it well then why not let them, if it becomes an issue well that is what stripping them of their powers and having to still act like a hero is for.

  12. Re: Looking for Feed back on Sat guide lines

     

    A lot of the stats came from a combination of the characters in the villain books and what is in the 6th ed champion book. I threw out characters from the villain handbooks that where 700+ points(the champions book said witchcraft(400) was as powerful as talisman(600-680) in the same book. I tossed two of the members in my group against Piledriver listed as a ~550 point character. The two characters are brick like (one is a brick and the other I conciser more brick like then a brick) and through a combination of missed attacks and poor rolls on Damage I think they managed a whole two points of damage to him and ran. In the game I am/was playing in at Hero Central the very frist attack with using my new build of Shroud (close to the one I posted here after the edits) would have been into the negative on stun after the attack had he been the target.

     

    So what I am getting from this is I probably have to do alter the villains to work in a 'standard' game.

  13. Re: List Your CO Heroes!

     

    Mirage Mentalist a level 9 ranged telekinetic will have a few telepathic powers (Summon Nightmares and the Collective Will) I haven't created a back story for him yet but I will be since I think he will be the next character I create in Hero System

     

    Eventually I will have Overload (Electric Blaster with super speed) and Shroud (Shadow blaster with teleportation or the shadow wings)

  14. One of the things I have been doing in my time I haven't been here is working on a formula that I could use to start building my rather large Archive of characters from Marvel Heroes RPG and Marvel Universe as well as the list I have created since playing those games of Supers I would like to make. I am not sure if this has been done before (I know that there have been a few post about stat sets that others use but I am more looking for a celling for the stats that I can work with in), if it has sorry about the new thread on it. These stats assume Human(or Human based) in a 400 point /75 Matching /60 Active Cost limit set of creation rules. My goal is to create characters that are more balanced that what I have been making but still playable and that can fight a good selection of the characters out of the Villain books (Not sure why but I seem to be missing the mark a bit, both in games that I play in and the one that I run). Feel free to let me know if anything looks too out of Sync or to limiting.

     

    Stats MAX

    General

    STR 20

    DEX 20

    CON 20

    INT 20

    EGO 20

    PRE 20

    OCV 5

    DCV 5

    OMCV 5

    DMCV 5

    SPD 5

    PD 30 (20 rPD)

    ED 30 (20 rED)

    BODY 20

    STUN 40

    END 40

    CSL +2

    -------------------------------------------------------------------------

    Blaster

    END 80

    CSL +4

    Brick

    STR 60

    Con 40

    PD 40 (30rPD)

    ED 40 (30rPD)

    Body 40

    STUN 60

    END 60

    CSL +4

    Gadgeteer/ Power Armor *Values above General Limits must come from Items

    STR 40*

    DEX 30*

    CON 30*

    INT 40

    EGO 40

    PD 40 (30rPD)*

    ED 40 (30rPD)*

    OCV 7*

    DCV 7*

    SPD 6*

    BODY 30*

    STUN 50*

    CSL +3*

    Martial Artist / Weapon Master

    STR 30

    CON 30

    DEX 30

    OCV 8

    DCV 8

    SPD 6

    BODY 30

    STUN 50

    END 60

    CSL +4

    Mentalist

    INT 40

    EGO 40

    OMCV 9

    DMCV 9

    END 60

    Speedster

    DEX 40

    SPD 8

    OCV 7

    DCV 7

    DMCV 7

    END 80

  15. Re: Help with a power

     

    ok so after looking at the options more closely I think Detect is what I want for the physical objects and also a Detect for the telepathy part as well. Thank you all for your help and Psyber624 for actually giving me a build I can work off of

  16. Re: Help with a power

     

    My fault for thinking a few steps ahead an not putting it down. Discriminatory and 360 are also things I am thinking about having for it.

     

    The idea that he does use TK to see and it would be unified to his other mental powers, though since at this point it is second nature he doesn't need to spend endurance each round. Though I don't want him to see through windows and the like since that would prevent his tk from passing through and having a solid like back to him, so I am likely to pick up LOS as well for it and limit it somehow. The Telepathy end is just reading surface thoughts and is sort of the way I was thinking I could add discriminatory to the sense. On flashes I am thinking an odd sense group is the way to go so that they have to drain his powers or have a flash for him to blind him.

     

    Another idea I might do is put concentration on his TK or maybe do an idea that I would have to have the GM approve of and put the 360 and LOS into a compound power in a multipower pool with his TK so when he uses his TK his sight weakens to show that they are the same power.

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