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Lamrok

HERO Member
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Everything posted by Lamrok

  1. Re: Background skills [getting nitpicky - avert eyes if such things are bothersome] 8- is about a 1/4 chance. The game under discussion is one in which Zornwil is playing, not running, so he can't really change the rules. [nitpicks done. Sorry, couldn't restrain myself]
  2. Re: Background skills That attitude of GM customization is indeed salutory and should be the goal of every GM. But, sometimes the sheer number of players makes it difficult. It is one thing to do this in a game with three players, one of whom has put a lot of effort into background. It is an entirely different thing to look at seven or more players, each of whom has pulled together a meticulously detailed personal history fully deserving of personal attention from the GM. In that case, as a player, I want my skills fully detailed on my character sheet and ready to allude to when the opportunity presents itself. Expecting a GM to be on top of the nuances of all characters in a large group makes the job of GM a bit too big for a casual game, and tends to lead to GM burnout.
  3. Re: Background skills That kinda depends on how the GM says the points should be spent. In my GM's case, Acrobatics was allowed. In RDU Neil's case, the example might be "Knowledge of Ancient ancient Babylonian Merchants" vs "Knowledge of Campaign City." Same difference.
  4. Re: Background skills This is a reasonable criticism of the Savage Worlds approach, but I think it is the kind of thing that will setlle down over time. The humble convenience store clerk might spend his time reading all the magazines in the rack. The couch potato might have an incisive knowledge of police procedures and general gossip. The stamp collector might have an excellent grasp of geography and world history. Bringing these kinds of backgrounds to relevance is just the kind of challenge that would appeal to the group I game with.
  5. Re: Background skills I have a couple of reactions to this. As a player, I do tend to pile on a lot of background skills since if a situation in-game shows up where the skills would be useful, I feel my character needs to have them. This tends to divert points away from main powers, but, on the other hand, it gives me a better grasp of the character - enough so that I think it helps me come up with alternative approaches to tricky situations. Sometimes I do go overboard, though, and wind up with skills like "Whittlin" on a 14-. Properly corralling background skills is definitely a metagame in itself. The Savage Worlds approach avoids most of this part of character creation, allowing me to focus on the background I want as opposed to the background I have points to pay for. Essentially, as a player, I'm fine either way, though the Savage Worlds approach does save a some time. As a GM, I'm quite fond of the Savage Worlds approach since it entices players to come up with interesting backgrounds, which give me good spots to hang plot hooks on. I don't have to worry as much about creating situations that spotlight characters who have spent a lot of points on odd skills - I just need to work various backgrounds in from time to time.
  6. Re: Should END be more? Was 2nd Edition essentially right? If you are a Master of Dimensons, you have to wear a cape. Failing to do so is a direct violation of the Interdimensional Compact.
  7. Re: Biggest whine about HERO Unless you hit them exactly in the funny bone.
  8. Re: Should END be more? Was 2nd Edition essentially right? Nexus talks a good game, but he only has a 20 presence. Perhaps there's some reason to grow in that direction...
  9. Re: Should END be more? Was 2nd Edition essentially right? I don't think the triple digit intelligence is the distinguishing factor in this particular case...
  10. Re: Should END be more? Was 2nd Edition essentially right?
  11. Re: Demonic Metabolism: how to model it? That's nothing comapared to some of the characters in Zornwil's game. The Troll used to have "LS: doesn't need to sleep - as long as he devours huge quantities of raw meat." That was good, since his wife only ate raw fish (no disad or lim there at all.) One of the base followers is well known to exist primarily on a diet of bologna sandwiches (the Justice Squad has a perpetual food machine in the base, but it has been stuck on "bologna" for years. No one seems to care much, as it turns out that most team members are perfectly happy with bologna sandwiches.) Sammy the Slime exists on a diet of nearly anything organic, as long as it is currently dead and as long as there are mass quantities of it. He's single-handedly lead to the disappearance of all-you-can-eat restaurants in the Detroit area. He takes a lot of pride in his intimate knowledge of restaurant dumpsters around town. I really doubt he has any sort of Life Support for this - in his case this is the appropriate diet for a mutated slime.
  12. Re: Spending Experience You need to consider two more things. 1) As time passes, you forget things. I graduated from college 20 years ago. At this point in my life, I'd probably roll that entire experience into a single skill at 8-. 2) Some training opportunities are more equal than others. There are intensive training courses in technical fields that focus heavily on practical matters. These can be completed in a few weeks, and they are expected to produce a skill level that equates to an 11- (average degree of expertise of someone using the skill to make a living.)
  13. Re: Should END be more? Was 2nd Edition essentially right? 1 end per 5 points made for a lot more constructs built around charges. High strength/high con bricks could get by ok, but other builds had more trouble generating end without buying reduced end.
  14. Re: PULP HERO -- What Do *You* Want To See? It sin't so much a matter of character classes as "schtick." Everyone likes to carve out their own niche in the things they are responsible for. This is the same no matter what setting you are playing in.
  15. Re: PULP HERO -- What Do *You* Want To See?
  16. Re: PULP HERO -- What Do *You* Want To See? The first time, I replied thirty minutes after the email went out but found out the other player beat me, so I changed characters (Gypsy Circus performer). The second time, I beat the other player (same guy), so I played my cowboy (the same one I had ready to go in the previous game)
  17. Re: Fox1's Hero Debate Fair enough. I don't have anything more to offer on the topic. The article was an interesting read, though.
  18. Re: PULP HERO -- What Do *You* Want To See?
  19. Re: Fox1's Hero Debate I guess main main thrust of what I'm saying (fueled by the document you linked to, and reflective of the way I've always run things) is that "taking someone out of the fight" (or incapacitating them) does not have to equal taking them to zero stun. Most people don't deal well with getting shot. One bullet through a non-vital organ is going to make them seriously consider whether they want to continue to fight or whether they curl up in a corner and cower. This can be modelled by GM fiat, or if you are looking for a game mechanic, the wounding rules address this. I don't think stun is the right way to go, since you aren't necessarily knocking them unconscious. Ego rolls have been a part of the game since the beginning. The wounding rules may only be a mere 16 years old (maybe older), but the mechanic behind them is a full 24 years old. I tend to think of a vitals hit as a hit to the heart. I'd lump spinal hits in with headshots.
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