Jump to content

Tasha

HERO Member
  • Posts

    5,346
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Tasha

  1. IMHO not really. They just listed as many monsters/ animals as they could. Those monsters fit Golarion as much as they do on Greyhawk and any other D&D like Medium to High Fantasy world. They are generic in their own way. The Magic System is similar. They do mention deities, but you can just as easily substitute Earth's Mythological Deities or any Deities the GM has in their head.
  2. I disagree. IMHO 6e makes it FAR easier to budget a certain amount for Characteristics. There's no figured characteristics mucking up the cost of the secondaries. So now brickman With their 60 strength pays the same number of points for the PD, REC and STUN as Flamehead the Energy projector does. Make it so that Bricks, Martial Artists and Speedsters can move points from their Powers budget to Characteristics. Then you end up with characters basically spending nearly the same points on their characteristics.
  3. Pathfinder doesn't have a game world built into the rulebooks. The game world is detailed in another book that is separate from the main rulebook. Foes/Monsters are detailed in a third book etc. The difference between Paizo's approach and Hero's approach is that you can sit down and play a pathfinder game with less effort than Fantasy Hero. Hero gives you a toolkit but no finished parts. Pathfinder is full of finished parts. Which makes Pathfinder easier to approach for gamers and non gamers alike. Pathfinder gives you a finished computer that has a few customization options. Hero gives you a bucket of circuitboards and various chips and a soldering iron with manual, so you can build any computer from the ground up. You could probably build a very basic Hero System rules if you left out the Powers section. Included enough rules that talk about the different damage types and defense types. I am sure that if someone did a Hero Core you could probably get the page count down enough to make a ~$10 rulebook.
  4. The reason that 6e1 and 6e2 is usually quoted from is that it IS such a great resource that covers nearly every situation that you can come up with. The examples are great and make things easier to understand. IMHO those books are the API (Advanced Programming Interface) of the system. Those are you huge reference when you need the detail. If you are looking for a middle of the road version that has nearly everything then Champions Complete is your book. It has everything you need 90% of the time. It's the "good enough" version of the API. The reason that the community hated the put the whole rules into the rulebook model is very simple. Giving pagecount to the system over and over reduces the pagecount each product has for ACTUAL content (ie the reason that you bought that Worldbook). If they add pagecount to make up for the lost pagecount needed for a full featured product, then you end up with a more expensive product. With Champions Complete a player has everything they need to run nearly every genre. It's also fairly inexpensive. IMHO it's total BS the notion that "People won't buy a Rulebook and a separate Genre Book" Sorry Savage Worlds has been thriving on that model since the beginning of time. What Hero Needs is to release books that have all of the bits generated (ie Spells, Weapons, Armor, Monsters, Starships, Motorcycles, Talents, Perks etc) for a given Campaign world. It also has any mechanics that aren't included in Champions complete included. It's ok refer people to one of the Complete books for the basic toolbox mechanics. Also to refer them to the Complete books for making new things that aren't included in the book or to customize something that is in the book. Hero needs to stop being the Textbook company. While books like Star Hero, Fantasy Hero and Champions are very nice books to use as references for a particular genre. They are flavorless textbooks for building something WITH Flavor. IMHO the best books that Hero has ever published under their name were the Champion New Millennium. Ignoring the varient system and the sub genre that many people disliked. Those were books that made you want to play in the world. The Villains were real people and were interesting, the NPC were the same. They had a great graphical style that created a feel of the world with every page. Hero needs to make worlds LIKE that one with that sort of flavorful worldbuilding. That kind of writing is that makes PEG's Savage Worlds products so interesting and compelling.
  5. The only small company that is using the open source model is Evil Hat Games with their Fate games. I think they HAVE to go open source since FATE is an iteration of the FUDGE system. My point is that Hero/DOJ looked at the SRD model and decided that it didn't fit. What they did do was to make licencing way easier. Same thing as PEG did with Savage Worlds. They wanted to keep some control over who published products for the system, but made it easy to get a licence to publish. Pinnacle's Savage Worlds is totally closed source and uses the One Rulebook + Genre Supplements + World Supplements model and Kicks ass doing so. Their World Supplements tend to be both World and Campaign all in one. With a plotted out path for the campaign to follow and even side episodes that can be used to take a break from the campaign. They call those Plot Point Campaigns and are a hallmark of their marketing model I wish people would both Evangelize the system for companies that make supplements for both Savage Worlds and Mutants and Masterminds (or any company that makes supplements for multiple Systems). Then when they make the product we must support that product by buying it. It breaks my heart to see companies that create suppements for Savage Worlds, Icons, Mutants and Masterminds, Fate etc all for the same product, but then don't have a conversion for Hero. That's because people think the system is dead. As the core of Hero's fanbase we have to change that perception. Evangelizing is all of us who buy Hero System products to go to publishers who publish multiple System supplements asking them if they had considered doing a Hero system version. Enough of us do that to the same publishers and they might try to publish a conversion. When they do, we buy that product. We have to Prove there is a market here.
  6. Just be aware that FTL is not usable in Atmosphere. It is also considered Non Combat Movement 6e1 pg 225 "Rules for Movement Powers do not apply to FTL Travel in quite the same way as they do to other Movement Powers. First, characters using FTL Travel are assumed to always be moving at Noncombat Movement velocities; they cannot slow down to Combat Movement. Second, FTL Travel doesn’t have a Turn Mode like many Movement Powers; however, the GM should, as an approximation of a Turn Mode, assume that characters moving at FTL speed require enormous amounts of space to turn or reverse course — they cannot “turn on a dime” like characters can with, for example, Running. Third, normal acceleration/ deceleration rules do not apply to FTL Travel; the GM should assume, again in an approximation of the standard rules, that it takes some time (at least a few Segments) to get up to full FTL speeds. Fourth, characters cannot make Half Moves while moving at FTL velocities, they must use their full amount of movement. A character may only travel faster than light in space. He can never use this Power in an atmosphere, even if Desolidified." so Technically a Megascaled Flight that is FTL can work in Atmosphere. Though you ARE paying more for the power. BTW the speed of light IS 299,792,458 m / s That is a LOT of megascale.
  7. "Begging for Money" on Kickstarter is the new model for medium to small game companies now. Pretty much everyone ex. Paizo and Hasbro funds their PnP RPG projects this way. Pinnacle (Savage Worlds Company) does 2-3 Kickstarters a year. All very successful. Many of the Savage World Licencees are doing the same with great success. Hero related Kickstarters have been boring. They offer a book in PDF and Hard copy form. Addons that include Hero Designer files, other related books, PDF's of old versions. All really boring. I would love to see them offer Themed Dice, An Adventure, Miniatures etc all as exciting goals, and not just Color art, extra size etc.
  8. I would love to see a 7e cull some of the stats that are pretty much covered by other stats. I would like to see Stats that are the basis of skills to be expressed solely by the bonus to the roll they give. I would love to see a reworking of the mental powers system that would work similar to the Stun/Body Damage system. Which would allow for mental powers to work at multiple power levels and also allow for lasting effects. Which would require the repurposing of one Stat and the addition of a Stun equivalent (yeah I know that it's not perfect). Skills could sand to be culled a bit too and some skills merged into other similar skills. Powers are probably ok. But a system that switched to adders solely and removed all multiplication and Division would be welcome. Removal of all mechanics that require Multiplcation (ex perhaps Damage Reduction). (so no half DCV/ make roll by half then blah). Reintroduce powers like Instant Change, and some of the others that were removed in 5e. ---- I Disagree with the idea of Stand Alone (rules included) supplements. There are many successful roleplaying games that have separate rulebooks from World books. I would like World books that have all of the abilities pre baked into the product. ie a Supers world with all of the powers pregenned with the apropriate power levels for the game etc. Fantasy Worlds with fully fleshed out Magic Systems etc. A set of Pregenned PC's. Also all world books should have a built in Campaign Adventure arc (See Savage World's Adventure Paths and Pathfinder's Adventures) I DON'T want to see powers disappear from the toolkit. Every time this has happened, it has increased the difficulty of creating characters.
  9. The problem is that the fanbase is totally divided when it comes to "what Makes Hero Hero". Ask two of us and you will get two wildly different answers.
  10. Though it's easy to forget how long it takes to turn a successful science (or Magic) experiment into a mass produceable product.
  11. Questions like that lead to explanations like "Super science gadgets only work for the inventors and a few others" or "Super Science gadgets are highly customized tech that would take years for companies to figure out how to mass produce" or "Such Gadgets use rare expensive materials in their construction that make mass production not possible"
  12. DCV from Velocity is an optional rule. One that I wouldn't use for folk with MegaScale Flight or Running. As it negates the penalty of going non combat.
  13. But it has it's limitations. It's noncombat movement so at half DCV (or is it Zero, I forget and am too lazy to look it up now). and you can only make one hop. I usually only buy it for super fast out of combat movement, which turns into a flavor thing.
  14. 5e and 6e Megascale are different in subtle ways. In 5e you have to buy something to scale up or down. in 6e the Ability to scale down is free and you limit it to restrict the ability to scale down. As far as I can tell 6e killed the idea of Minimum cost. So you could just buy 1m of base movement and Megascale it big enough to reach anywhere in the galaxy in one phase. For FTL travel it costs 10pts to go 1ly/year (aka the speed of light) every 2 points doubles the distance traveled in one year. +10pts to instantly accelerate/decelerate in 2m
  15. I think you should think about what you think Glamour can do. I am currently reading a series where powerful enough Glamours can actually change reality. That Fae aren't quite as susceptible to iron as they were in time past. They gained SOME resistance to it (otherwise they would have a hard time living in the modern era with all of the steel and iron we commonly use). Usually Glamours are cast by Fae and Sorcery is what Mortals (Humans) cast. With some Powerful fae being to use both. I like fae that cannot tell a lie. It's fun as a player how to talk around something you don't want to tell the truth about. Also, many Fae are bound by a rule of three. ie asking one something 3 times compels them to tell the person the information. Also saying the Fae's name three times will make powerful fae notice you(which isn't usually a good thing).
  16. I try to always encourage roleplay. Telling someone that they are spending too much time speaking seems to counter to actually roleplaying. Allowing the Villain to spill their masterplan is genre appropriate for many cinematic genres. Also players can be taught to listen to it, because they simply want to know which of their Hypothesis' are correct, or to fill in the blank in what they know. YMMV. Keep it fun for players, interruping them when they are roleplaying is not fun.
  17. Probably because MegaScale movement can be really expensive. Also, it's not very intuitive to take a form of movement and put on a bajillion levels of megascale on it to achieve FTL.
  18. People have covered roll high very well. I am someone who also likes roll high. It works well with "Target Numbers". I do like the Spd Chart a lot. It gives a great way to differentiate between Mooks(ie weak opponents, untrained folk) Spd 2, Trained individuals (ie Combat Veterans), and Elite (Special Forces guys, Top tier Martial Artists etc).The Spd chart doesn't really do much to speed or slow things down in my experience. Unless you are playing Champions and you have characters with a Wide range of SPD values. Even with that having players who are ready to take their action when their phase comes up fixes a lot of that issue. Which IS an issue with ANY RPG. Players who can't decide or who who don't decide what to do until their phase comes up. There's easy fixes for that. Also the SPD chart is a bit easier to remove in a non Superheroic game where setting everyone to the same SPD doesn't hurt much. In a Supers game, putting everyone at the same speed really makes Martial Artists and Speedsters feel the same as the slow team Brick. Which is not good for the Genre IMHO. YMMV Example later when I am more awake.
  19. Wow for someone who is so interested in modifying the rules, you are pretty hostile to someone who wants to explore options.
  20. I thought it was fun and a very thoughtful look at being a brick from an early enough age that it's become old. Also with having powers that never shut off.
  21. The truer comparison is to compare NND to The same amount of Strength (or Blast) 12d6 of Str/Blast does 42 Stun on Average -20 avg Def -22 stun 6d6 NND vs Longevity (which my not be legal BTW as the defense is pretty darned rare) 6d6 does 21 pts of damage Which is very close to the amount of damage that the regular blast does vs average defense. It is a bit better in that as long as the target doesn't have the defense it's great for doing damage to high defense targets (ie Bricks).
  22. The cool thing would be that if we went from the stats as they are and just used the bonus to the base roll they represent. You would end up with the numbers meaning the same thing. Without all of that fake granularity.
  23. It has depended on the campaign and the Player taste. Most comics tend to be most successful when they are a mix of Personal interaction with other characters and with the character's secret IDs. Doing that makes the character more relatable to the reader. Some players really just want to battle villains and for those I emphasize the out of combat stuff less.
  24. If it can pick and choose what powers it uses. A Variable Power Pool with common abilities written up on a separate sheet would be the easiest way to go. though Most of the Builds here would have most GM's saying no because of the immense flexibility of such a character (ie why VPPs tend to be very regulated in most Hero Campaigns). It could choose the form/powers that match the weaknesses of whatever it faces. while that works as an NPC, it is problematic as a PC IMHO Tasha
  25. But when you frame things like that, it's easy to misunderstand what you are saying. Which brings conflict that doesn't need to happen. Try to be clearer that you are talking about a variant of the rules. Also don't be surprised when people don't agree or ignore your ideas. Hell, I still think that the system could pare down a bunch of primary stats and not lose anything important. Most people either don't agree or don't even engage with the idea.
×
×
  • Create New...