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Nolgroth

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Everything posted by Nolgroth

  1. Re: New to Hero System Could be a Mystery Man like power. Aside from that, I was just trying to help a wayward HERO neophyte find his way.
  2. Re: Tesunden Isles They are available now. I am allowing limited retcon powers. Now you can't go back and change into a minotaur or something equally crazy, but reasonable retcons are ok.
  3. Re: Tesunden Isles Speed of play. We have done a lot of combat with this campaign and the weakness of varied speeds really stood out. With MapTool, I tend to notice way more "drift" (lack of attention) than I would in a face to face game. If that drift were to be reduced to null, the Speed Chart could probably be used as is. I've seen it happen before. It just wasn't working for this campaign. And though I capped everybody at 2 Speed, Lightning Reflexes still gives the chance for the faster characters to shine. As you've probably seen above, we are also experimenting with ideas to temporarily increase Speed so that the speed demons get a chance to really shine. Since the effect is temporary, there is less chance of the slower characters getting bogged down in the wait. At any rate, we are going to experiment with it and see how it works out. If it does not significantly change the quality of the game, we may switch back. Probably not though, as I allowed them to sell back Speed.
  4. Re: New to Hero System You have the base points figured out correctly 20" teleport = 20 points + 5 Position Shift = 25 points 5d6 Sight Group Flash = 25 Points Total 25+25=50 Points Where you went wrong is that Advantages. Advantages cost more than the base points. So for your Sight Group Flash to have an AoE Explosion you have to buy the Explosion large enough to bleed off 1 Damage Classes per two meters until it reaches 0 In this case 10m (5 DC at 0-2m, 4 DC at 3-4, 3 DC 5-6m, 2 DC at 7-8, 1 DC at 9-10m, 0 > 10m). Area of Effect Radius 10m is a +3/4 Advantage. The Explosion part of the advantage reduces the AoE by -1/2 for a final of +1/4. Then you multiply 25 x (1+ .25= 1.25) for 31.25 points. Round down to 31 points. So your final cost is 56 Points. EDIT: And where are my manners! Welcome to the HERO Boards.
  5. Re: NInja and D&D Too bad the Red Box itself was nowhere near as fun as that video was.
  6. Re: Tesunden Isles 1 Body. As in 1d6+1. The +1 is the Pip. Named, presumably, after the dots on dice.
  7. Re: Tesunden Isles And in a weird sense of deja vu, I remember having this conversation about two decades ago about the abusiveness of Wired Reflexes in Shadowrun. Talk about coming around full circle.
  8. Re: Top 10 most powerful scrolls Storm of the Ages- This spell scroll creates a blizzard of the terrifying proportions in a 50km radius around the caster. Temperatures plummet, wind levels increase to dangerous levels and most senses are severely impaired for the duration of the storm, which lasts up to a week. Those caught without proper shelter or attire may freeze to death and any crops will be ruined. Note that the spell does not grant any immunity to its effects upon the caster. Storm of the Ages: Change Environment (-4 to Hearing Group PER Rolls, -4 to Hearing Group PER Rolls, -4 to Smell Group PER Rolls, +5 Wind Levels, -5 Temperature Level Adjustment, Long-Lasting 1 Week), Area Of Effect (5m Radius; +1/2), MegaScale (1m = 10 km; +1 1/4), Cannot alter scale (-1/4) (230 Active Points); 1 Charge which Never Recovers (-4), OAF Expendable (Extremely Difficult to obtain new Focus; -2) Spell Scroll, No Conscious Control (Only Effects cannot be controlled; -1), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
  9. Re: Tesunden Isles Yes. You can even grant it to everybody with a Usable Nearby option. EDIT: Changed the Warrior's Surge power in the post above. I figured that Gestures and Incantations would not be required and a CON roll was more appropriate than a generic 14- roll. Besides, CON needs something to do now that Stunned has been removed as a combat feature. As a Campaign rule, any given character can only have one of these options active during a given turn. They don't stack. That way you don't have three magi cast the Gift of the Quickling while the warrior uses the Warrior's Surge of Speed for a total of +4 Speed. That would be a little on the abusive side. Even if it only lasted 1 turn. Going back to the Usable On Others advantage, I think it would be a neat concept to build that with the Usable Nearby option, but have the END Cost Multiple based on how many people were gifted. If it were just one, then the END cost is x1. Two then x2 etc. I am not sure I want to dictate that as a requirement, but the idea seems really inline with how I envision powers and "power ups" working.
  10. Re: Tesunden Isles Some pretty neat ideas there g-a.
  11. Re: Tesunden Isles One thing that I did not mention last night ( I was very tired and fighting ye old migraine all through the session ) but really wanted to stress; thank you Starwolf for being the lone voice of dissent in our discussion. I value the fact that you saw potential foibles in the process and wanted to make sure that all angles were considered before we jumped off the varying Speed Chart wagon. In addition, you've got the sole right to say "I told you so" if it all falls apart. More thoughts on the Speed Chart. If you really want to very Speeds, why not temporarily. Examples: Gift of the Quickling +1 Speed (10 Active Points), Time Limit (Remainder of current Turn +1 Full Turn)*, Gestures, Incantations, Requires a Magic Skill Roll, Delayed Use: 5 Minutes. Real Cost: 2 End Cost: 1 Warrior's Surge of Speed +1 Speed (10 Active Points), Time Limit (Remainder of current Turn +1 Full Turn)*, Requires a CON Roll, Side Effect (automatic): All STR END Costs Doubled During Surge, Delayed Use: 5 Minutes. Real Cost: 2 End Cost: 1 Those two examples allow for a short burst of Speed once per combat (Encounter powers if you will) that might give a particular character the edge. The amounts can be raised to +2 Speed with minimum cost. The extra speed for 1 - 1.5 turn(s) would not overtax our time too much I think. And they are cheap enough that most of the group could buy some variant of that power for their moment in the spotlight. We can also apply a Side Effect: All END Cost is doubled (or more) during the turn where Speed is boosted to make it truly a tactical decision to use that sort of extra ability. Just tossing out options.
  12. Re: What Are You Listening To Right Now? Long As I Can See The Light - Creedence Clearwater Revival
  13. Re: Tesunden Isles Blog Updated Note that this is my new blog over at Blogger.com.
  14. Re: Tesunden Isles After the post-game discussion last night, the following new rules are implemented. All characters have a speed of 2. Initiative is determined by DEX and Lightning Reflexes. Characters have a max DEX of 20 still, but may buy Lightning Reflexes up to 30. Characters automatically sell back any Speed in excess of 2 and may allocate those points within campaign limits as described above. The Stunned rules are removed from play. It was agreed upon that too many of the characters spent too much time getting up, only to be knocked down again before they could act. As we are using the Quick OCV and Quick Damage macros again, Stun Multiple is used instead of the Hit Location chart. For called shots, the following rules are implemented; for shots to vital area (Head or Vitals) Body and Stun Damage are doubled. Extremities (Hands, Arms, Legs, Feet) that are hit with a Called Shot are impaired if the Body damage is high enough to warrant it. Otherwise they take standard damage from the attack. There are only three types of attacks (general, called shot-vitals (-5), called shot-extremity (-3)). Those are kept pretty non-specific in terms of location on the body. The first two rules were by common assent. The last I included just to make things interesting should somebody want to call a shot and have something dramatic happen. I've changed the following macros and copied them over to all tokens; All characters have the latest Quick OCV macro. It contains the Autofire mechanism. It does not account for Multiple Attack, like Sweep. The new Quick Damage macro now has the -1, +1, +1d3 thing fixed so that it rolls out the proper damage. All tokens now have this macro too. The newest Apply Damage macro accounts for your defenses (so you don't have to). The only thing it does not account for (because it cannot) is Damage Negation. That has to be calculated manually before putting numbers into the Quick Damage macro. And that's the current State of the Campaign address.
  15. Re: What Are You Listening To Right Now? Red Dead Redemption score - Bill Elm & Woody Jackson
  16. Re: And now, for your daily dose of cute... She's a little cutie too. I'd post a picture of my own daughter, but she's old enough now that "cute" no longer applies. She has morphed into a beautiful young woman. Seemingly overnight.
  17. Re: And now, for your daily dose of cute... Right your are. Love those gray eyes.
  18. Re: Ctrl+V Acting, Breakfall, Bribery, Bureaucratics, Climbing, Concealment, Contortionist, Conversation, Cramming, Cryptography, Deduction, Disguise, Eavesdropping, Fast Draw, Forgery, Gambling, High Society, Interrogation, Lipreading, Literacy, Lockpicking, Mimicry, Persuasion, PS: Appraising, Security Systems, Charm, Shadowing, Sleight Of Hand, Survival (Urban), Trading, Ventriloquism, Weapon Familiarity, any Background Skill, Jack Of All Trades, Well-Connected, Contact
  19. Re: And now, for your daily dose of cute... Hey this is the "Cute" thread. I'd hate to see what you would post to the "Horrors Beyond Reckoning" thread.
  20. Re: What Are You Listening To Right Now? Red Dead Redemption Theme - Bill Elm & Woody Jackson, Red Dead Redemption score
  21. Re: Hero (and other generic systems), too flexible? What genre? The genre books do an excellent job of setting down choices. Fantasy HERO, for instance, would be Step 1: Pick a Race Step 2: Pick a Cultural Template Step 3: Pick a Professional Template Step 4: Spend what few extra points you have. In particular, a lot of the Professional Templates have choices beyond the initial set of abilities that the player can choose to add to his character. Or, if the character wants to "multi-class" he can choose two Professional Templates. The older 5th Edition books were just as useful in this regard. Dark Champion, Star Hero, Pulp Hero, Post Apocalyptic Hero. All of them had solid templates (called packages back then) that allowed you (either as GM or Player) to put some structure into the free form nature of the Hero rules. Another thing to do as GM is set Campaign Limits. Tell them how many points, what the characteristic ranges are, what the maximum speed, cv, dc, defenses, points in a power, all that are. Structure comes with many thing. I find, more and more, that even if the players enjoy having it a little free form, they don't always build characters that I think are acceptable for the campaign. By providing structure (as above) and by defining what game elements can be used (Skills, Perks, Talents, Powers, Power Mods) you help build a sense of those guidelines.
  22. Re: What Are You Listening To Right Now? Rain. Glorious, falling rain.
  23. Re: Tesunden Isles Excellent.
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