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Zephrosyne

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Everything posted by Zephrosyne

  1. LOL, made me think of someone years ago who wanted to take the Disadvantage, "Hates Ham." I don't know what offended me more: the fact that he presented that as a Disadvantage or that he thought that I would be stupid enough to allow it. I came down on him like a ton of bricks.
  2. Funny, Bodkins, I actually liked GURPS 4th edition much better than 3rd. I am by no means a GURPS expert and I have not played it nearly as much as I have other games but I didn't care for 3rd edition at all. GURPS 4th just seems a lot tighter. Maybe they should have also replaced the magic system but it doesn't bother me as much as it seems to bother a lot of people. I thought GURPS Supers in 3rd edition was just atrocious and the system for psychic powers was marginally better. I do agree that they have really great sourcebooks; although, I don't think the Hero System sourcebooks (e.g Star Hero, Fantasy Hero, Hero Skills) are bad by any means.
  3. I have to be honest. I think 6th Edition is damn near perfect, especially with the Advanced Player's Guides. It eliminates some of the things I didn't care for with previous editions (e.g. figured characteristics). I can't really think of much that I would change: a few small things here and there at most (e.g. Strength scaling, phased based movement), nothing big. Change too much, it wouldn't be Hero System anymore. I don't have a problem with how big the book is or how it is written, especially since it is well organized and the everything is easy to find. I don't mind a rule book reading like a tech manual or whatever other derisive description people come up with. If I want evocative, I'll read a fiction novel or watch a movie. I don't mind rules reading like rules. I plan to learn the game not take it out on a date. I like how Steve Long gave lots of examples and detail to everything. I also like some of the repetition. It is good reinforcement. I would rather have all the rules and examples there and not need them than to have to chase an answer down because they are not there. The details provide a good frame of reference for when I have to make decisions on the fly. I almost bought a copy of Champions Complete. I am glad that I got the pdf instead. It is pretty useless to me. At best I would recommend it for some of my players that are a bit lazier as far as reading the rules since it is considerably shorter than 6th Edition. Seeing the direction that Hero Games is going, I don't think I am the target audience for 7th Edition. The company seems to be going the way of making less detailed core books and self-contained genre books. That would be a waste of money for me but I understand that it is an business decision. I'm just one person. On the plus side, one less gaming company to spend money on.
  4. I think Rogue's power is a good example of something that works in media but does not necessarily translate well into a roleplaying game when you try to get it down to the exact details of how it works in the medium in question. It isn't really all that problematic to build someone who can mimic someone's powers and memories and stun/knock them unconscious in the process. A little complex perhaps, but by no means overly difficult. However, it's when it gets all plot device like that it becomes an issue. Like when she takes a power permanently by holding on too long or the inconsistency with how long she retains the power or if she can or cannot replicate gross physical transformations or whether she takes some sort of backlash and is knocked unconscious herself. The fact is that comics books are not even consistent with how her power is portrayed. Comic books can't even consistently portray how much weight characters can lift, which is something that you would think is pretty concrete. Games have rules and, in my opinion, require consistency that a given medium doesn't (although should in my opinion). One should just try to approximate the power within reason and be done with it. I think Hero does an excellent job of providing a framework for doing that. To be honest, Hero gives you as much detail as you could possibly want and still have something that is playable.
  5. Well, by that standard, almost every non-ranged power would take Restrainable, no to mention powers have to have a point of origin by default. That's almost like taking Restrainable on Running because you have to use your legs or on your Strength because you have to use your hands to punch someone. Just seems like a non-limiting Limitation. I'll just leave it at that. Like I said earlier, I don't want to derail this thread. I just thought that I was missing something. Thanks for the reply.
  6. I don't want to derail this thread but I have to ask; why does that Parasite build have the Limitation, Restrainable for his powers?
  7. Aversil, I can understand where you are coming from but ultimately, it is a matter of experience. All anyone on this forum can do is tell you what they do. Every gm/player group dynamic is different. Also, Hero by no means has a monopoly on rules abuse/munchkinism/whatever you wanna call it potential. That being said, from my experience, effects based/toolkit type systems do seem a bit more prone to it than most. The flexibility and seemingly unlimited possibilities is very seductive. The first thing I think you need to do as a gm is know yourself. Know your strengths, weaknesses and what you are and are not comfortable with. Do not let anything into a campaign that you cannot handle. It is true that the most important thing in the campaign is the players because they are the focus; however, if you are not comfortable with what you are doing, it isn't going to matter one damn bit. You will fail! You also really need to know the rules. Know all the important ones and know where to find the not so important ones. You also need to be properly prepared. Me personally, I have a document of what I call campaign standards. Those are a generic, universal set of guidelines that I apply to almost any Hero campaign that I run. These are basic things that almost never need tweaking based on the campaign. Before I run a campaign, I design a sound framework for it. You don't need to know exhausting detail about the campaign, you want to leave room for growth but you do need to know what does and does not exist, what is and is not real. Once I know the world, I then give characters a written campaign background, a list of house rules, and character creation rules. For my group, I do have a tendency to use things like base damage dice, active point cost, OCV/DCV, defense, etc. restrictions. I have players that sorta need those parameters. After this, I give them all two weeks to mull over it and create their characters as well as a written background. Unless I am dealing with someone inexperienced in roleplaying, I don't take a particularly active part in the character creation process outside of answering any questions they might have about what is and is not acceptable. They usually call me with background and concept proposals and I discuss them on an individual basis. Once characters are created, I review them. I check the math as well as the build itself. This is where experience comes in. I do have some players that like to push the boundaries of what I consider acceptable. If it is something appropriate for the campaign and something I can live with, I'm generally ok with it. They accept me for the gm that I am so I accept them for the players that they are. This is where knowing yourself and knowing the rules comes in. Yes, players can come up with abusive applications of the rules that are concept and campaign appropriate, it doesn't mean that you have to accept it! Some players will also come up with total bs. I had a player who tried to get me to allow him the Disadvantage: Hates Ham (5th Edition). I wanted smack him upside the head. He was actually trying to argue why I should allow it. You have to be reasonable but you don't have to be a pushover. If it is something that you can't deal with, just say no! The Sixth Edition rules (the two big blue books) do a very good job of giving you a few warnings about potential problem areas but no rulebook can over all the bases. That is where your experience and judgment will have to come into play. Some things you are going to have to be fairly rigid about, other things you can be more flexible. If something gets past you that you didn't see as a problem initially, pull the player aside and explain the situation. Hopefully, he is reasonable enough to make appropriate adjustments. I have never actually used the statement "because I said so" because it is a bit condescending and you are probably talking to adults; still, the buck stops with you. Just be honest, fair, and consistent with your decisions, players don't have the right to ask for more than that. If they do, then they don't deserve you.
  8. Unless I am misunderstanding you, you can simply take the Skill, Precise Sprayfire II. It is in the Advanced Player's Guide under the heading Autofire Skills (pg. 35). Now, if for some reason, you prefer to use an Advantage instead of a Skill, then this probably isn't what you are looking for.
  9. I rather liked the show. Although, I do think the last season was rather weak compared to the rest of it.
  10. Scion or Lords of Olympus would be awesome using Hero System.
  11. I don't know if you know this or not, but the Advanced Player's Guide (pg. 87) has expanded Damage Reduction to 100 percent (along with other options such as an Advantage to ignore Damage Reduction). The cost is double the 75 percent cost.
  12. I have not had the pleasure of running Hero System nearly as much as I would like to. I have changed very few rules, probably less than ten. Now I have employed a lot of optional rules, especially from the Advanced Player's Guides 1 and 2 but I don't really think that counts as changing the rules. That being said, no matter what campaign I run and no matter what game, I always let players know in advance and in writing before the campaign starts what rules are changed and what optional rules are being used. If they question that changes, I also let them know why. I believe that is essential to the integrity of the campaign.
  13. Wouldn't some sort of Trigger also be required since this power seems to work reflexively? Like a Naked Advantage Trigger that activates the Variable Power? Just wondering.
  14. I definitely keep Class of Minds; although, I don't use Alien because it is a bit broad but I like the distinction between Human, Animal, and Machine Minds. Of course I don't really use Champions Complete anyway. I feel like a blithering idiot for spending money on it when I already had 6th Edition.
  15. For reading comics, I am partial to Bronze Age and Modern. For roleplaying, I prefer Modern. There are things that I am ok reading about but I don't really care for in my games.
  16. Well, I watched the video and you can certainly count on me as a customer, assuming the product is reasonably priced. It looks like a very useful tool.
  17. When I asked before, I was told that support for Adjustment powers would not be available when the tool is released. However, when I looked at the example, it looked like Adjustment powers were supported. Has this changed?
  18. I'm not sure if it is the Richard Donner Cut or not. I just know it was an extended version that showed a little more than when I first watched the movie. I think it added all the deleted scenes. I remember when that kid took off on the horse (I think) and Non killed him. I was like "Oh snap."
  19. I must be missing something with your example because the character being attacked would have the 2 PD/2ED that comes by default for free so the 2 BODY from each attack would be absorbed by his default PD/ED. Granted, I do agree that all Damage Negation and no investment in PD/ED isn't a great idea but I don't get how your example demonstrates the defender being killed at all, let alone before being knocked unconscious from Stun damage, unless you example assumes the character also sells back his base PD and ED. Now if that 12 DC was a Killing Attack as opposed to a Normal Damage attack, I can see it. What am I missing?
  20. Live Action Show: Arrow (Honorable mention to the first season of Hero) Animated TV Show: Justice League (Unlimited) (Honorable mention to Avengers: Earth's Mightiest Heroes) Live Action Movie: Avengers (Honoroable mention to Superman 2, awesome for its time) Animated Superhero Movie: tough one there are a lot of good ones but I'm gonna go with Justice League: Flashpoint
  21. Favorite superhero: can't really say, it's tough. I'm more of a team guy. Thor? Maybe the Scarlet Witch before they totally screwed her up starting with Avengers Disassembled. Favorite superteam: Justice League (honorable mention to 70's, early 80's Legion of Superheroes and 70's, early 80's Avengers) Favorite supervillain: Lex Luthor (honorable mention to Dr. Doom) Favorite supervillain team: frankly, I don't think there were ever any really decent ones out there. Wait, can I choose Eurostar?
  22. Seems like a cool idea. Of course, I am a bit biased because I am a huge Legion fan. I do think a 25 point Disadvantage for just having a dorky codename is a bit generous. Frankly, I'm not really convinced it should be worth anything. The multiple character concept you have is also pretty interesting. I'm looking forward to hearing more.
  23. Just finished watching the interview. It was very interesting. I usually don't give these sorts of things the time of day but I'm glad I made an exception this time (because it was Steve).
  24. Re: Most PCs... My experience as a gm in Hero System isn't nearly as extensive as most of the rest of you but I figure I'll still thrown in my .2 cents worth. I really don't have a problem with Multipowers; although, I have seen some slots over the years that made me roll my eyes. For example, my best friend added a healing slot in his Darkness Power Multipower that he called "Mending Shadows." The whole shoving darkness inside of people to heal them was a bit of stretch. He's just that kinda player, always has been, always will be. There are just people who will try anything if they think they can get away with it. When he overreaches (e.g. Complication: Hates Ham), I just shoot him an look that screams "Try it and I will seal you fate." That usually straightens him out. Variable Power Pools aren't really that bad in my opinion but I do think they can be potential problems when overly broad. In my campaigns, the default cost assumes a limited special effect (e.g. gravity powers, magnetic powers, telepathic powers, whatever) with no cost break. Anything broader actually cost more in the form of an Advantage, up to +1 for overly broad ass pulls like magic powers, cosmic powers, "I can shapeshift into whatever the hell I can imagine" powers and that's only if I allow the construct in question. It has worked out great for me.
  25. Re: MYTHIC HERO: What Do *You* Want To See? Is it possible to just make it a pdf only thing if you aren't able to get enough to cover printing? I really want this book to see the light of day. It was the first thing that I have ever backed on Kickstarter when you tried the first time. In fact, I have only backed one thing since.
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