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CourtFool

HERO Member
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Posts posted by CourtFool

  1. Psi Blades

     

    1) Where Does no stun comes from? Custom?

    2) Why autofire if there are specific rules for two weapon fighting? just because it's cheaper (if it is, away from books atm)?

    3) the power shouldn't drain ENd for character but frm it's own reserve (mental skill is needed to use it, but the blades are originated from a tech device), and possibly work on a time basis and not on a END/attack basis

     

    1) Hero System 5th Edition, Revised pg. 299.

    2) Why not Autofire? You have just stumbled across one of the many beauties of Hero System. There is often multiple ways of doing the same thing. I personally prefer (just a preference) Autofire over Two-Weapon Fighting because I do not have to use a full phase, I do not loose ½ DCV or -2 DCV and I do not have to worry about having all the appropriate Weapon Familiarities.

    3) The power does not drain from the Character's END. It comes from the Character's END Reserve; a separate power that will need to be added. Of course, you can avoid this with the Fuel Charge option.

  2. Re: New to the hero system, trying to figure out some things

     

    I Smell Munchkin - Detect Munchkin (5 Active Points), Extra Time (1 Turn; -1¼), Only From Second Hand Account of Activities (-¼) (2 Active Points)

     

    On your Energy Blades build…

    I can see Penetrating. What is your reasoning behind Penetrating x2 beyond you really really want to end around any defense?

    Why decreased STUN? This appears to be a misguided attempt at cost savings. It appears you think it would be easier to outright kill someone than knock them unconscious. It has always been my experience that it is easier to knock them unconscious not to mention this is just very un-heroic.

    I can see No Knockback, although given the context of everything else I just smell cost savings.

    Fuel Charges are the way to go for the END issue as you are envisioning.

    Do you want 2x Claws so you can dish out more damage (Increase base dice then add Reduced Penetration) or so you can attack multiple opponents (Autofire)?

  3. Re: Looking for a fair Limitation value

     

    I don't agree with this.

     

    I agree with nolgroth. Recovering quicker does lessen the Limitation as does having a substantially higher BODY to soak up the damage. Yes, it could kill the character. Then again, the character will probably not try to heal someone who has sustained enough damage to be deadly.

  4. Re: 4d6 Major Transform: d20 Gamer to Hero Gamer!

     

    I'm sure there's no chance of such a misunderstanding between them again' date=' but my guess is that Court Fool is afraid someone [i']else[/i] might take it the wrong way, so he's trying to be explicit about the very real respect he has for Killer Shrike.

     

    I was poking fun at that incident. I do respect Killer Shrike; not only for the work on his site but also the fact he remained so civil after he thought I was insulting him.

     

    Now all those PMs I got from other board members…that is another story.

  5. Re: "Charges Never Recover" and Frameworks

     

    LOL. It is amazing what a direct challenge to one's understandings will do to their rationale.

     

    Me, I don't tell them that. But I do tell them that unless they hide their independent items in some way, villains will see them and go "OOOOOOH! Goodies!" And at least plan on making future attempts on the items.

     

    I had considered not saying anything and simply taking it away at some point. I thought that a little immature, so I thought I would be honest with him about it. Essentially, I was discouraging it but not saying 'no'.

     

    If you do not honestly plan on taking it away at some point, how is it a Limitation? And I do not mean 'making attempts'…I mean taking it away.

  6. Re: Alternate Initiative Rolls

     

    Personally' date=' I like the predictable (mainly because I roll pretty poorly most of the time), but some players absolutely LOVE the randomness of dice -- to them that is a big part about what gaming is all about...[/quote']

     

    There is plenty of randomness in the game. If your players are obsessing over adding more in combat, they have too much time on their hands and I hold you personally responsible.:tonguewav

  7. Re: "Charges Never Recover" and Frameworks

     

    [DERAIL] I had someone once tell me I was on 'some kind of power trip' because I told him that in order for Independent to be a Limitation, I would have to, at some point, take his item away…permanently.

     

    What really threw me, was right up until then, he seemed completely rational. [/DERAIL]

  8. Re: "Charges Never Recover" and Frameworks

     

    Your 'GM Fiat' is Special Effect of Charges. I think you are glossing over that. Add to the fact that your Expendable Focus needs to be replaced despite whether the Charges have recovered yet or not.

     

    You are right that I would not allow Charges Never Recover on this concept. Unless the player envisioned her character never brewing the potion again. If she can brew it again, then the Charges recover.

  9. Re: 4d6 Major Transform: d20 Gamer to Hero Gamer!

     

    When teaching people new to RPGs or running a game for people who generally play The Game Which Shall Not Be Mentioned, I frequently have the problem of players randomly selecting Skills/Powers that 'look kewl'. While unrelated abilities can be fun, when taken to an extreme, it kills my immersion. So I would suggest making sure they have a strong concept before you even mention Hero Designer.

  10. I disagree

     

    So I recommend starting with what they know' date=' or what they express interest in playing, walking them through the character creation process (start with a genre trope, then tweak it to their specs), and keeping the initial sessions simple and light on the mechanics.[/quote']

     

    I would strongly suggest not walking them through the character creation process. If at all possible, ask them for concepts and build the characters for them. Once they are really hooked and are ready to see what other possibilities there are, then you can turn them loose in character generation.

     

    Most of the arguments (myths in my opinion) against Hero revolve around character generation. "Math is hard." "Hero is overly complicated." "Character generation is too long."

  11. Re: Pirate Hero arrrrrg!

     

    So' date=' the Curse of the Coral Monkey will remain undiscovered for a while longer.[/quote']

     

    They will find a snuff box made of coral and carved into the shape of a sitting monkey at the Carib's lair.

  12. Kidnap Mystery

     

    So I have an excellent excuse to drag the PCs through jungles of Martinique' date=' toss some angry natives at them only to discover the governor's daughter has been hiding out at the local smithy.[/quote']

     

    No plot survives contact with the PCs. I am looking for ideas on how to help the PCs figure out the governor's daughter has run away with the weaponsmith without being too obvious or too obscure. Ideally, I do not want them to figure it out until after they had trudged through the jungle and killed a bunch of savages.

     

    Edit: One of the pre-generated characters is a fortune teller. There is no guarantee any of the players will pick her and I imagine if one does they will attempt to divine the governor's daughter's location before they trudge through the jungle and kill a bunch of savages.

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