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TheSouljourner

HERO Member
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  • Biography
    30 something software engineer, playing RPGs for... good lord, about 20 years.
  • Occupation
    Software Engineer (C# mainly)

TheSouljourner's Achievements

  1. Re: Help with Transform My yardstick is that I use multiform whenever the alternate form *loses* some or all of the powers of the main form. Thus, if you turn into a raven and can no longer cast spells, multiform is appropriate. If you retain your abilities, it would probably be better to use a combo of flight, shrinking, and shapechange to a specific shape.
  2. Cross posting here from the HD forums... Here's a template I made that contains all the special versions of skills for Terran Empire campaigns, including stuff that TE references from Star Hero (e.g. systems operations). Where possible I left the original options intact (except for TF: space vehicles), so you could, for example, still take WF: Swords, if you want, even though it's not in the TE WF list. I notably did not do the languages. Sorry, burnt out before that. I did do the million and one fringe benefits, gambling games, life supports, navigation types, and computer links. Please let me know if you see any errors.
  3. Re: Opinions on the cost of Strength and Speed for superheroic Speed I can agree is tough to price correctly - its effectiveness is multiplied by the effectiveness of the rest of your character. 5 might be ok for low powered heroic, and 20 might be too cheap for high powered supers. You pretty much have to get the player and GM to agree on a speed that makes sense and isn't unbalancing. The points are just there to appease the other players. Strength I think is fine. It's like a hand to hand attack that has a +1/4 advantage: lets you pick up heavy stuff. No big deal. Picking stuff up is hardly ever game breaking, it's just fun.
  4. Re: Hero System Resource Kit? It's for 5E. I made the mistake of buying it... it is unfortunately not labelled and I just assumed it would be for 6E. There's some nice maps, and the charts on the screen are probably mostly correct, but I doubt it's worth full price if you only play 6E.
  5. Re: Starship combat? Thanks for the links, though the first one appears to just point to this thread we're talking in right now. Interesting self-referential loop, but probably not what you were going for. The movement I think I want to be standard flight movement with turn modes... tracking vectors is way more trouble than I want to take, and loses a lot of tension. I like all the ideas for different roles.. that'll definitely help keep everyone from getting bored (the last thing I want in what is supposed to be a riveting space battle). Definitely good call on using tactics to allow the captain to coordinate the crew... that's a great role that can add a lot of interesting options to the combats.
  6. What's your preferred way to handle starship combat? I know there are some rules in Star Hero, but I can't really tell how well they work. I'm going to be running a Terran Empire game, with the approximate tech level of Star Wars, with the main ship being about the size and crew of the Millenium Falcon. I'd like for the PCs to have useful individual contributions to the combat, even if that's running around repairing holes in the hull. The "dramatic" rules under starship combat are definitely what I'm looking for (I don't really care about realism other than I want things to at least make sense internally to the system). Thoughts and suggestions welcome. -Nate
  7. Re: 6E Damage Resistance? Ahh... naked advantage resistant... that'll do it. Thanks!
  8. Re: Newbie and confused: What do I need? As Gojira said - the Basic Rulebook is a good place to start to learn the rules. For fluff, you need another book. Because Hero is supposed to be a toolkit for any type of setting, there's no default setting in the rules. Further, Hero has books that give additional rules for each genre (Superhero, Fantasy, Sci-fi, etc), which are not specific to any one setting. Finally, there are books which are almost pure fluff, these are the setting books, such as Valdorian Age or Terran Empire. I recommend getting the Basic Rulebook and maybe a Genre book (like Champions or Fantasy Hero). It'll give you plenty of stuff to think about. Then you can decide if you want to purchase a pre-made setting, and will have a better idea of what setting you'd like to play in, since you'll know the rules better.
  9. Translating some 5E racial templates to 6E.... one of them has damage resistance 2PD and 2ED... which simply makes 2 of each of their natural (non-resistant) PD and ED into resistant. I can't figure out what the equivalent is for 6E, since damage resistance seems not to exist anymore. Trying to get it to work in Hero Designer, but I figure once I know the official way to do it, I can get it to work there easy enough.
  10. Re: Should I allow Multipowers in a heroic game? Yep, I expect people will have multiple MPs eventually, and that's fine with me. I definitely do not want one mega MP, that would be too much of a cost break. I'll make pregen powers if need be, but I'd rather let the players come up with them... it's fun for them and they might think of things I don't.
  11. Re: Should I allow Multipowers in a heroic game? So, what I want is a blanket rule that can be applied across all characters. I definitely do not want "Psions may do X, the rest of you may not". I also do not want the rule to escalate the power level in the campaign, rather I would like to use it to allow greater variety without needing to give a lot of additional points. The rule I am going to start with is that powers in a multipower must represent the same in-game ability and must be very tightly coupled game elements. So, you can't put mind control and flight in the same multipower, because there's no logical connection between the abilities in-game and the powers are vastly dissimilar. However, like the example I gave, both powers are TK and keep the player's power under the 20 active point cap, without requiring he double up on TK powers just so he can have both a reasonable STR and fine manipulation. We'll see what comes of it.
  12. Re: GM conundrum - CSLs Not needing dex to gain CV is one of the main reasons I like 6th edition so much. You can have a slow brick who can still hit stuff. It's so much better. So, I gave my players the following in-game examples of what some numbers of CSLs mean: 1: Trained Soldier 2: Elite Soldier 3: Captain/Master 4: Grand Master Given the low resolution of heroic games and the 3d6 bell curve in general, I wanted to make it clear that you don't need +8 to hit to be good. +4 gives takes you from a 50% hit rate to a 90% hit rate. That's a huge jump. Notably, I have still not given them a hard cap on CV. We'll see what they come up with.
  13. Re: Transforming Into Monsters? My question would be - if this is for RP purposes and not meant to be used in combat or on the PCs... Why do you need to define rules for it at all? Just say he can do it, define the twisted NPCs with points as usual and go to town. Unless you're specifically looking to define the power so that the PCs can stop it and/or reverse it, then it doesn't really need rules.
  14. Re: Should I allow Multipowers in a heroic game? Thanks, guys. Ghost-Angel, especially good to hear that it works in practice as well as in theory.
  15. Re: Should I allow Multipowers in a heroic game? So, about the huge discount.... I don't think it is actually that big. If he had simply TK 12 STR + FM, that would be 28 points. He's spending 24 (it could actually be 23, since he only really needs a 19 point reserve). So, it's a 5 point savings for only being able to use FM with STR 6. While fine manipulation probably often doesn't require a lot of strength, I would say that sometimes it does (picking up a rifle with a STR min and firing it), so it is a limitation worth a few points, at least (especially since 6 STR is quite low). I think I've convinced myself that allowing very tightly related powers in a multipower is ok. I like your example of not allowing a blast or shield in the same multipower, since they're significantly different than the TK power. Ahh, good point about the 40 point MP with 20 point powers in it. I agree, that shouldn't count as going over the cap... any more than having two 20 point powers outside the multipower would.
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