Jump to content

Tasha

HERO Member
  • Posts

    5,346
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Tasha

  1. I wouldn't blanket say that PCs won't be as powerful as Prequel Jedi. It really depends on the powerlevel of the game you want to run. I ran my Hero Star Wars game as a Superhero power level game. I let the non jedi buy superskills and Supertalents that allowed them to compete with the Jedi. Everyone had a great time and got a chance to play a REAL Jedi or Hero of the Rebellion.
  2. Because if you put too many powers that need to be active at the same time you negate the savings that the Multipower gives you. Because you need enough pool cost to run all of the powers you want active. It CAN be interesting to put SOME Defenses in a Multislot which would allow the PC to go all out defenses by making their attacks weaker.
  3. Crap, no wonder it was free. LOL. Perhaps nuke and pave the HD and install from a genuine MS Windows DVD. Just to be sure. If you don't do that, make sure you check for Rootkits and recheck with a different program (because AV isn't ever 100% good at finding all Virii/Trojans/etc malware
  4. Hell I don't even think that windows 3.1 is compatible with the internet. NT 4.0 should be fine though. You lose the ability to play those old DOS games. But that's why they make DOSbox.
  5. Not even sure that Versions of windows before windows 3.1 are compatible with windows. ie They were unstable POSs.
  6. I agree that you don't allow the player to roll to solve the case, but rolls do lead to clues, great rolls lead to really juicy clues. Oh, and if they found enough clues for them to be able to put it together, a good Detective skill roll will have me give them some more hints to allow them to come to the right conclusion. With Tactics, a good roll will have me tell them when they are being unwise or suggest a tactic they hadn't considered. Perhaps even suggest a weakness in the Villain. (ie Hey, Icicle is a cold user, perhaps Firefox's flame powers might be more effective). I am willing to help players learn some basics with playing a Detective, Tactician, Faceperson etc. You shouldn't need a background in a PC's skill to be able to use it. IMHO A player should be able to play any character concept they come up with. No matter how bad they are at the thing they are playing IRL. I don't need to know how to use a gun or sword for my PC to be able to use those in game. A player shouldn't need a background in non combat skills to use them. Just the willingness to work with me, ask questions and do their best to roleplay stuff out. It doesn't even have to be GOOD roleplaying. We are there to have fun, not play Warhammer 40k or be Improvisional Actor(esse)s.
  7. Tactics skill on a 16- or higher roll Danger Sense with all of the bells and whistles Combat Reflexes Combat Luck Lots of All Combat Levels A few Overall Levels. GM buy in for helping the PC make good decisions.
  8. Never, but I have come close once or twice
  9. I open the PDF. I use the bookmarks (left column in Acrobat Reader) to find the right power. Then I skim the text. Copy paste. Remove the fracking CR's Post the page number. Done
  10. Barrier is an instant power therefore it's permanent "Barrier is an Instant Power, so a character only pays END when he first creates a Barrier. A Barrier, once created, is a physical object that remains in existence until destroyed by attacks, the passage of time, or other factors. If a character wants a Barrier that he has to “maintain,” he should apply the Limitation Costs Endurance (to maintain; -½). 6e1 pg 170
  11. I had a character that would recover the End in her Endurance Reserve with a Transfer (Now a Drain(body) plus Heal (End Reserve)) She used the body from metallic objects to make nano machines that would do things for her. She could also flat out destroy objects with her Nanates (Drain Body). She was really cool.
  12. Oh, and you should know how the stats work with combat and how not to make a PC that is a total wimp See my Signature for an essay on that.
  13. Yeah, but IIRC it was designed for 3rd edition and not 4th edition. It was also pretty well plugged into the built in campaign world.
  14. It's Steve's Textbook approach to all of the Genre books. It gives a lot of information that can be hard to get elsewhere in one volume. On the bad side it tends to suck out all of the soul and fun from a genre.
  15. I am of the "Just say no to characters who change Spd" camp. There is some neat things you can do with characters that change speed, but doing so REALLY slows down combat and causes GM's HUGE headaches. YMMV
  16. People forget that the Clone Wars Troopers aged at double the rate of a base line human. So by the time of a new hope all of the Jango Clones would be long dead (ex for Boba who didn't have the aging issues because he was a custom job). Stormtroopers as seen in A New Hope are plain humans. No clones left.
  17. Movie deadpool Lots of Resistant PD and ED hardened defined as his Instant Regen Regeneration including limb regrowth Good Dex and SPD. Should be on the campaign's high side Higher than normal Strength Good Con, Stun Recovery etc. His Swords and guns. Probably bought as "focus of Opportunity" because he causes pretty major damage with any weapon he picks up.
  18. Here's an archive of 7-8 prefabs that have all of the Masterlist of Complications a-z Be aware these for Hero 5, useing them for Hero 6 might be wonky. https://dl.dropboxusercontent.com/u/60880190/MasterListofComplcationsPrefabs.zip
  19. I think that Coordination is a HUGE Combat advantage. IMHO it overpowers the other functions that the Skill has. So it needs to stay a Dex roll. IMHO
  20. Again Teamwork is mostly there to allow for Coordination, which allows for Multiple attacker bonus and for all of the attacks to be added together after defenses have been applied. That sum is compared to the target's Con and if exceeded stuns the opponent. The other stuff was added for Players who don't have the kind of talent required to come up with team tactics etc. Just like Tactics is a helper skill that allows people who don't have good tactical sense a chance to be a tactician. Also it's a great skill for GM's who wish their players were a bit more subtile. It gives the GM a way to give the PC's a bit of a nudge when it is needed. It also can give a fuller understanding of what a character is seeing tactically and what it potentially means. It's not a leash or a way to reduce player agency. Deduction is a very similar skill that does the same thing for solving mysteries. YMMV, but IMHO these skills are VERY valuable to the system and are great GM tools.
  21. I believe it's more Jargon within the Supers community in the PS238 world. I don't think that the general public is aware of the acronym. Considering how common FISS Supers are in that world it makes sense that someone came up with the term perhaps a bit derisively and then had the FISS supers reclaim the term as one of empowerment.
  22. I do have some old rules memories that sometimes cloud what the current rules are. IIRC Teamwork was primarally concerned with Coordinating attacks. It seems like the other bits of knowing team tactics etc is somewhat of a new thing.
  23. Though it IS useful to note that because it speaks to the game's design at it's earliest, which is when Coordination and Teamwork skills were created.
  24. The other Dex based hand eye coordination skills and the original way that OCV was tied to Dex all point to the game being designed around Hand Eye Coordination being Dex based. Intelligence/Perception rolls are really more for discovery and Memory. It's all about keeping the system internally consistant with itself than "realistic"
×
×
  • Create New...