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greypaladin_01

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Everything posted by greypaladin_01

  1. Awesome, glad I was on the right track for my guesses. Did they have something to help 'heal' Destruction faster than REC/Month? Given that AID usually fades with time, I am not sure how this would shake out.
  2. I have been re-reading my old copy of Strike Force once again, this time looking more closely at the character builds in the book. My understanding is the bulk of the rules used are Champions 3e, however there appears to be mix of 2e/DI/Justice Inc as well. There are a few powers listed that I cannot find reference in the books that I have and hoping for some help with sorting out what they are, and what the modern equivalent would be. Specifically these: - Mental Paralysis: my guess is this would be a Based on EGO version of Entangle? - Healing: simple healing from 5e? - Destruction: my guess is some form of long term Drain? Am I on the right track for these thoughts?
  3. I think you just describe all of Hero System with that 😁
  4. 4th edition is possible. But I dont really recall seeing half dice for anything other than Killing Attacks until 5th edition.
  5. I started in 4th Edition, so this earlier version of Martial Arts is just strange to me. However for a 4color style game it actually seems to go smoother than the detail of the Ninja Hero style we have with 4th and beyond.
  6. Sounds like a fun premise. Quick question, based on Rule 2, what is the cut off point for recognizable comic characters? For example, Superman shows up 1938 and ages normally, the odds of the 90s era Death of Superman story happening are very slim, leading to characters like Steel and Conner Kent Superboy not being in-universe. Similiar with the X-men the 60s and All-New All-Different teams would be in their 60s to 80s by now which would lead to question connections to even 90s era character like Cable, Gambit and Jubillee.
  7. I am super late to this discussion and I am sure that much of the work is done. But there was the update to Sanctuary for 4th Edition in the Classic Organizations book. If I recall the premise involved an attack on the original Sanctuary and option or need for changing to a new location. Don't have access to the book right now so some of this might be my brain and old campaigns mixing in as well.
  8. That is kinda what I was looking for to be honest. The whole point of HERO-as-Toolkit is to change and adjust to fit. I was just struck more by the EGO/INT difference, having never heard of that before.
  9. In what way are you thinking? I mean look at sports entertainment... there is already a huge amount of passiveness there. I am just curious if you have a more concrete example?
  10. HAHA oops.... I meant "knife throwing" which sounds extra dull now by comparison!
  11. I started with 4e and did the most of my games under 5e, and while I did see a little of what you described, I was lucky enough to have most players keep to a concept pretty well. Although I admit my brain is boggled at the cost changes to some powers and END with 3e. How about the INT/EGO angle... did that ever cause any disconnects or did it play smoothly?
  12. I'm still on the fence with Unified Power, yes it allows more... but ultimately that is because more and more rules kept getting piled onto ECs. Even with some of those, it feels more like rules that were created to stop that ONE player instead of putting more of a focus on Genre or GM campaign limits. As @Duke Bushido mentioned, all Frameworks are a 'cheat' to milk more points into a character build, and EC are no better or worse than the others. Ultimately some of this should come down on the GM saying "ok, maybe by the RAW you could do this, but I am going to say no. You need to make X changes and then we are fine." Personally I like Elemental Controls more for various reasons, even if one of the biggest is just how it nicely gathers all the associated powers into one place. I would ignore many of the limits placed over the various editions for the sake of proper concepts...but I am also not afraid to say 'no' or "we tried this but it needs reworking"
  13. That is impressive... and feels like something that would have been a 60s era Batman or James Bond gadget. Curious what the speed and range for it are.
  14. 70s Entertainment - Classic Entertainment but with Disco Balls 80s Entertainment - Classic Entertainment but with Synthesizers Current Entertainment - Classic Entertainments but with Internet Connectivity and LED color lights In seriousness though, even modern entertainment is just taking even older things and putting them on TV or Internet broadcast to get new audiences. Case in point i recently discovered Axe Throwing, Knight Throwing and Profession Tag showing on ESPN. With a little research all of these are Multi-national sport leagues that have all started up in the last 15 years or so. ...the more things change.
  15. While reviewing through more of the Champions (and Fantasy Hero) 3rd Edition rules, I noticed that Mental Powers worked a bit different from what I am used to. I was curious if anyone knows the reasons for the change, and what peoples thoughts on keeping the older style in modern games would balance and feel like. I am used to all Mental powers operating against EGO values, unless purchased otherwise of course, but in 3rd it seems that while Mind Control works vs EGO, Illusions and Telepathy work against INT. At first it seemed strange to me but thinking about it more, I feel that at least for Illusions it is "working out the inconsistencies" not as sure about Telepathy. I do also like the idea of having EGO not being the ONLY stat that matters for mental abilities, but was hoping for some input from people more familiar with the older rules. Did anyone have actual experience with these rules in play? How did they feel at the table vs the more current design version?
  16. The main ones offered in 6th are Multipower, Power Pools and the Unified Power Limitation. There are some variants in the APG but I don't remember much about them off hand. From at least 4/5 are going to be basically the same with the only difference being Elemental Controls, which Unified Power replaced. But they essentially do the same thing, I think there are other posts going into more details on UP vs EC. That really is it for the most part. There are some variance on how the various Frameworks function by edition and the older (pre-4th) you go, the more different some things will look. That being said, you mentioned Champions at first but then also Fantasy and Pathfinder. Exactly what type of game are you trying to do with HERO? Because completely separate from Frameworks are suggested rules and systems based on type of game.
  17. That would be a good way to do. But I do like the idea of keeping the target number based 10+difficulty. While leaving players with the negative for untrained helps show them the difference between trying something they are trained in or not. "You want to do better, this is an everyman skill, if you spend the time to learn, and the xp, you can get it up to a +0 or +1 level." But either approach would work well.
  18. So making sure I understand. 11- rolls would be +0, +1 per over 11- and 8- skills would be -3 on skill check?
  19. That is certainly part of what I was looking for. While HERO works well as it is, the systems are pretty old school compared to current-gen RPGs. Not a deal-breaker by any means, but things that can make it look less daunting to new players is a plus. Not to mention that streamlining systems tends to help with making rulings on the fly as well.
  20. Which edition you are using will be most helpful. With each edition they change how frameworks operate and sometimes removing versions completely. Others are optional rules that are not official to core, but can be used if GM feels it fits campaign
  21. The total spent on Marital Arts is 30, 15 for base and 15 for extra level. But what I am not understanding is HOW they get to the 7d6/9d6 numbers. My understanding is you take the STR 15 x.15 or x2 to get the new "STR" value... and extra levels add .5 more. Unless I am misunderstanding something and the 15 points extra is adding 2 levels not one? So the multipliers should then be x2.5 and x3?
  22. That makes good sense to me. Especially for establishing worldbuilding and lore. Also would be a good way to help establish what makes elf / dwarf / etc unique... as well as a good place to make them DIFFERENT from D&D to some capacity.
  23. Recently started reading through Champions 3rd edition out of historic curiosity, having never looked at the rules from before The BBB era. Looking over Martial Arts, they are very different, but simpler in a good way, from what I am used to and I need some help with making sense of the mechanic. Specifically the way it is described in the "Adding Damage" section on pg 75 (using Green Dragon for the example) does not match the actual Green Dragon character sheet. I am trying to figure out if I am missing something or if this is one of the classic "math errors" from the older editions. For reference to those that don't have the book my question follows this: I know there are rules against putting too much off a book text in the forum so I am trying to just generalize for the sake of the math. - Character has 15 STR and Martial Arts with 1 level of damage increase according to both the Example and Character Sheet. - The example shows that this gives the character 6d6 punch and 7.5d6 kick - the character sheet shows that the character has 7d6 punch and 9d6 kick Based off how the rules are saying to calculate everything the example version seems to be the correct one, but the main book and campaign book for 3rd edition have Green Dragon character sheets showing the larger damage dice. Does anyone have insight into the discrepancy?
  24. That would be certainly a fun way to do it. But my gaming schedule is extremely tight... so not sure how likely that would be. In part that is why I try to read through the boards here and tap into everyone's experience. From what I am picking up so far, it seems that the two biggest things that I will need to work on for the game are: - opening up the 'free-form" concept of characters not having to be beholded to class archtypes. - Although how does this jive with the Package Deals. I assume they are there more just for reference and to help people with general concepts? - rethinking rewards / progression: combat is still certainly a thing, but less a road to power progression and more situational to fit story or character behaviors? I appreciate everyone's help on all of this. This is something that I have considered as well. While I don't want FH to look like a D&D clone... the crunchiness of how normal Hero characters sheets can end up looking can be overwhelming to people learning the system. I noticed how you did the Skill +1 format but didn't understand how you were making that work. Is it as simple as 10+ on 3d6 is success... add your skill mod and subtract any penalty modifiers?
  25. Are you actually starting with a fully build 350 pt character and then trying to increase them after? or is this all theory craft and nothing is built yet? If trying to grow a pre-made character, then what everyone suggests would be about right. Increase a few skills a point or two, maybe add one or two 11- level skills to reflect new skills learned over the years. As far as powers and abilities, decide if their powers should grow or just refine. Grow: add a DC or 2, Refine: add a version of ability that is 1/2 END or maybe a Flash ability for a Blaster to show learning how to make a low-power but high-brightness variant of the power. If creating everything from scratch anyway... just build the at what you feel fits the role of the character and was seems reasonable for the time spend actve. XP gains are going to be extremely variable from GM to GM and campaign, so it is hard to say that 1 year = X xps gained.
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