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Tywyll

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Everything posted by Tywyll

  1. I'm agreeing with your idea, just offering up ways to make it (possibly) more appealing to mass market. Namely, have the default rules for modern day gaming in one book with predefinied equipment with hidden builds, etc. Dump all the nonsense like building bases and vehicles and the power system. BUT... Also include some default settings in the book. Yes, an urban fantasy campaign setting could take up a whole book...but also it could be done in 20 pages or less. You exist in a world with monsters that you secretly hunt. Here's your organization, here's some monster stats, here's 10 spells a black witch could learn. That's enough to start playing with. As with everything else in the book, you don't let the player or GM need to pursue their version, you decide for them. Ditto with a Zombie outbreak setting. Here's how it started, spread, and here's several zombie stats. Few roleplayers need more than that to grok a zombie setting. Etc, etc, etc. Some I'll agree are too complicated for this approach, but others are so much part of the cultural landscape that I don't think they need more than 20-30 pages to be playable. These mini settings don't have to be big to get people playing, but they do allow the rules to be used by people who would pass over a game set in the modern day that most people don't seem to be interested in. I suppose that, if this were a kickstarter, these could be the stretchgoals, but I really think you want to have this in the book to appeal to a broader audiance. There is little reason to make an easily digestible and approachable version of HERO if no one picks it up because they aren't interested in the default setting.
  2. Huh...wow, I totally missed that. This is one place were I wish they had more examples! And I guess with Continuing Charges, you could activate a power and then switch to another without losing the first one. Still, as this is a build for a brand new Hero player, I don't want to get into VPP wierdness and overhead, but I'll definitely remember this for other builds.
  3. I think we also know that the 'common' stats and supposed 'noteworthy' stats from the table are disconnected from actual characters built with the system so are, at best, only useful for bystanders. For example, Valdorian Age, an Incompetant Guardsman has a 12 Str, 12 Body, and 12 Con. A Bandit's Follower has a 10 Str. In Champions 6E a Street Thug has a Str of 12. A soldier (who doesn't fight much in HTH I might point out) has a STR of 13. I do not think 'noteworthy' is as limiting as you seem to think it is. I think it merely means worthy of note...not rare. So therefore it is in no way odd to assume a soldier in a muscle powered society would have a 12 STR, despite the benchmarks provided. At the time we were using 5th edition where the weapon actually took damage against its Body and Def. Or at least that's how I ran it at that moment. For simplicity that's probably how I would run it. I don't find the charge being overpowered by ignoring the additional penalties for reduced strength. Since the greatest damage bonus is worth less than any accuracy bonus, the double penalty on the maneuver for a weapon user makes the maneuver evern weaker and less likely to be used. I rarely see it used in my game without double dipping the penalty but I feel it would drop to never being used at all if I added additional penalties on top.
  4. Who says? Most examples of Guards and soldiers statted up by HERO for one thing. We can't objectively compute that soldiers would hit a target more frequently if they were stronger, but we know that people didn't build weapons to be difficult to use. They built weapons that were functional and capable, they built tools that suited their needs, not ones that they couldn't use well. To flip it, who says that the Str Min are anything but game constructs designed for 'game balance' rather than modelled on any realistic evaluation of weapon use throughout the ages? This seems a wierd tack to take. No, but a 12 in a single stat isn't particularly noteworthy. Averages are just that...averages. In the 'common' build there would be a host of people on that bell curve to make that average. Old people, youths, etc. So even among 'average' people you will have people with a 12 here and a 6 there. And yet charges have been historically the go to by just about every army (that wasn't turtling). If people just fumbled over each other the second the battle lines impacted each other, somehow I don't think that would be true. Losing your weapon in a charge and having to fall back on a smaller, weaker weapon is a significant drawback. One of my players almost broke his enchanted halberd on a move thru a few weeks ago and he's never bothered to try it again he's so scared the weapon will break (and he's probably right as it only has 1 BOD at the moment). And maybe because I primarily play heroic games, but I've yet to see anyone damage themselves from a move thru. They always absorb the stun.
  5. I appreciate your comparitive breakdown. The powers I envision would be a)much lower in AP and b) more heavily limited (my magic systems tend to have around -2 in limitations at least, before the whole charges question). With a framework, there is that desire to max every possible power to scrape the top of the AP limit of the framework, while I see this as a few low cost spells (maybe a Detect X for example, or even Night Vision) mixed in with a few higher point value spells (maybe a 10d6 blast). In a framework there would be that desire to push everything up to 11 so it uses the full value of the framework...otherwise you are leave money on the table. That said... Does 6E allow you to apply limitations to the Pool cost of a VPP? That's never been the case AFAIK and I don't see it anywhere in 6E1, just applying limitations to the Control cost or the powers in the reserve so you can use more at a time. By my understanding that VPP should cost 82 points.
  6. And Gnome's suggestion was taking something that should be a limitation (saving points) and turning it into a far more expensive proposal (an END reserve) which would, in effect, be exactly the same beef (they have to pay for something that normally they wouldn't have to). Anyway, I have no interest in returning to that discussion. I just found the disconnect 'amusing.'
  7. That's waaaay more expensive then any other concept I can think of. It also doesn't really help the problem that some powers need continuing charges and others do not.
  8. Average guy in what era? In standard Heroic, avg is 10. In Valdorian Age they dropped it to 8 to show how crap sack everything was. Has 6th changed it to 8 for everyone? Default is still 10 when building characters. Regardless, I picked 12 because I picked a medium spear, the common side arm throughout the majority of human history...which was weilded along with a shield typically. So it's hardly a strange example or weird to think that a trained warrior would NOT be an average person (which would more likely be a farmer or a hunter). Move By/Through already have penalties to CV. Why do weapon users have to suffer additional penalties?
  9. Oh no, I remember. This sounds exactly the same to me though. In what way would it be different? I have a concept of a magic system that ought to work via charges, but now your suggestion is to pay more points to make it work, especially if the pool was really large and needed to fully recover every day. In what way is your suggestion NOT a concept tax?
  10. I'm curious what editions you played. Regardless, my own experience has been different and the evidence of 10's of thousands of players signing up to play beta versions of 5E and Pathfinder point to the opposite. Yes, when the players don't trust the GM or the GM doesn't Session 0 their changes, there will always be problems. But that's a personality issue.
  11. So I just learned about a study published in in the Journal of Personality and Social Psychology that looked at the decision making processes of shoppers. They found that when shoppers had to choose between 6 jars of Jam or 24 jars of jam, the fewer choices there were the more people purchased. Decision paralysis is a real thing and having limited scope actually helps most people. So yeah, giving most people a book that has a game with all their decisions made is far more likely to bring them to the table as it were then asking them to build it themselves.
  12. Well, I don't want to do it as Multipower for various reasons, chief being the overhead of how Multipowers work (sharing the reserve, powers turning off when you switch slots, needing to have the same limitations, etc). So its not a MP at all. Essentially, it's a minor magic system. The character can cast X spells a day and has a list of Y spells that function differently. He can do (for example) 6 spells a day, regardless of which of them he picks. He knows 4 spells but could buy more later that would also share the charge pool. While I could force him to buy an END reserve to represent it, last time I opted for that, I got dogpiled for 'taxing' a concept. That's not why I'm doing this differently however, I'm doing it differently because the magic is different for this character than for others and I want that to show that difference mechanically. Unlike a normal caster in my world who can recover their magic juice over time (from their REC into their END pool), this type of magic has a hard limit on it's uses per day. Now, having said all of that, I have now seen that a continuing charge doesn't shut off when you switch powers in the reserve, so that makes me slightly more ameniable to the idea of trying to force these abilities into a MP. However, I'm still left with other problems (namely shared limitations, AP limits, etc) so I'm not sure I want to go that route.
  13. I find that suggestion funny. I mean, sure, it would work. But weren't you one of the people that complained when I mentioned I had build a magic system that required an END reserve?
  14. How does it work when some of the charges are continuing? See, that's the niggle. What if some of them have different values of continuing? The way I'm seeing this is more like 4-6 powers, with a total pool of charges of 6 spread amongst them, though some of them are instant powers and some are continuing.
  15. That's something, though I think reducing it two steps over states the value of flexibility (look at the enormous discount you get on Mutlipowers and we don't pay for that flexibility). Maybe +1/4. Though honestly I think linked charges should be an additional discount rather than a benefit. Buying charges for each power would give more uses than doing it this way.
  16. I don't really follow. Say I have 4 seperate powers. 2 Attacks, a Resistant Defense of some kind, and flight. I want to only be able to use them 6 times a day, no matter what combination. If I'm reading you right up above, are you saying I would treat this as though I had 24 charges, even though using 6 charges one one burns out the others? So this construct which is weaker than just buying each of them with 6 charges I would pay more for?
  17. I feel like have X powers that are limited by Y charges total should be worth more of a discount than simply saying each power can also be used Y times. It is objectively worse. Figuring out how much worse is why I'm asking for input. Right now I'm thinking an additional -1/2, but I'm not sure if that's enough. To put it another way, why should 4 powers each with 6 charges cost the same as 4 powers that can only be used a total of 6 times a day?
  18. So you wouldn't give a discount even though the total charge use is less than the actual limitation reflects?
  19. They are only unconnected in the power framework sense...ie they are each bought separately. Thematically they are connected of course. Maybe they are all powers that shouldn't be in a framework, or have wildly different AP, or the character should be able to use several at once, or the GM has banned multipowers. The reason is irrelevant, but the need remains. And I am asking as the GM trying to build a concept, not as a player.
  20. Say you had a character with a handful of powers, some instant, some persistent, some constant. You want the character to only be able to use the powers X amount of times per day, but these powers are all separate constructs and not part of a framework. You could divide the charges between the powers as you see fit, and some charges are instant and others might be continuing and last 5 minutes. How would you handle this?
  21. So, I'm still not sold on Action HERO! as a genre because while I appreciate the lack of needing to establish a world, I still can't point to any really successful games set in the modern era that completely lacked any supernatural element. That said, I was looking at some books yesterday and found some interesting data. The Basic 6E rule book is about 95 pages, once you dump the power section. Urban Fantasy HERO, which is both a genre source book and a campaign(s...seriously it includes 3 whole settings with their own races and magic rules) guide and comes with an adventure comes in at a little over 200 pages. I think you could look at the Urban Fantasy model and, like them, include 2 or 3 campaign settings in the book (maybe even one with precreated powers) and an adventure in a 200 page book. This would a) teach the rules in an easy format while also b) showing off the flexibility by showing different settings. As long as you stuck to modern based one, the world detail could be minimal. You could have a) generic action setting (though honestly I don't know what this would even look like...what is a generic 80's movie setting?) b) a zombie/alien invastion setting and c) a hiddern monster setting (kind of like monster hunter international/MiB/Xfiles) possibly with some psychic rules or a smattering of spells. All of that for around 200 pages.
  22. Just because Hero has systimised it's costs, doesn't mean its immune to play balance issues. And some of it's 'balanced' constructs can be wildly destabalizing to a game, hence all the ! and Stop Signs. Let's not pretend that HERO is perfectly balanced. It isn't. It works within it's assumptions of what is and what should be...but ultimately those are just assumptions, made by a writer instead of a GM or supplement designer. You can just as easily build a broken legal construct in it as you can in any other system and the only thing stopping a monstrocity from seeing play is the GM and their system knowledge. I think we just need to point at its inability to satisfactorily create Light and light based effects as a flaw in the idea that its math is somehow immune to balance issues (yes, I know you never said that specifically, but the implication that have a point value attached to something somehow makes it better isn't far off from intimating it). Also the fact that many builds are, due to point cost, effectively NPC only (or only in huge CP games which is something not often run), where as similar constructs might actually be usable by players in other games. And as to this, "Most players don't like being guinea pigs for this stuff, especially as they discover just how poorly balanced most of it ends up being.", you'll need to show your work. That certainly not been my experience. And the fact that tons of gamers routinely lap up Pathfinder and 5E's playtest and beta material would seem to point out the opposite.
  23. First off, people have been adding stuff to D&D since day 1. New monsters, new magic items, new classes, new spells...even without a design mechanic. The entire OSR is built on reclaiming the DIY ethos, though frankly I think it's erroneous to imagine it ever went away. Yes, the new models of the system are more internally consistent, meaning some attempts at DIY will fall on their face, or just be too complicated to attempt. But you just have to look at the d20 era sourcebook bloat to know that even without a build system people still build new things. So no, that's not really the point. Regardless, people like new options. They buy books with new options. Sure it's great from a player's perspective that they they don't have to buy new books to build their own stuff, but frankly as a business model goes, those books sell better than any others...even better than adventures. A DIY GM is going to DIY no matter what system they run. Hero MAY appeal to them by providing them the tools to do it, but the overhead may not make it worthwhile. If ActionHero came out, I would love to see it supported by new setting books/campaigns/adventure paths filled with prefabbed talents/spells/power systems/etc. Kind of like what All Flesh Must be Eaten did with all it's source books. And each of those not only added new rules and character options, they also came with 2-3 adventures or even campaigns in them, doing double duty as a PC and GM book.
  24. I think something important to bare in mind, even a 'straight jacket' like class and race game like D&D has been allowing custimization for years. Every since 2nd edition, they've allowed tweaks and choices that meaningfully impact that kind of characters you play (kits), and of course this ballooned in 3.X and continued in 4th and 5th. Players may not be able to build anything they want, but there are so many options, it's not difficult to build something approximating the image they have in their minds eye. Also by presenting cool bits to chop and change around, it gives players options that 'next time I want to play an X, Y, or Z'. I think Killer Shrike's online Hero campaign is actually an excellent example of this...he's created so many magic systems and character types in his Urban Fantasy game, that if I bought it as a book I would be drooling at the opportunity to play all the different builds. I don't know why, but for me at least, this is more engaging than knowing ahead of time I could just make anything I want. And I'd say I'm not alone in this, based on the success of games that do just this. I only mention this because a lot of people who seem to be talking about the surperiority of HERO over D&D and it's ilk seem to forget or be unaware that they long since moved away from 1E's 'every fighter is the same except for their magic items' model. Note, I'm not saying this about you Hugh, just your first comment reminded me that the needle has shifted a loooong way since 1E, even if the 'build it yourself' mechanic isn't present. So a PbHS approach could work by presenting new and fun options, pre-created for players to pick from, but let's not pretend that the competition is still treading the same ground it did 40 years ago.
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