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bneumeier

HERO Member
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    Well, let's see. I started playing Hero System when it was called Champions (second edition I think). I still think it's a blast. I wrote a program that produces PDF character sheets, which is handy if you want those; and now that program is included with Hero Designer.

    (So if you have problems or issues with the PDF character sheet generation in Hero Designer, you should consider telling me about them. I sometimes look at the HD discussion forum, but PMs here will get my attention much more reliably.)
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  1. In the full Hero System rules, you're looking for 6E2 7, section "Lack of Senses in Combat." (Which says the same thing as Champions Complete, but, you know, maybe you want to reference it again later on.)
  2. Re: Kurzhaan the Conqueror That's a very nice write-up. What program did you use to lay it out? It looks like the full-character writeups from the core rules.
  3. Re: Everybody Has Powers! (source material request) In the Castle Perilous books, everyone who spends a while in Castle Perilous gains a talent of some sort. Not sure that will help you at all.
  4. Re: Summon: Am I missing Something Here...? It seems as though you may be somewhat discounting some parts of the power description: "The GM may refuse to allow a character to Summon a being the GM considers too powerful or potentially unbalancing." and "The GM must approve all Summon powers and Summoned beings after he examines them for campaign suitability and balance." -- This is the overarching point that makes Summoning not an unbalancing power: it's the responsibility of the GM to say "nope, sorry, that's cheeseball. If you want a slavishly devoted robot, you can build it on up to 50 points, and you can only have a maximum of four of them." "Characters should not be allowed to Summon hordes of powerful, easily-controlled creatures unless there are equally powerful restrictions on this ability." -- directly addressing the "I can raise dozens of powerful zombies in just moments!" problem. "If the GM doesn't want to spend the time and effort to build a Summoned being..." -- the implication, which I think is clearly stated in an earlier edition of the rules (maybe 4th?), is that the players don't get to design the Summoned beings. That is something that the GM does. So a good defense against a cheeseball Summoning power is to not build Summoned beings that fit the cheeseball profile. So my advice, based on what you've said about how unbalancing Summoning is likely to be in your campaign, is to simply ratchet up the diligence with which you apply the "examines them for campaign suitability and balance" clause, and simply not allow Summoning powers unless you are entirely comfortable with them. The same thing applies (as others have probably already observed) to Multiform, Duplication, VPPs, and really everything else in the rulebook. If you're not comfortable that a particular power mechanic will fit in well with the kind of campaign you have in mind, disallow it. That's also at the discretion of the GM. The only rule is "The GM decides what constitutes a 'task'." There is also a guidleline on 6E1 289: "For combat, each Phase of fighting usually equals one task. For ordinary house-hold chores, carrying loads, or pulling wagons, each day of service normally qualifies as one task." But the only rule is: "The GM decides what constitutes a 'task'." Hope this helps!
  5. Re: Hero System and Backwards Compatibility One other significant change is the removal of Find Weakness. Characters who rely on Find Weakness in 5E need to be significantly reworked for 6E.
  6. Re: How to deal with a "remote control" Superhero (or Villain)? In case anyone is interested in an experience report: I'm playing a character very like this in a current long-running Champions game -- as a hero -- and it doesn't seem to diminish the enjoyment of anyone else in the game that my character is never in any real danger. It seems to me that the main objection to this kind of character would be based on the idea that a character must frequently be in danger of dying or else...some kind of problem will ensue. (I'm not sure what kind of problem is envisioned here, frankly. Lack of tension, or drama, maybe? I haven't noticed that happening.)
  7. 6E1 334 has rules for Persistent that describe what happens when a Persistent power costs END to maintain, both when it costs END only to activate and when it costs END to maintain. 6E1 345, in Reduced Endurance Cost, says that Costs Endurance Only To Activate "does not allow a character to make a power Persistent; a power has to cost 0 END before Persistent can be applied." It seems to me like the two rules are in conflict, and that the rule in Reduced Endurance Cost might be left over from 5ER 267. Can you clarify? Thanks!
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