Jump to content

Locnar

HERO Member
  • Posts

    8
  • Joined

  • Last visited

About Locnar

  • Birthday 12/25/1970

Contact Methods

  • Website URL
    http://

Locnar's Achievements

  1. I too was recently looking for a way to have a "pool" of charges for powers to draw off of. This is better than an END reserve for some effects. The problem with and END reserve is that is comes back too fast.
  2. I like DEX caps. Set a maximum usable DEX for what you are wearing. It really makes the choice between "heavy fighter" and "light fighter" stand out. Plus, those thieves wont be wearing chainmail either. It also gives a little less utility to high STR. This is good if you feel that 1 point STR is too cheap in fantasy hero. Also, for mages, you can also set a maximum only for the purposes of calculationg your magic skill roll. That's kinda a mouthfull, but the effect is heavy armour lowers your magic skill roll. Keeps those mages out of armour too! This is of course if you are going for a DnD style armour usage. --Locnar
  3. Well, one benifit I can see by making everyone pay points for everything: It limits the amount of firepower the PC's carry around with them. Sure, if they wanna pick up a fallen Nazi's machine gun and use it until the clip runs out, that's Ok. Indiana Jones runs around with a pistal and a whip. If he was a PC, why not have a tommy gun? Indy picks up a rocket launcher in one of the movies, but it's not part of his normal gear. The gear you pay points for is your normal "adventuring" gear.
  4. Well the movie was definately at a higher power level than the comic. A couple of issues arise when you use Superheroic to simulate a lot of equipment. First, some players might seek every oppotunity to pick up extra weapons along the way. The GM might have to be heavy handed. Second, Some players may balk at buying normal equipment with points. If the equipment is a basic part of their abilities (Like Quartermain) then there's probably no problem. But, If someone is playing a character with mental powers, he might feel annoyed having to pay points to carry just a normal knife.
  5. I've been following discussions about LXG. I've been writing up my own pulp flavored game for a while now. The question I have is: When does pulp go from being a heroic game to superheroic? Or does it ever? I can see advantages for going superheroic once you reach a certain level of power (and suspension of disbelief). Let's take Quartermain for and example. I can think of three ways to write up incredible shooting. 1. Heroic game. Lots of range levels, OCV levels, levels with rapid fire, ect. 2. Heroic game. Use naked advantages useable on any gun. things like AP, no range modifier, autofire, ect. 3. Superheroic game. "Rifle mastery" multipower. Slots with long range shot (no range modifier), vitals shot (AP), rapid shooting (autofire). The advantage of this is that you can make Quartermain do whatever damage the GM thinks he can do with a gun for excellent shooting. I can see advantages for all three options. Each gives a different feel and type of game. Questions/Advice/Comments? (Jeers/Taunts/Shouts?) --Locnar
×
×
  • Create New...