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Panpiper

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  1. Like
    Panpiper reacted to Tjack in Handling complications   
    With all great respect for Doc Democracy I handled this in the exact opposite way.  He rolled everything up just the way it says to in the book.  ((ALL HAIL THE BIG BLUE BOOK!!!!))  I just kept a mental tally using 8 or less, 11 or less etc. as a guide for how often these things should show up. That way I could build episodes in a more natural way.
     A Hero’s 14 or less hunted hadn’t shown up in a while....well let’s do a three or four part story with them as the prime villains. Then you might not see them for another six months of real time.
    Doing it this way let me spend more time on the storytelling side. It all depends on the GM’ing style your comfortable with.
  2. Thanks
    Panpiper got a reaction from Zarthose in Zoom Dark Champions game   
    Zarthose and I have worked things out with my Lilith/Hellbane character. We have a couple other players confirmed, but would still like to add one or two more.  @Opale, @Shadow7 are you still interested? We'd be playing Wednesday evenings Eastern Standard Time.
     
    All the help you could want is available for helping to create characters if you want.
  3. Like
    Panpiper got a reaction from Korren9 in How much interest would there be out there for a PBP Fantasy Hero game?   
    That would be 125 for free and can spend 175 points.
     
    This is still moving very slowly. Plenty of time to mull over.
  4. Like
    Panpiper reacted to steph in How much interest would there be out there for a PBP Fantasy Hero game?   
    Hey i am  interested ! 
  5. Like
    Panpiper got a reaction from Trencher in Hudson City Riots 2020   
    I suspect you would likely fracture a group playing this. Real world politics these days is insanely divisive.
  6. Like
    Panpiper got a reaction from Brian Stanfield in What are the typical starting point/power levels these days?   
    I'd rather leave the seat open for someone fresh to Hero, so maybe we can gain another convert. We need the new blood. I am already sold. 😉
     
    I sure would like to know their build house rules though.
  7. Like
    Panpiper reacted to wcw43921 in Dealing With Riots   
    Weather Control would be excellent for this situation.  Nothing would quench a rioting crowd like a sudden downpour, or even a raging blizzard.  (And a downpour would be a big help in fire suppression, as well.)
  8. Like
    Panpiper got a reaction from dialNforNinja in Hudson City Riots 2020   
    I suspect you would likely fracture a group playing this. Real world politics these days is insanely divisive.
  9. Thanks
    Panpiper got a reaction from Vanguard in Hudson City Riots 2020   
    I suspect you would likely fracture a group playing this. Real world politics these days is insanely divisive.
  10. Thanks
    Panpiper got a reaction from Lord Liaden in Hudson City Riots 2020   
    I suspect you would likely fracture a group playing this. Real world politics these days is insanely divisive.
  11. Thanks
    Panpiper reacted to Grailknight in How would you adjudicate a flying character using flying grab to toss someone into the air?   
    I wouldn't worry about it. You won't need it against equal opponents and  the really powerful ones(thinking 1 villain vs group here) will not be bothered by it.
     
    Your character has an OCV of 5 with the proposed action so just hitting will no be a gimme. 
     
    Any flyer( no damage), teleporter or leaper(both reduce damage) will be able to mitigate it. You're throwing them up so they don't begin to fall until the next Segment.
     
    There is also the real possibility you will have isolated yourself into single combat against a more powerful foe.
     
  12. Like
    Panpiper got a reaction from drunkonduty in How would you adjudicate a flying character using flying grab to toss someone into the air?   
    Personally, I would rule that vertical movement is halved for 'both' the flight 'and' the throw. I had no recollection of rules for running throw. That is clearly exactly what I needed. Thank you.
  13. Thanks
    Panpiper reacted to drunkonduty in How would you adjudicate a flying character using flying grab to toss someone into the air?   
    Step 1: Move up to the target
    Step 2: do the Grab-by manoeuvre
    Step 3: finish the rest of your movement
    Step 4: Running throw. (Distance thrown is, I think, halved for being straight up. Or is that movement is halved for being straight up? Or is it both?)
  14. Like
    Panpiper got a reaction from Kaze9999 in How much interest would there be out there for a PBP Fantasy Hero game?   
    "Taking a full 100 points in powers changes that to 'Wizard' and is worth a whopping -2 limitation."
     
    That is not 'active' points, that is character points (same thing as XP). Being a Wizard requires a large investment. Full blown Wizards would be rare in the game world. I'd be a bit disappointed if we didn't have one as a player though. Every troupe of adventurers needs a Gandalf.
     
    I should probably append as well a caution to any and all. While I would have no rule stating someone 'must' spend character points in skills, knowledges and the like, it likely will have a deleterious impact in the XP growth of your character if you neglect that side of things too much. PbP is HIGHLY weighted towards role playing and I would be heavily abstracting any combat with player tactics and results simply narrated. XP rewards would be massively skewed towards the quality of the role play interaction rather than beating up bad guys. Skills and such will likely play a far greater role in one's ability to not just progress, but also have fun.
     
    Real world has distracted me lately, so this is going slower than I anticipated originally.
  15. Like
    Panpiper reacted to JmOz in What are the typical starting point/power levels these days?   
    I found a good compromise was to merge Vehicles, bases, Follower for use with the +5 for x2 Rule.  Batman buys one 400 point resourse (80 points) x16, all of a suddenly he has a fleet of vehicles, bases and followers
     
    You can also be a bit cheeky and build your base, then include a summon vehicles inside of it...any GM who is not cautious about this deserves what they get....
     
  16. Like
    Panpiper reacted to Sketchpad in What are the typical starting point/power levels these days?   
    See, this is why I miss the Mastermind Option (see below) from Champions II. When I was running Champions 4e, I allowed occasionally allowed skilled heroes to take it. Made it easier for some characters who were supposed to be the "Billionaire Playboy/girl" type of heroes. 
     
     
  17. Like
    Panpiper reacted to Old Man in Why NOT use a multipower for magic?   
    I've literally spent decades fighting the misconception that Fantasy Hero requires players to work out point costs for every object their character picks up.  Simply making everything purchased solves the issue because you won't have any players.
  18. Thanks
    Panpiper reacted to Ninja-Bear in What are the typical starting point/power levels these days?   
    Oh another point. I think because we now use the term low-powered, the thought is that the DC of characters are lower than Standard. And that doesn’t have to be the case. You can build characters in typical range with 300 pts. You just have a more limited Power/Skill set.
  19. Like
    Panpiper got a reaction from Chris Goodwin in Why NOT use a multipower for magic?   
    My own approach to that has been that normal equipment is bought with 'gold', not character points. However a player IS allowed to buy equipment that is 'better' than regular gear, but they have to pay character points for it. Usually that holds true for me in 'any' fantasy campaign, and I would consider including it for superheroes.
     
    The best fantasy campaign I ever played in by the way was a five year long game of 600 point 'fantasy champions'. We didn't define it that way, but that is what it amounted to. We had a morally ambiguous ultra-vampire, a Tarzan character Burroughs would have been proud of, an immortal warrior as old as the universe (my character), and a sorceress with a huge VPP that enabled a spell book literally a half inch thick of predefined spells. The game ended when we successfully resolved the main quest of saving the continuity of sapience from a universe destroying event.
     
    None of our characters actually had a multipower, but I doubt our GM would have blinked if we did.
  20. Like
    Panpiper reacted to Gandalf970 in New to Hero question   
    Ninja-Bear, Panpiper, Chris, Scott and Ternaugh 
        I really appreciate all the help.  I understand I don't have to follow RAW, but I like to in my first couple of times running a campaign so I get a feel and understand it.  That way I don't make some rulings that can wreck my game.  My group is great, we have been playing together for 30 years.  We are so old that we tried Hero 1st Edition because it was written with Rolemaster rules as well (our favorite game, before 6th edition Hero) and said let's wait until a new one comes out.
     
    We are having a great time with it and are really into the Fantasy aspect, especially since we play Fantasy Grounds D&D 5E (which is a good edition of D&D) and will say ugh the level only allows us this.  Once you break through the initial task of understanding the mechanics it's hands down the best system for us.  We appreciate the Low Fantasy type worlds, but are discussing some dark magic, voodoo, witchcraft being in one of our campaigns.
     
    Thanks again all.  I am sure I will have more questions and truly appreciate the warm welcome on these forums.
  21. Like
    Panpiper got a reaction from massey in New to Hero question   
    I have found that a lot of people's approaches to magic tend to be extremely restrictive, so as to rein in potential abuse and excessive power. However in a great many cases magic users wind up SO restricted, they are less useful by quite a margin than say someone who built a thieving archer with good skills or whatever. Personally I prefer to give players quite a bit of leeway in how they want to build characters. However I have an absolute rule which I make very clear to all players at the outset. The character build they submit is NOT their character build. It is a 'strong' suggestion.
     
    If someone turns in a character that is well built, interesting, has no unintentional flaws, and fits within the intended power level of the game, they will wind up with the exact character they submitted. If a character is too powerful, they will get back the same character, toned down to the appropriate power. Conversely, if they turn in a character that is too weak, or that has glaring flaws in design, I will improve their character for them so they won't regret. I will not of course violate their conceptions and back stories, as long as they can somehow fit within the world.
  22. Thanks
    Panpiper got a reaction from Duke Bushido in New to Hero question   
    I have found that a lot of people's approaches to magic tend to be extremely restrictive, so as to rein in potential abuse and excessive power. However in a great many cases magic users wind up SO restricted, they are less useful by quite a margin than say someone who built a thieving archer with good skills or whatever. Personally I prefer to give players quite a bit of leeway in how they want to build characters. However I have an absolute rule which I make very clear to all players at the outset. The character build they submit is NOT their character build. It is a 'strong' suggestion.
     
    If someone turns in a character that is well built, interesting, has no unintentional flaws, and fits within the intended power level of the game, they will wind up with the exact character they submitted. If a character is too powerful, they will get back the same character, toned down to the appropriate power. Conversely, if they turn in a character that is too weak, or that has glaring flaws in design, I will improve their character for them so they won't regret. I will not of course violate their conceptions and back stories, as long as they can somehow fit within the world.
  23. Like
    Panpiper got a reaction from Gandalf970 in New to Hero question   
    I have found that a lot of people's approaches to magic tend to be extremely restrictive, so as to rein in potential abuse and excessive power. However in a great many cases magic users wind up SO restricted, they are less useful by quite a margin than say someone who built a thieving archer with good skills or whatever. Personally I prefer to give players quite a bit of leeway in how they want to build characters. However I have an absolute rule which I make very clear to all players at the outset. The character build they submit is NOT their character build. It is a 'strong' suggestion.
     
    If someone turns in a character that is well built, interesting, has no unintentional flaws, and fits within the intended power level of the game, they will wind up with the exact character they submitted. If a character is too powerful, they will get back the same character, toned down to the appropriate power. Conversely, if they turn in a character that is too weak, or that has glaring flaws in design, I will improve their character for them so they won't regret. I will not of course violate their conceptions and back stories, as long as they can somehow fit within the world.
  24. Like
    Panpiper got a reaction from Gandalf970 in New to Hero question   
    Just to be clear. There is no magic roll required on anything unless the spell/power/framework has taken the limitation 'requires a skill roll'.
  25. Thanks
    Panpiper got a reaction from Duke Bushido in New to Hero question   
    Just to be clear. There is no magic roll required on anything unless the spell/power/framework has taken the limitation 'requires a skill roll'.
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