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About mhd

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  • Birthday 12/09/1977

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  1. Which is basically what Fuzion did. I don't even think the conversion itself would be a big issue (just triple BODY), but I've yet to see a good way to reconcile that with STUN. Taking half as STUN seems a bit unsatisfactory. You're dead before you run out of STUN. Which is why Fuzion and its derivatives mostly treat STUN attacks as separate or drop STUN altogether. (With short-term stunning being caused by large enough wounds or blunt trauma) The normal damage roll is a great mechanic to model taking two kinds of damage, both being variable. But it naturally leads to a 1:3 BODY/ST
  2. My current campaign just ended yesterday and we had quite a few snake eyes rolls, so this might just be the time to introduce this as a new rule, psychologically speaking. I'm not quite sure about "killing stun" attacks, though. The ability to totally ignore any kind of natural resistance looks a bit too good for material weaponry, that's probably more suited to tasers etc., whereas even a good pick/mattock would have to compete with the Land Behemoth's layers of blubber. Also, I'd feel more inclined to add regular PD to rigid armor as an additional benefit. Both chain and plate are qu
  3. Given that the HERO damage system doesn't appear to be that linear, why multiply at all? Adding DCs would get you a similar effect and be more in line with the rest of the rules. (Going one step further and treating armor as damage negation would take away the joy of rolling more dice, so that's probably a bit too far) What I've seen in other systems was removing the connection between hit locations and the sheer amount of damage, if you could gain the damage from somewhere else (i.e. the margin in this place). That leaves us with the benefits of striking a more badly armored section and c
  4. Before we (temporarily) went cold turkey in regard to hit locations, we actually used the table posted above. It was well enough received, and a good alternative to high and low shots.
  5. I see two problems with this. For one, what about armor? Does a 1.5 damage factor mean that I can pick any 1.5x hit location and then apply the armor found there? And more importantly, it seems to run counter to HERO's combat resolution. Usually you trade between your chance of hitting something, your defense and the amount of damage, whether that's in CSLs, Martial Arts or general maneuvers. Critical hits and random HL rolls set aside, there's no free lunch. I'd appreciate more use out of the margin of success, but this would definitely have a big impact on the game and might even requ
  6. Boy, are we ever getting out of that meeting?
  7. Anyone wants to chime in with some longbow anecdotes? Now seems like the right time But yeah, Markdoc's method seems like a pretty great way, as it actually manages to remove from the game instead of adding spurious new rules & approaches. I knew about that before, but didn't think of it in this particular context. With all the damage working the same way, you can concentrate on modifiers to model different weapons and techniques (whether aiming for more realism or simply gaming variety). On average you'll get more STUN with N damage rolls, so adding some non-resistant PD to arm
  8. It's more a preference than a problem, and as I've said, I'm perfectly fine with 3d6 roll under in GURPS… Actually, I think the main benefit of changing the task resolution mechanism for my players wasn't about "roll high is always good", but unifying attack and skill rolls. Whether it's a skill target number of 15 when climbing a wall or a defence of 15 (10+ 5 DCV), it's all the same.
  9. That's the way Fuzion did it (mostly because the other parent system already had a roll-high system). I prefer roll-high for margin-based systems, and that applies to HERO quite often (as opposed to e.g. GURPS or RuneQuest). I introduced my current group to HERO using this as a house-rule, too. Works out well enough for us. Yes, it makes re-using some of the material a teeny bit harder, but that's a pretty minor factor compared to all the other stuff you have to adapt to, as HERO tends to be really tinted by campaign assumptions (if you're not playing a default Champions game). HERO
  10. I generally like my side effects to be "tradition" specific, once the amount of spells gets large enough. As neat as it is to have unique spells, once you get a D&D-like amount of them, I'd much rather just have simple HERO power effects and a more generic set of side effects/costs. If we're just talking about a few rituals of rare power, then okay, make them all stand out. That would work nicely in a horror or low-magic fantasy game, but with the usual high-fantasy shenanigans, I tend to prefer if it's "All witches must touch the ground while casting" with every spell, instead of "The
  11. I bought the hardcopy and quite like it. It's a big tome and while I haven't actually played it yet, I fully intend to borrow some of its HERO variants (e.g. what it does with arms & armor). And what's it with HERO products and stellar layout? Narosia is thoroughly indexed and very readable. One negative part of the whole deal is that you have to buy hardcopy and PDF separately, if both were handled by DriveThru, you usually get a nice package deal (most of the time the PDF comes for free).
  12. So no difference for the latter two categories and everything goes for the former (blunt weapons can be N, -KA with +STUNx or just regular KA). I wouldn't really call that "built-in". Don't get me wrong, my preference for not changing the whole system wholesale is definitely bigger than a desire to shoe-horn this into HERO at any price. But I'm always up for some tinkering and maybe someone had a great idea already -- weirder things have happened. I'm not up for revamping multiple power costs and all that would result from tinkering with some base assumptions, I'm having more than enough t
  13. I did it with minor transforms, too, but I thought about either using Drain Poison (and house-ruling that consumed food doesn't regain negative properties) or apply the Transform effect not to the BODY of the food, but to the AP of the poison/disease/putrefaction. That way more dangerous poisons wouldn't be done away with that easily. The same would apply to actually healing poison, too. Sure, it's a bit game-y, but keeps the players on their toes in more paranoid campaigns and provides job security for the poisoner's guild. This message brought to you by the Poisoner's Guild. Poison -
  14. Sometimes HERO really has a penchant for a needless amount of rolls. Never mind that the armor part of that never mad sense to me. (I actually do something similar already with my critical hit house rule, though.) As for the others, modifying every armor out there seems like it's definitely way over the simplicity threshold. Never mind that if doing so, one could simple average out the PD stats instead of buying extra limited levels.
  15. They did most of the common monstrosities and races in C&T, so they had to come up with new oddities for C&T II. And game designers who don't steal but try to actually invent something new is something that usually doesn't end well.
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