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atlascott

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Everything posted by atlascott

  1. Re: I Here this game is no good Nah, I occasionally post some dummy jokey-joke, obviously wrong, bad spelling and grammar 'indictments' of the HERO system as a joke. This was one of four or something. Just messing around, gents and gals! Did anyone notice the gratuitous extra space between "Here"[sic] and "this" in the subject? And the gratuitous capitalization of "Here"--I mean, this is attention to detail and the devlopment of Mimicry: internet forum. I mean, at LEAST 14 or less, I figure.
  2. Re: FH Nightmare No, its me, Im just being silly!
  3. from what i here there are no fun in this rule. you roll dice and then you tell story and then everyone fall down. this is true? The book is big someone get hurt. is this true? also this is old game, so no one under 35 play this game because too many rul is this true? why you have so many rule all the time for game to be fun you can to have rule all the time.
  4. I here there is no spacship in gamehow you play space game with no spaceship, you callit plaentbound if there is no spcaship. Tell me if this is true. TELL ME NOW.
  5. I was playing FH with my group awhile back, years ago to be exact. One guy wanted to have a spirit animal familiar. He actually brought his bird to the game--it was a parrot. Loud, smelly. I told him to leave it the bird. Before I now, he say "Main Screen Turn On!" (To be fair, I did tell him I Got Signal) He leave but say all your game... I interrupted that he was on the way to destruction make your time, but it dissuaded him not from finishing... ...are belong to us. And he teleported right out of there, parrot and all... Years l8r, I discovered that the parrot was an alien and the 'man' was a mere meat conveyance his civilization had bioengineered years prior for convenience and 4 other more, shall we say, prurient purposes, the details of which do not belong on board such this one.
  6. I have this new idea for a new power, I cannot believe no one has ever thought of this before! Ownage! This power allows characters to sense things. Some things might be close. Some might be far away, or behind something or in front. Some things could be invisible. But you could sense it and then you could make it targeting or discriminatory or something. What do you think? l337
  7. Re: Player problem - opinions .... There are an awful lot of guys who like to play 'joker' characters. And then, use that as an excuse to humiliate other players and their PC's, with the catch-all shield of "hey, I was just joking...playing my character..." How are you supposed to play a serious, chaste character in a game like that? I this kind of stuff is allowed in a campaign, then a serious-minded paladin who takes his faith dead-seriously is also an option. Curse my god? I am honor-bound to slap your face. Blaspheme by tempting me with the ways of the flesh for your personal amusement and as a slap in the face of my faith and god? Get ready to be beaten to within an inch of your life--or beyond. In real life, go to most bars. You'll usually find a smart-mouthed joker. By the end of the night, he offends a meathead, who then promptly pounds the **** out of him. Then, the smart-mouth learns his lesson. I agree with the fellows who pin alot of the junk on the GM. Bad ideas are fine for PC's--but when one is making a campaign-ending or ill-considered move, it is a good GM's job to ask the player--not the PC--the player--whether they really want to do "that"--and follow it up with some observations that the PC would know or consider. A whore's seduction roll trumps at least 2 Psychological Limitations that would make the paladin immune to her guiles? I hope the GM rolled a "3" after weighing these factors, before deciding that the paladin bangs the chick. Frankly, I do not know if the paladin's actions are so out of line. The suicide is noble and in character. Murdering the wise-*** is pure gravy--and likely is metagaming revenge for ruining his fun. Of course, he could have just committed suicide, and them built a total sadist character with Psych Lim "Hates Jokesters" and "Loves torturing the insultingly-clever."
  8. Re: Force Fields anyone? Yeah, Missle Deflection, because either the system intercepts the missle or it doesn't--if it does, no damage, if it doesnt, full damage. Shoot, there's nothing new about missile deflection--we've had that since Wonder Woman! Seriously, though, cool tech!
  9. Re: Advice on KA stun multiplier It may be conceptual error on my part, but I do not think KA ought to do anywhere near the STUN of a regular attack. For me, it is the 'club versus knife' issue. A strike by a club and a strike by a dagger do about the same DC of damage. But the mechanism of injury is quite different. The force applied to the body with a knife stab is roughly equivalent to a punch in the belly. It is the piercing nature, the cutting of tissues, and the bleeding that does the lion's share of damage. With a club to the gut, the operative factors are--more force as a result of a larger lever; and striking with a hard surface. Penetration versus force. As a practical matter, for any damage class, I think KA's still have quite an advantage over normal damage--especially in a world where people have no KA defense, but 2 or 3 built-in PD and ED against regular damage. Killing attacks also have bleeding (or are substantially more likely to cause bleeding, depending on how you apply the bleeding rules). So why not let regular attacks retain their ability to STUN, while slightly blunting KA's attacks ability to do so. My final reasoning is that, yes, a PC who by conception ought to use a club or bo staff, should use a bo staff. But why allow the rules to punish him slightly for doing so?
  10. In order to make normal attacks more effective, and to simulate that a killing attack OUGHT to not stun a character a likely as, say, a good clubbing or a strike in the chest with a war hammer I'm thinking of using a flat 2x stun multiplier... What do you think? Anyone play around with this?
  11. FH Grimoire writes up a Raise Dead Spell as Aid BODY 6d6. But doesn't this ignore the rules on death and dying? Now I mean this seriously... ...shouldn't this be a Major Transform? Just like a "restore Limb" spell or something? WIth an advantage that it never 'heals' barring some h9igh level wizardry? Just wondering what others thought.
  12. Re: The voice in my head Need more details. They way you build characters in the Hero system is to as precisely as possible, define WHAT the character can do. Some ideas that immediately come to mind are INT drains, Transforms, and a limited Mind Control.
  13. Re: To Post or Not to Post, That is the Question
  14. Re: Magic of the Realm: Regency Spells What about a Running bonus [only on Imperial Roads] to make travel and commerce faster and easier? Environment Change Megascaled to make even a Northern Kigdom a perfect paradise with bountiful crop yields. Each City and Town equipped with a town square Fountain with Telepathy, limited class of minds, only those within 1" of the Speaking Circle of the Fountain--to allow instant communication with others at other fountains (trick it out however you want) What about a "Defense" CSL/ OCV, DCV or DC bonus for all inducted members of the Wizard's guard with the LIm "only on native soil" to represent a buff that makes the Wiz's hired muscle difficult to defeat in case of invasion. Enchanted Chamber Pots or trash bins generally available with 'only on native soil' lim--do your business in the pot, cover it, and the refuse or waste is instantly gone. Brooms/mops that sweep/mop on their own. Cook pots which immediately fill with savory food with an incantation.
  15. Re: FH weapon damage All excellent advice. Thanks!
  16. Re: FH weapon damage I would implementing the rule to stop blatant powergaming or "I buy whatever does the most damage" mentality that I am running into. So yes, customizing weapons is great, and I understand that it can be done. But when the only consideration is "how much damage does it do?" I gotta do something to put the brakes on. BUT, I DO like the idea of requiring a Perk or Talent to weild a great-than-human-sized weapon...
  17. Re: FH weapon damage Its really this low self estemm problem I have--I just MUST be the center of all attention... ;>)
  18. Re: FH weapon damage Im actually going with MUCH higher STR mins for the bigger weapons, as well as operating space requirements and ocv/DCV penalties. But you are RIGHT on target. Their DEXes are pretty terrible and no one is buying much in the way of skills that do not find their way in package deals. Of course, this means that the local shop keeper is going to gouge them on prices, their ability to get along with anyone will be terrible, they are susceptible to PRE attacks, are unimpressive themselves, and are saddled with low OCV's and DCV's . I didnt do anything much rules wise to encourage non combat skills, which was a mistake, other than to print out the skills lists and suggest a couple times that they consider some of the skills. In addition to Captain of Death I and II, we have a nice diversely-skilled Rogue, and a Wizard who is beggin for more points...
  19. Re: FH weapon damage No, it doesnt. I posted it in FH forum AFTER posting it here, per Steve Long's suggestion. But Ill take insight from any quarter...
  20. Re: FH weapon damage Here's another rule I am thinking about. 1d6 to 1 1/2d6 K weapons can be operated in any space. 1 1/2+1 thru 2d6-1 weapons can be operated without penalty as long as the character has no space limitations to his left and right of about 3' (he needs swinging room)--if he is shoulder to shoulder or has less space, there are gonna be some ocv and possibly DCV penalties. Anthing at or above 2d6 requires maybe 5 feet on either side, or you get penalties, and it cannot be used in a space where there is less than 3 feet on either side of the character (literally, you dont have any swinging room) This rewards my rapier-weilding rogues and longsword-toting fighter. The more I think about this, I like it more and more. Steve, do you have a reference in FH to this? (I won the paper book and the pdf--I can do a search when I get home--I am SUPPOSED to be getting ready for a trial...damn hobbies!)
  21. Re: FH weapon damage Steve: Right, and right. I WASNT referring to CM, just cm. I have already decided that anything like a 2 1/2d6 K weapon is going to require about a STR of 21 to wield, and if I allow something up to 3d6, then its going to be in the STR min 25 to 28 range. I think that, in all fairness, wielding a weapon of the size by a human sized hero would require a substantial negative to OCCV and to a lesser extent, DCV. AS an exercise, swing a 3 foot long club in a hallway. Then, try swinging a 9 foot long pole in the same hallway. If made of light wood, there is very effective difference in weight, but it is harder to balance, harder to swing, everthing. Its also harder to react with, thus the negative to the DCV. I have pretty much decided to standardize the weapon damage per your suggestion, Steve--for example, a Great Axe and Great Sword will both do 2d6+1 damage. Alot of guys like swords. No good game reason why they shouldn't do as much damage as the axe-wielders. And BTW, I really appreciate 5th Edition, your hard work, and the wealth of HERO products out there. I am one of the occasional grousers, but I hope you never take it to mean that I do not appreciate your talents and contributions, which have lead to my ability to ever start this campaign, grapple with these issues, and enjoy the game. Obviously, I still have some hard thinking do to, and some more rules clarifying/reading before I make any final decisions about how to make it work. [On an unrelated note, one of the guys in our group has decided to unload all his D&D 3.0/3.5--he doesnt want to paly it anymore...HAH!]
  22. Re: FH weapon damage It DOES help. Thanks alot! I am going to have to go back and examine this 'base damage' issue. It completely eliminates the giant weapon issue. Of course, I could offer the giant weapon option, but just load it down with so many obvious negatives that they'd be unlikely to want it. THe guy does this in every game we play---"Hmmm, how can I build the biggest combat monster possible" I guess thats his character coneption--the most efficient murderer possible. In one recent D&D game, he decided to venture off with his BIG SWORD alone, and was cut to ribbons by himself. His body was not recoverable. He made a new character, Zed II. BUT, he played more carefully from then on. I still think that char caps would prevent having to after-the-fact police gamers like this. If a limit is in the rules, in black and white, they can accept it. If it isnt, anbd you disallow something, they think you are cheating or penalizing their ingenuity...my mistake, but like I said, there is ALOT of work and thought that goes into running FH than for a GM in any other type game. Flexibility means increased need for abuse and imbalance-creating strategies.
  23. Re: FH weapon damage You have a good point. If a great axe has a 2d6+1 with a 16 STR Min, they cant double the damage, normally. But, each has a combat maneuver which allows them to do +15 STR, only for damage with a particular weapon, and then, an additional manuever (deadly blow) which adds a d6K. Those stacked DO more than double the base damage of a weapon, and is a no-no per the rules. On the other hand, I am going to have to look into whether you can use both of those together or not. They really have about identical game effect...maybe no giant weapons after all...
  24. Re: FH Magic system Thanks for the replies. I am thinking of incorporating Killer Shrike's ideas! Cool!
  25. Re: FH weapon damage Hey, they are fighters. They want legendary strength. Don't all fighters? And what is munchkinism, anyway? The rules are the rules, and if a guy wants to play a tough character, why should he not be able to use his knowledge of the rules and his intelligence to build a tough mofo. After all, I DID mod the rules to make getting a 25 STR a heck of a lot more expensive than per stock 'Normal Char Maxima'--and they paid the price to get what they wanted. Their character design is not what I'd call deliberately absuvie in the sense that they are trying to break the game or game world--they are doing what smart players do--designing effective characters witht he rules and points allowed. Maybe I should have imposed a hard 20 pt cap for the primaries characteristics... RE: random rolls--it can save them points, or lose them points, as it did to one character who lost 3 CP's in the process. He STILL bought STR to 25. These are frmer D&D guys, so I thought the chance for a random roll might be fun for them. If I deny them bigger weapons, they will drop the deadly blow and other combat maneuvers and just buy more OCV CSL's. And what would be the point of me requiring them to keep maneuvers that did them no good? And what better use of pts are there? You must admit, the points they spent instantly put them in the elite strength and damage-causing class for humanoids in the game world. If Storm Giants can have giant swords, why cant these guys? But I do like the negative OCV and DCV consequences--no matter HOW strong you are, weidling a 12 foot long sword or axe is difficult and requires space. I dont really see any way around this but to impose CAPS on characteristics, though i thought my price increases beyond 15 would have done the trick. I dont know WHAT Im going to do. Maybe points over 10 should be 10x the stated cost or something...
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