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Sketchpad

HERO Member
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Everything posted by Sketchpad

  1. That's an interesting idea, Duke. Does it slow things down?
  2. Thanks, WS515, but I'd rather avoid the d20s. See, I've never had a big problem with things slowing down a bit. It's not really a damage issue that I'm looking at, but rather having a more variable concept when it came to EGO/PRE static defenses. The STAT+X stuff works just fine, but I was looking to see if it could be less static.
  3. I've played around with both HAPs and using something similar to Hero Points from Mutants & Masterminds in my campaigns. HAPs are a bit more like Karma for me, and might do what you're looking for.
  4. I considered that as well. The only issue that I've found is the static-ness of it, which is what I was looking to avoid. Wow. Thanks, Lone Wolf. I guess I'll just abandon my thoughts of playing a game based on my bad ideas. I didn't even bother reading the rest of your post based on that line. You know, folks, I get that we're not really running the same style of game here, but maybe everyone should take a moment and consider that. This is why I was looking for anyone who may have used the system in this manner. I've crunched the numbers and looked at the probability. I realize I don't live on these boards, but this is far from my first foray with Hero. My end goal is to see if there were other ways to push the Hero System beyond its normal confines. Partly because I'm always trying to get new players/GMs to look at the game (and hoping that I can find a common thread to bring them in through), and partly because I like seeing how I can use the systems in different ways.
  5. So if you're playing a game of Horror Hero, the players are dependent on what the GM rolls for PRE Attacks. That seems a bit bland, don't you think? I would imagine a more dynamic roll structure that the players make would be exciting and put some of the action in the player's hands.
  6. Is Fearless extra PRE bought as "Defense Only"? On Mental Defense, if it's that much a breaker, then just add it to EGO before dividing. To refer back to my original post, I'm taking from the discussion that no one has actually done it, and that numbers are being thrown around to deter? I appreciate the speculation, but I'm looking for experience with it.
  7. Take, for example, a PRE Attack. Bill the Ghost Hunter is facing down the Ghost of Old Man Machen at Machen Manor. In the initial turn, Machen makes a PRE Attack of 8d6. Bill attempts to resist and has a PRE 15, plus "Fearless: +10 PRE (Defense Only)". This gives him a 25 PRE, or 5d6 PRE Defense. The two roll and compare as normal. Mental Defense would add to the EGO roll to resist. Mento the Brain Freshener attempts to take mental control of Captain Captain. He successfully makes an attack and rolls his 12d6 Mind Control. the good Captain resists with an EGO 20, plus 15 points of Mental Defense. This would give him 4d6+15 to resist. I would've thought that was a bit clear. Rather than having a static number as defense, I'm curious how a random number would interact with the checks. Having players make a "Defense Check" could also create an interesting variable, particularly in Heroic campaigns where stats are a bit limited. Making a Fear Check, for example, could benefit from a random check, as they may succeed against something, and fail against another depending on the check.
  8. I had a stray thought on my way into work today. Has anyone rolled for their Presence or Ego Defenses? Instead of rolling against the base stat, have you broken it down and rolled opposing checks to determine the result of something like a PRE Attack or Mind Control? If so, how did it work for you?
  9. I never quite understood this one either. In the games I've been working on, I've brought back a variation of the 4th ed Instant Change and made it a Talent.
  10. How does any of this actually pertain to Hero as written? Doesn't much of what's being discussed here technically change the system beyond what we're using? How would rolling extra dice slow down play any more than, say, rolling damage? To me, it looks like we're changing some of the basic rules of Hero.
  11. It's an interesting idea. Skills could be easy enough to implement in as an adder to the effects. You may want to use a Difficulty system, like needing 6 successes (aka BODY) to achieve a moderate action. Skills could add to this, or even add more dice into the check. So if you have a INT 15, rolling 3d6 for the roll, but also have Deduction 3, this may add 3 more dice in, rolling 6d6 when making Deduction checks.
  12. Duke, could you upload it somewhere else? I can shrink the size a bit if needed. How big would the single page be? I can't see it be GBs worth of info...
  13. I believe I still have them (and have had a few sets over the years). Used them for a while in one game, but lost the set and had to find another. Denis Loubet did do some other work at Hero, particularly in the original Strike Force book. Honestly, I would love to see something more like Paizo's Pawns made for Hero along with some hex bases.
  14. I'd love to find the docs for this. Have my program, but lost the book some time ago along with me GMAid for Hero.
  15. Couldn't you use something like DOSBox to run it?
  16. I agree, Doc. I've been working on a new layout for stats that strips the numbers out.
  17. If I understand the question correctly, you're looking to enhance NPCs after X amount of time has passed in the game? I tend to give NPCs some XP as needed. If a starting villain needs to be bumped a bit when they return, I give them what they need to help the concept. So, using the same example, if the young Spider-Dude, as an NPC, needs to be mildly experience Spider-Dude, I would bump him up by looking at what he needs to be. So maybe he originally had an OCV of 6. I may increase that up a few ranks, or even give him some levels to show more experience. The same could be about his Web Tricks powers. Maybe a few raised d6s, or maybe he learned some new tricks. It's always better to envision what the character should be, and how their stats reflect that.
  18. Does anyone remember the name of it?
  19. I disagree. His raw intelligence shouldn't be that high. Ben is more skilled than intelligent. Skills in Physics, Engineering, Biology and Math would suffice at the appropriate level. YMMV, mind you. EDIT: Using the same concept, I wouldn't give Hal Jordan an 18 INT either. Hal is a bit creative, but he's more skilled than raw smarts.
  20. Interesting. This helps a lot, BJB. Thanks!
  21. While he's Flame On, Johnny should have some heightened defense, maybe some Damage Reduction (particularly for Heat), Flight, and, of course, a Damage Shield. In some stories, he's also slightly Desolild too. There have been some comics where Johnny's gotten some power boosts, and that may be what the article is referring to. The previous story to the current had Johnny consistently radiating heat and flame due to something Doom had done. He's recently returned to his normal self, only with a porn 'stache.
  22. My two cents for what it's worth... I think his Dex is a bit high. I would say something closer to a 13, as his size does slow him down a bit. His Body seems a bit high as well. I've seen Ben take some serious damage throughout his lifetime, to the point where he was seriously injured. His Int is waaaay too high. Ben's a smart guy, but 18? Maybe 11 or 12. Most of his smarts would be shown in skills over raw intelligence. The same with his Ego and Pre. Ego should be buffered with Mental Defense, and while Ben is a likeable guy, his Pre should plateau around a 15 or so, and buffered with Rep and skills. I would lower his PD and ED a bit and supplement it with 50% rDR. He can take a LOT of damage, but maybe a 40/30 would be better? His Stun is a bit high as well. Again, he's taken some serious damage and has good defenses to start. I would raise the FF rep to 3d6 or 4d6. They are VERY popular and public. Additionally, I would give him "The Ever Lovin' Blue Eyed Thing" Rep at around 3d6. Under his LS, I would drop Immortal and just extend his age. Some future stories show he suffers from some old age effects, it just takes a lot longer. I would increase his Power Defense, and give him 0 END with Strength (thus allowing for a lower END if needed). It's an interesting idea giving him the WE for martial arts, but have you considered giving him a STR Trick MP? Skip the Torch as a rival in general. That's just Ben and Johnny goofing off. I would say The Hulk would be more of a rival. His Rocky Form Disad should be more hindering, as it should also add his weight and general size. Things often have to be specially made for him.
  23. So there are finalized characters in the product? I guess I'm just trying to figure out the format of the book and how useful it might be.
  24. So the description is a bit sparse for Heroes in a Hurry, and I'm wondering a few things... Is it basically templates for powers, skills, etc.? Is there anything there for the veteran player? What types of heroes can be made using it? Are there specific power types?
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