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Tasha

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Everything posted by Tasha

  1. Everyone talks about Viper's nest as the ultimate starter adventure. When I went back and looked at it with a thought of converting it to 6e. I found that it's more of a sandbox supplement than an actual adventure. There's really no plot given. Just info on what a Vipers is, who is inside of one and ways to use it with your adventuring group. So there's not much there as a Beginning Adventure.
  2. Yes I am aware of how the numbers play out. I tend to also look at the difference in SPD of characters too along with CV differences. Can't brain this morning, got the sleep deprived head cotton.
  3. BTW DramaScape Maps are 1" = 5' which is pretty much the industry standard thanks to D&D and it's clones. Which is close enough to 2m that no one will notice the little scale difference when you are using it for Champions. Players are pretty savvy about converting meters into hexes as long as they are clear on the scale.
  4. The average Defenses that I use and that seem to be what the Published Villains are built around. The CV assumes 2 skill levels one applied to OCV and the other to DCV. Averages: DC 12, Def 20-24 (resistant 10-16). CV 9. this would be what an Energy Projector is built with. For Bricks I allow them to go to DC 14, Def 28-32 (fully resistant). CV 8
  5. DOJ has gone to the extreme of making nearly everything (ex Martial Arts) has a consistant cost based off the building blocks in the game. Which leads to power constructs in the text being written out to the Nth Degree. Even Guns and Heroic Weapons are costed out and point values given. I asked why this was so important (Because it really overcomplicates Heroic Character Sheets). It was explained to me that JIC there was someone who wanted to drain that power. Which is really Ludicrous for majority of Heroic games. Just give the weapons a defense and body. ie Great Sword +1 OCV, 2d6 HKA, Str Min 18, 14 def/6 body, 2H Weapon. Simple succinct and to the point. Everything a player needs and nothing that they don't vs Great Sword (Total: 53 Active Cost, 16 Real Cost) HKA 2d6, Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 4-8 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +1 with HTH Combat; OAF (-1), Real Weapon (-1/4) (Real Cost: 3) I have problems parsing that out and I have played/run the game for over 30 years. It's like they feel the need to show the underlying code and not just the stuff people REALLY need. Hell all weapons have pretty much the same limitations. They don't need to be included in every character sheet. This also goes to the design of Hero Designer, where the bean counter approach is hard coded into the program.
  6. Why not use 10str Telekinesis AOE? That's usually the power that is used for Gravity fields. ie from 5e Until Superpowers Database (don't have the PDF of Champs Powers and don't want to pull the book off the shelf) Effect: Telekinesis (40 STR) Target/Area Affected: 6” Radius Duration: Constant Range: 600” END Cost: 12 Description: The character can create a fi eld of altered gravity. He can either increase the gravity, pinning everyone inside the affected area to the ground, or he can cancel gravity and hold them all motionless off the ground. He must choose one or the other each time he uses the power; he cannot pin some people down while holding others up in the air. Anyone in the affected area has to break out of the Telekinesis using STR before he can move his body in any way (including relatively trivial motions such as pulling a trigger or aiming an Energy Blast). If he succeeds, he can act normally, though he will have to make further rolls if he does not leave the affected area before the character’s next Phase. Anyone who enters the affected area aft er it’s established has to make rolls as well (see pages 99-100 of the HERO System 5th Edition, [6e1 pg 127] Revised regarding Constant area-affecting powers). If he pins the targets to the ground, the character can also cause STR damage to them as if performing a Grab and Squeeze. He cannot do this if he’s holding them off the ground. Game Information: Telekinesis (40 STR), Area Of Effect (6” Radius; +1) (120 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Th em Off The Ground (-1). Total cost: 60 points.
  7. Though IF you are looking for an attack, TK is really the power that does that.
  8. Currently it is a cone that goes out as long as regular vision. if you you add a limit like reduced range modifier, you can get it down further.
  9. The power is only 3 points. less if you limit the range mod on the sight it gives.
  10. Because that's for a cheapie flashlight. Which I would treat like a Fragile Focus. If you want a superbright LED 3-6 Cell MagLite you pay more for it. ie add the 1-2d6 Flash and a 2d6-4d6 HtH attack Transmit does pretty much what I want "TRANSMIT Cost: 2 CP for a single Sense 5 CP for a Sense Group Allows Senses to transmit information similar to the information they perceive." For a minor ability like a Flashlight I wouldn't quibble about it.
  11. Pretty sure that Transmit covers it. It's a cheap enough power that Usable by all others isn't that much more expensive. Perhaps one of you can look it up in CC and/or 6e1. Don't have the time at the moment to do the research.
  12. Sooo anyone want to comment on my flashlight build? It's total reasoning from effect ie Q: what does a flashlight REALLY do? Answer: allow people to see in the dark. So Nightvision is what allows for that. Transmit to share what the Flashlight reveals. It's assumed to be in the same arc as Vision. It might need reduced by range or decreased Range Mod. Change Environment never worked for me. IMHO it's a minor effect so a 3 point power FEELS right to me. Never Liked using Images for that. Though I understand the reason that people choose that power for it (Images is the descendant of the 1st Ed Fantasy Hero Power Light Illusions, which the Game added to help build Illusion powers that weren't mental Illusions) Yes I would allow someone with Light, Fire, and Electricity powers to make a simple Power Skill roll to create light. (Yeah, I am sure that I missed some Special effects)
  13. 13 Black's Office would be a room with Trees in it with limbs large enough for a 100lb cat to lay on them comfortably. Probably taking two floors up with her office's height. With Thick carpeting that had 6" memory foam padding under it.(she has kittens). She would have a regular desk with a computer on it with no keyboard or mouse (or if they were present, they would be shoved off to a corner and dusty from disuse).She would have more of a Large Cat tree for a "chair". (she's Cyberkinetic/CyberTelepathic etc) Probably a big screen TV on one wall with a Game console and controllers for the Kittens. Keep in mind she's a ~100lb Uplifted Housecat with Telekinesis and mental powers that are focused on Computers.
  14. re Flashlight Couldn't you write it up simply as this: 3 Nightvision, Transmit (7 Active Points); OAF (Flashlight; -1) It allows everyone to see in the dark in a regular sight radius. Probably should be limited further to reduce the range of sight, but that's what a flashlight allows someone to do, see in the dark.
  15. I agree with the others. Use the other game writeups as an outline of the character. Then build the character to fit the powerlevels of your Champions World. If you do a 'precise' Conversion you will invariably have to rewrite what you get from the conversion anyways. IMHO cut out the middleman and just build them how you like them from the start.
  16. The guy that started a fight with the Dragon is doing something beyond just overconfidence. Yeah he's being overconfident in battle, but I usually take overconfidence to mean in everything. ie If that had been my character she would have been totally confident that she could talk the dragon into doing anything. To me an overconfident character says Yes, when they ask if they are capable of doing something. As long as they have some paltry amount of skill. ie an Overconfident character with no medical training would not try surgery, but one with first aid might try it. That's a great line, that's a problem with a lot of things in RPGs. Some types of players gravitate toward certain things if they think it can get them out of actually roleplaying their Character. It's my problem with people who always want to play Chaotic Neutral and Evil Characters in D20 games. They are looking for the easy excuse to be a jerk and be disruptive. I have also played with characters who would start fights so they didn't have to listen to people actually talk and roleplay.
  17. The books were built like every edition of the game has been presented. One nice thing since 5e was the introduction of suggested powerlevels. That was pretty new. The way the books are built to please the established fans is to beancounter out everything that appears in the books. People bitterly complain if they can't customize every piece of equipment, Weapon or Armor. Which leads to the way the heroic books are presented like they will be used as a supplement to champions and not a standalone product. Settings tend to be very textbook like with little in the way of what you really need to run a game. They are all good resources for running your own version of that game world. The Genre books are even more guilty of this. Having this everything but the kitchen sink approach to a genre. Which makes for a VERY dense book that is intimidating to read let alone use to make a game. I would love to see some worlds that have character gen set up in a "chose from Column A, then go and choose 4 things from column b, Choose a character type and choose stuff from column c etc.
  18. BTW Steve did the unlinking of Figureds pretty much on his own and little of any feedback from the boards. He just said "that's how it's going to happen in 6e"
  19. That's why Chaosium calls it RuneQuest and bases the game in Glorantha. They also have HeroQuest for a specific kind of adventuring IIRC.
  20. Artwork costs money no matter what IP you use. Unless it's an IP your already own and artwork you already have the rights to. Which I believe is the case with CMN. Most Licences don't come with artwork. You are supposed to generate your own. Now this might vary between Licences (ie PS238 was allowed to use Comic art but I am sure that was negotiated in the contract). Greyhawk really only means something to gamer grognards (ie people over 40) the last time it appeared in a publication was with D&D 3.0 which was over 15 years ago at least. Glorantha really has the same problem. You aren't going to attract new players with either. You might get some converts who played Champions back in the day, but the OSG folk are already playing their RQ and D&D Clones.
  21. There is ZERO chance that Hasbro is going to let another company develop one of it's IPs. Esp porting it to another rival system that has zero in common with their Flagship D&D system Glorantha has a better chance. They did authorize a 13th age version(that IS a year overdue on shipping). I look at all of the AMAZING game worlds that have come out of the Savage Worlds developers and ask myself "Why can't Hero engender that innovation and creativity?" From the kickstarters for all of those games. They have all done very well. Including High Space and The Last Parsec for SciFi. Reworkings of Rippers and Accursed did well for horror fantasy. All of those are not licenced worlds. Perhaps Hero needs to work with R.Tal and come out with an updated Champions New Millennium. There was a TON of creativity in the project. A good take on grittier 90's image style comics. Also with lots of supplements that weren't huge monolithic supplements, they were like a step back to the 1st/2nd edition days of the short and to the point supplements. Lots of personalities, good artwork. etc.
  22. Licencing cost money and has huge headaches associated with it. Good solid game worlds in every genre is what is needed. With all of the mechanics in place so the GM can pick it up and play. Not genre textbooks, but actual game worlds.
  23. Some of the names are trademarked in other places. ie Justice Inc is currently a name of a comic that Dynamite is currently publishing.
  24. The problem with "A Hero in X Published world" is that pesky IP thingie that gets publishers sued or at the least ceased and Desisted. Any "homage" to a published IP will end up looking like the Author's idea of the world.
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