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Fedifensor

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Everything posted by Fedifensor

  1. Arrow's previous season finale showed the Monitor meeting Felicity several years in the future, and taking her to Oliver. It implied that she would die in the process, as she wouldn't be able to come back. In the comic version of Crisis, the Monitor dies. My prediction: That wasn't the Monitor meeting Felicity. My guess is that the Monitor dies during Crisis and Oliver takes his place, keeping it secret so his family and friends wouldn't be targeted. It would be the only way Oliver can get a happy ending. We can all come back to this thread in a few months and laugh about how I got this wrong...
  2. It appears to be a combination of factors, as others have mentioned: There is nothing in the core book where you can print out pregens and run through a starter adventure, like many other RPGs do. The most complex part of Hero is character generation, making the above issue worse. Hero is an old-school system that likes to codify everything, while the current trend is for 'looser' systems. Hero doesn't really have a good meta-currency on par with Fate points, Inspiration, and the like. I've found every attempt at Hero Points to be clunky and not as intuitive as similar meta-currencies in other systems. There is a lack of promotion due to the company's current state, making it less visible than D&D, Fate, Shadowrun, etc. I'm sure that only scratches the surface, but it's what comes to mind when I think of the reasons Hero isn't more popular these days.
  3. Glad to see someone else is doing this. I’m still planning to spring this on my face to face gaming group at some point, but our current game needs to finish first, and I need to lay the groundwork. Half of the group has never played Hero before.
  4. More specifically, launching a new edition allows the company the opportunity to spend the next year or more after the core book is released tweaking and rereleasing material they already published in the previous edition. HERO got to republish Champions, Fantasy HERO, and tons of other sourcebooks. Yes, they revised mechanics and added new content, but they aren’t starting from scratch. It’s pretty obvious that reselling Champions for 6E brings in more cash than trying to find some original content that may or may not resonate with customers. The problem HERO ran into is that many customers said, “Hey, this is new enough that I have to redo things, but not different enough to justify the purchase of hundreds of dollars of books.” Time is also an issue. There was a 12-year gap between 4E and 5E (1990 to 2002), a 2 year gap between 5E and 5E revised (2004), and 5 years between 5E revised and 6E (2009).
  5. I guess that’s my fault. I tried to use an example to show mechanical differences and how they affect speed and efficiency, and got dragged way off-topic by people using edge cases and nitpicking instead of addressing the overall issue. So, I’ll just make a few general comments based on my own experience, then go back to lurking: * 4th Edition felt the most ‘fun’. 5th started the trend of big rulebooks and a mind-numbing level of rules in the quest for perfectly balanced characters. * Despite the above, 5th did a lot to enable character builds for common situations that were prohibitably expensive in previous editions, such as high-speed movement (thanks to Megascale). * 6th continued the trend of fixing issues that were unviable in previous editions (such as Damage Shield), at the cost of being even more unfriendly to the new player. * 6th edition created a situation where the player base is significantly fragmented, as it was different enough to turn off some players while not being different enough to entice new ones. I believe one poll on this site shows less than half the respondents playing the current version of the ruleset, which is contributing to the drop in popularity. Heck, we even have another version coming out to further fragment the player base (Champions Now).
  6. I was wondering if anyone has tried running a Gamma World HERO game since the original thread was archived.
  7. Using corner case situations and assuming the player has no assistance in character creation such as recommended values for stats, examples in the character creation section, or a GM that can assist is simply disingenuous. If the slow Brick needs to get to a 9 OCV and 5 SPD, then the GM allows the character to be rebuilt, as any competent GM would allow if there’s an error made because the new player didn’t understand the rules. And in a heroic campaign, the fantasy cleric more likely to need a 6 OCV and a 3 SPD.
  8. Hugh, the HERO system is more than just supers. As I stated in my earlier post, in heroic level games, I usually leave the figured characteristics at the default levels. Regarding selling back OCV and DCV...you’re choosing a corner case to build an entire argument. Very, VERY few people with high DEX characters are trying to reduce their calculated OCV and DCV. Since I’m not a designer for 7e, I don’t have to worry about that situation....but I’m confident I could come up with something simple to handle it if I needed to. Your sleight of hand magician and other examples may not have a high DEX...they just have skill levels with DEX rolls. DEX is primarily a combat stat - if you want a noncombat character with good DEX rolls, use Skill Levels. If you want a character who acts first in the phase but is inept at hitting people and/or dodging, use Lightning Reflexes. Every stat you mention except BODY is a figured characteristic in 5E and earlier. They don’t need to do extra things, and all of them are needed unless you want to completely redesign HERO. If I were designing a new edition that included figured characteristics, I’d be tempted to include additional figured characteristics for BODY...but I’d also make the No Figured Characteristics limitation vary by stat instead of being a flat -1/2. There’s a difference between optional complexity and mandatory complexity. A heroic-level character in 5E can choose to raise their figured stats, or leave them alone, and be okay either way, with the one exception of buying up a partial value for DEX (and yes, I have had a 20 DEX character with a 3 SPD). A heroic-level character in 6E must raise those same stats (and new ones like OCV and DCV) or they are stuck at “guy on the street” level. Even in superhero games, I often leave figured stats alone. SPD gets bought up because the default for the games I’ve played or run is almost always 5, and REC usually needs to be bought up (save for bricks). If you buy up CON (which is often justified by mutants and similar origins being more resilient than the average man), you can often leave END and STUN at their calculated values. PD and ED are frequently bought up, but I have several characters that just took Armor, Force Field, or similar powers while leaving base PD and ED alone (particularly common for powersuit characters).
  9. Not really. You have DEX, figured CV, and skill levels...which you have had in every previous edition. The CV value is related to DEX instead of being a generic starting value that is the same for the speedster and the slow brick, giving more guidance to the new player. Those default values are for the generic starting human. Especially in superhero games, few characters will leave those stats at the default value. How many HERO characters have a SPD of 2, or a REC of 4? It’s quite feasible for a heroic 5E character to leave all of their figured stats at the default values, or at worst buy up to the next number (as when a 14 DEX gives you a 2.4 SPD).
  10. My main problem with 6E being the best mechanical system is that my measures of “best” include how easy it is to create a character. By removing figured characteristics, particularly OCV, DCV, and the mental versions, the game introduced more fiddly bits with less guidance on how to use them. Figured characteristics weren’t the problem - the costs and calculations were the issue. For example, what if instead of removing OCV, DCV, and SPD as figured characteristics of DEX, we increase the cost of DEX to 5 character points per point, and adjust skill levels so you can buy straight +1 OCV or +1 DCV for 5 points? Now, you can have the 8 DEX character who still has a competitive OCV and DCV (via skill levels), but there’s less things to keep track of. You buy DEX and SPD, then add levels if you need more OCV or DCV. In 6E, you buy DEX, you buy SPD, you buy OCV, you buy DCV...and you still may want to buy levels. With figured characteristics, new players can see the relationship of DEX to being quick to act, being accurate, and being able to dodge attacks, instead of having to figure out four disconnected stats. One of my big pet peeves about 6E is CON. You’re basically paying points for one thing - not being stunned. CON rolls are relatively rare, especially in superhero games, and it’s more efficient to buy higher defenses than to buy up CON. CON was the stat to showcase figured characteristics - it gave you a good starting point for END, REC, and STUN. In heroic-level games, I’d usually leave those figured characteristics at the default values, which speeded up character creation. Even in superhero games, having the figured characteristics gave me a good baseline to work from before increasing to meet the character’s needs for power use and durability. In 6E, I have to make three additional decisions that were handled by the figured characteristics in 5E. I don’t want more dials to turn...or at least, I want those dials preset to numbers that will work, instead of having to look at each one and make an additional decision. 6E isn’t all bad, though. When it tried to fix problems through simple adjustments instead of designing entirely new subsystems, it did well (case in point - damage shield). That’s about all I can offer to discussion this late in the evening. I could add something about opportunity costs, but I already did that in another thread earlier tonight.
  11. Late to the party, but one thing that hasn’t been fully addressed is opportunity cost. This most often comes up with attacks, but can also apply to other things, like skills. The simple example is attacks. Having a 9d6 Energy Blast for 45 points is one thing, paying an additional 45 points to get a 6d6 Armor Piercing Energy Blast is generally not worth the expenditure. It certainly helps more than not having the power, but those 45 points could have been used for things far more important for your character. Heck, if you don’t have to worry about campaign limits, you could have just bought another 9d6 of EB to make an 18d6 EB. That’s why multipower exist, so a character can have diversity in attacks and other powers without that diversity being prohibitive in cost. Now, let’s look at Package Deals. Let’s say you have a campaign where everyone is a member of the Thieves’ Guild, and you create a package deal that includes (among other things) Stealth and Forgery. Is there an opportunity cost? Well, for most campaigns, particularly one focused on thievery, everyone having Stealth is a good thing. Points used to purchase Stealth are not wasted. Now, how about Forgery? As long as the characters work together, there is an opportunity cost for everyone taking Forgery. Typically, you only need one character to roll Forgery (the one with the highest skill). For the most part, having 5 characters with Forgery means that 4 of them have spent 3 points on a skill they will hardly ever use, and could have used those points to buy something more relevant to the character. Giving a discount for taking a Package Deal is an incentive for people to take skills they otherwise wouldn’t take, because it is thematic to the characters and the game. Sometimes an opportunity cost comes from inefficient game mechanics. Most skills cost 3 pts, and are +1 for an additional two points. However, unless it is a skill that you use all the time, it’s more efficient to buy skill levels, particularly Overall Skill Levels (perhaps the best value in the game). It is true that the guy with Forgery 18- will have a significant advantage over the person with Forgery 12- and one Overall Level...though the Overall Level has many other uses. However, what about the guy with 7 skills at 15-, versus the guy with 7 skills at 12- and 3 Overall Levels. Save for the very, very rare situation where you are trying to use two or more skills simultaneously, the guy with the Overall Levels is equal to the high skill character...but also can put those skill levels in any other skill, or combat stats such as OCV, DCV, and/or damage. Package Deals saving points isn’t a perfect system...but it’s not necessarily unbalanced, either. It all depends on what method works best for the campaign and the players.
  12. Storn, feel free to post the picture you did for me. I don't think any of the other players in my group's Lords of Gossamer and Shadow game read these boards, so some background info is okay.
  13. Re: Storn's Art & Characters thread. Haven't seen Storn post in a month or more. Did Steve decide to have him do all the art for 6E?
  14. Re: The cranky thread Okay, I just found this thread, and realized that no matter how unreasonable, cranky, and snarly I may have felt a few minutes ago, life isn't all that bad for me by comparison. So I'll consider myself lucky, and hope things get better for the other posters.
  15. Re: A DC Animated-style HeroMachine I thought the legs would be bigger... Still, way surpasses my artistic capability. I'll have to fiddle with this when I get time...very cool.
  16. Re: Quote of the Week from my gaming group... It's not as stupid when one of your teammates is "the strongest man in the world", who cut the shark in half with a single sword swing (a *7d6* killing attack!)...
  17. Re: Quote of the Week from my gaming group... Since the Bunny hasn't posted it in this thread (though he did on General Roleplaying), a quote from the Arabian Adventures game at Genghis Con (Fantasy Hero, though with near-superhero level characters). I was playing Jamal the Swift, a very skilled street rat/roguish type. We were trying to decide what to do while in an underwater kingdom, with three different ways to go - the forge where the shark men were making weapons, the breeding room where the shark men eggs were at, or the throne room where the Warlord was at. The group was leaning towards taking the eggs hostage so we could get the Princess back, but were taking their time about it. Jamal, being overconfident, and knowing how tough his teammates are, decided to take matters into his own hands...
  18. Re: Storn's Art & Characters thread. Or maybe the thread is getting too long, and a new one needs to be started?
  19. Re: Storn's Art & Characters thread. A longtime friend of mine commissioned a BIG piece of artwork from Storn, that I got for Christmas. Very cool...it may eventually make its way to this thread. It's of our two City of Heroes characters - Southern Shootist (my technological archer) and Roadbreaker (his demonic tanker).
  20. Re: Flexible Active Point Limits: What Do You Think? I base recommended and maximum Active Point values for attacks on Speed, and Defense values on the character's DCV. It comes out to look something like this: [u]Speed[/u] [u]Attack[/u][u] Power Range[/u] [u]Maximum Attack[/u] [u]Defenses[/u] [u]DCV[/u] 4 12-14 DC (12d6 to 14d6) 15 DC (15d6) 28-30 PD/ED [u]<[/u]7 5 10-12 DC (10d6 to 12d6) 13 DC (13d6) 24-27 PD/ED 8 6 8-11 DC (8d6 to 11d6) 12 DC (12d6) 20-23 PD/ED 9-10 [u]>[/u]7 7-10 DC (7d6 to 10d6) 11 DC (11d6) 18-20 PD/ED 11 Basically, the slow characters need to hit harder because they don't hit as often, and the hard to hit characters have lower defenses because they aren't hit as often. Of course, there are always exceptions to the rule, based on the specifics of the attack or defense, and other factors outside of those listed above. For example, if a character has a very high Recovery and a lot of extra STUN, I'll probably lower his PD and ED a few points to compensate. This is why game balance is as much of an art as it is a science. I really don't think paying points for going past limits is the way to go. You'll just end up with people spending less on noncombat skills in order to pay the points so their combat skills can go into the stratosphere.
  21. Re: Build Help CHAR: Motley Fool It does, but it makes for an inexpensive battlefield control power when paired with Knockback Only...
  22. Re: Storn's Art & Characters thread. Since my wife doesn't read the boards (and the only player in our gaming group that might would keep quiet about this), I can let the cat out of the bag and confirm that this picture is of my wife's new character, Miracle. She is indeed a flying brick, with the ability to push her performance in an area (a small multipower that increases either her Strength, Dexterity, Armor, or flight). The picture is a Christmas present, and I just need to go and buy a suitable frame for it... As you can tell, Storn really did an excellent job with this one. I sent him plenty of info, including the entire character sheet (with background, personality, etc) - and it matches how I picture the character perfectly!
  23. Re: Quote of the Week from my gaming group... We did an origin session for my first Champions campaign in several years. It's going to be an interesting group. (My memory isn't great with quotes, so I'll probably edit this post after my players correct me...) The math club is getting a tour of OmniCorp's new theoretical physics laboratory as a prize for winning the county math challenge. They manage to convince the tour guide to give them a peek at the partially-completed particle accelerator. As they walk into the room with the particle accelerator, the tour guide has a heart attack. Fidget, for reference, is a hyperactive 14-year old. GM (me): (to Fidget's player) "Ok, your character Farrah sees the tour guide fall over. You see a big red emergency button. And, I believe you have the Impulsive psych lim. What do you do?" Fidget: "I push the button!" GM: "Suddenly, the safety doors drop down, closing you off from the group. You see that they're trapped inside with the particle accelerator. Oh, and you realize that the button isn't an emergency help button...it's the activation button..." Fidget: "Oops. Um...sorry?" One of the players (who decided to change his character after the session) gets stuck in the decontamination chamber when the safety doors drop down, and the decon process starts. Player X: "I look for something to shield me from the water." GM: "There's several suits...on pegs outside of the decontamination chamber." Player X: (curses repeatedly) Fidget: (grabs a suit and holds it up to the window of the sealed chamber) "Here you go!" Player X: (holds up a middle finger to the glass...) Luminescence's player sees that she can shut down the particle accelerator...if she reaches her hand inside to disconnect some wiring. Luminescence: "Oh well, I think they can heal that..." (reaches in) A few days after the accident, the math club meets at school. Fidget writes a little too quickly with her pencil, and sets her paper on fire. This is the first time Luminescence has seen Fidget do something extraordinary. Luminescene: "Here, dear, try this ballpoint pen. Less friction..." Later, the group is at an event called "Hometown Heroes". The secret ID characters are all part of the Math Club, which just won the county contest. One of the two Public ID characters, Ironfist, is being honored for stopping a hijacking, while the other is a former cop in a wheelchair (she hasn't gotten her powers at this point) who is being honored with a medal for being shot in the line of duty. During the event, the son of the now-deceased supervillain Hiroshima goes after the person who killed his father... Luminescence ducks behind Ironfist's massive chair (the only chair on stage that can support his weight). Not having a costume yet, she peeks out and fires an Energy Blast at the new Hiroshima, getting a massive 51 STUN on the roll. Fidget (OOC): Ironfist's chair is attacking Hiroshima! Ironfist (OOC): And I haven't even gone yet! (Ironfist only has an 18 Dex) Hiroshima fires a pushed 16d6 EB at his intended target, but the cop in the wheelchair manages to throw herself in the way, gaining her powers (her character will be called Miracle) just as the blast hits her. She's blasted into the wall at the back of the stage. As far as Ironfist knows, Hiroshima just killed someone. However, Ironfist's player is a bit sleep-deprived... Ironfist: (to Hiroshima) "Don't do that again!" GM: "Don't do that again? Yeah, that's going to play well on tonight's news." (fortunately, Hiroshima's EMP field messed up the cameras...) Fidget runs over to help out Miracle, who is in the process of pulling her face out of the wall. She pulls Miracle out of the wall (with a 25 STR) and stands her up. Keep in mind that until a few seconds ago, Miracle was paralyzed from the waist down and in a wheelchair. Fidget: "There you go! All better." Miracle, now standing for the first time since she was paralyzed, flies toward Hiroshima. Miracle: "Hey, thanks! You're under arrest." (tackles Hiroshima) Hiroshima eventually flies off, and Miracle reaches the roof of the auditorium before she turns and looks down at Ironfist. Miracle: "Hey! How do I get down from here?" Ironfist: (who doesn't have Flight) "How should I know?" (Miracle begins to float down to the ground) Miracle: "Oh, nevermind..."
  24. Re: City of Heroes - Online Hero Game
  25. Re: City of Heroes - Online Hero Game Concept? No. Effectiveness? Yes. The Regeneration changes in Issues 3 and 4 required a respec (which is why they handed out free respecs for people when these Issues went live). I stopped playing my Regen character after Issue 4 went live, and played my Fire/Fire tanker - which required a respec after the global defense changes of Issue 5. I then turned to my Electric/Devices blaster (who has 6 slotted damage in all his attack powers because of Targeting Drone). He'll now need a respec because the last three SO's in each power are now the equivalent of a single dual-origin enhancement. And that's just my main characters. I have all eight character slots on my chosen server filled with alts. Every single one has a major power with 5 or 6 SO's of a single type, which means I need to respec all of them. Just the fact that I'm forced to respec again in order to pull my weight in a team situation is enough to make me leave. Furthermore, there is no real difference between tankers and scrappers with Enhancement Diversification. When neither archetype can get above a 50% resistance rate to damage, the difference in the amount of damage each takes is minimal. Both are going to require defenders or controllers for anything beyond a solo situation on Heroic difficulty. It's even worse for blasters - when you increase the amount of time it takes to defeat a single even-con minion by 25% to 50%, they get defeated a lot more. I chose City of Heroes in part because I was tired of the standard MMORPG archetypes such as clerics and warriors. Which means I may be quitting MMORPG's entirely.
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