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Vanguard reacted to a post in a topic: Mutants: Why does this idea work?
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Beast reacted to a post in a topic: Hero Designer
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Nevermind. . . Read through the thread and there's a crap ton more useful stuff than I can contribute. Hope everything works out for ya.
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Matt the Bruins reacted to a post in a topic: Dungeons and Dragons to eliminate concept of "inherently evil" races
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Hero Designer is character generation software. And that's it. It has all the core rules for character generation but that's it. (See GB(i)'s post for clarification. This statement could've been really, really confusing and I didn't notice that until just now) The Downloads/Store section should give you some screenshots of the HD interface and some of the user uploaded export templates usually have the preview screen shots as well. Again, I believe Hero Designer is worth the investment if you're planning on running a game.
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You don't have to buy any of the Packs if you don't want to. While they are immensely helpful in that you'll already have them readily accessible in Hero Designer format and can easily load and modify them, you can also forego that convience and just as easily enter what you need when you need it. But that is a bit time consuming. If you DO decide to purchase the Packs. I'd recommend purchasing what you need as you need them. Same monetary expenditure in the long run but less of an upfront ouchie. The printed output of Hero Designer is a bit complicated as HD doesn't have its own native print feature. It relies on various export templates for page layout/setup and then prints from there. The good thing about that is, I believe, those export formats are created in XML so you can, pretty much, get any output format you want. There's tons of export formats in the Download section and if none of those strike your fancy, there's a several people on the forums that might be willing to whip something up for you. All in all, Hero Designer itself is definitely worth the money.
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Twilight reacted to a post in a topic: Dungeons and Dragons to eliminate concept of "inherently evil" races
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Caught me while I was editing my previous post. That is a REALLY good reason for making it a Physical limitation. I'd just never seen that particular "type" of lim built that way. I've used it a few times and it never once occurred to me that the way I'd built it meant a simple, relatively speaking, Ego roll would "fix" it for that moment. Learn something new every day . . . Thanks Steve!
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👍 That's pretty much all i got.
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Don't recall seeing that in Ninja Hero. I do recall it being used/mentioned in Dark Champions as "Resource Points". You had double your Resource Points as your "Armory" which was all your stuff you had access too. But it was at your base of operations. Then you had your "kit" which was the stuff you had on you. (Which totaled your Resource Points).
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They haven't been "neutered". They just have to to actually pay for the power that they go for free before. And while point costs of most POWERS have remained the same, the actual point cost for characteristics have changed to reflect the decoupling. Not all of them mind you but a good portion of them. The problem that has arisen is that HERO games likes to copy and paste. So while the decoupling was done to level the playing field a bit, all published characters are just copy/pasted from previous editions instead of actually being rewritten to take advantage of the new rules.
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The protesters would probably handle it just fine and keep on protesting. The rioters, on the other hand, would see him as an even bigger symbol of their "oppression" and continue to escalate things.
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1) There was a point where, while I wouldn't say I wouldn't play in a game where the characters were captured, I'd fight like made to keep it from happening. Mainly due to the fact that the villains capturing the characters, if played correctly, would just kill them. If the player characters survived, it would have to some kind of contrived and convoluted thing that just wouldn't make sense. Howerver, after playing with Wildcat, I came to realize that having my character (or the characters in general) captured could, and probably would, lead to more adventure and storytelling. 2) I've only had a problem with this if it was outside the genre or if, there was just no way, the villain could return. And even then, I'd (after a bit to be honest, sometimes I can be a bit . . . over-reactive). If, for an example, we're playing in a heroic game and the Villain gets a high caliber sniper round through the melon, I'm gonna need a good reason to accept the fact that he didn't die. On the other hand, if we're playing Supers and "no one could have survived that", well, it's supers. it happens all the time. 3) Again, this is genre dependant. Supervillains escape from Super Prison all the time. Heck, even in a Heroic game, villains do escape. I'd just expect it to happen a bit less in a heroic game than a supers one. 4) This ties into #1. If it feels like the capture of the hero will result in the hero's death, then I'm against it. If the GM has proven that the characters can get captured and it's not a death sentence, will then it's what the villains do. That's why they're the bad guys. Of course, if this happens constantly, it can get annoying so should be used sparingly. 5) Again this can be a fun as long as it's not something that is done all the time. If a friend/subordinate is constantly turning out to be a bad guy, you're just going to start having serious trust issues. Hope this is what you were looking for.
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General Advice When Creating Champions/Hero System Characters
Vanguard replied to Panpiper's topic in HERO System Discussion
Exactly. That's been what I've seen in the games I've played in. If the GM sets a point/dc/stat cap. THAT is what the players build too. Even if the GM gives a stat range of say, 20-35 . . . the players, or certain players, will build to 35. Same with attacks. 12D6 attack, character has 12D6 attack. X active point limit? Powers are at X active points. Usually the same in the games I've played in. Unless there's a conceptual reason as to why one or the other should be lower, they're always bought to the same levels. -
And walking around the corner of tight street and meeting an AC/10 was always a surprise. Those little murder cans are can be highly effective, if used where they were designed to be used.
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Fantasy Immersion and the Things that Ruin it.
Vanguard replied to PhilFleischmann's topic in Fantasy Hero
And we didn't even have paddles. . . -
Agreed. Dealing with limited speed is a hassle.