Jump to content

bluesguy

HERO Member
  • Posts

    1,432
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Haha
    bluesguy reacted to Duke Bushido in Biggest city in your world?   
    I prefer smaller populations.  In part because a large portion of the games I have enjoyed in the past (as player and as GM) have all been "age of exploration" type games-- the dawning of the particular Age in which we are playing.  Frankly, the typical "city" is about the size of a Renaissance  Festival (with way, way fewer costume sellers   ).  Really 'big" cities are very few and far between, and _might_ hit five thousand people for a true metropolis.
     
     
  2. Haha
    bluesguy reacted to Spence in What do your PCs actually do?   
    What do my PCs actually do?
     
    Well they sit in a folder on the shelf until I get to play again.
     
     
  3. Thanks
    bluesguy got a reaction from Opal in Body Stun and Hit Points   
    And since Hero combat is suppose to be a cinematic style, here are some examples:
     
    Stunned & Knocked out ~48 seconds in this clip it sure looks like Aragon is stunned and knocked out. Stunned (and we think he has been killed) at ~1:11 and at 1:38 he looks dead or at least knocked out Lots of Body (and a poor Stun multiplier) - might be stunned ~1:20 1:51 More body and better stun multiplier 2:36 < 0 body and he is dying but not stunned or knocked out
  4. Like
    bluesguy got a reaction from drunkonduty in Body Stun and Hit Points   
    And since Hero combat is suppose to be a cinematic style, here are some examples:
     
    Stunned & Knocked out ~48 seconds in this clip it sure looks like Aragon is stunned and knocked out. Stunned (and we think he has been killed) at ~1:11 and at 1:38 he looks dead or at least knocked out Lots of Body (and a poor Stun multiplier) - might be stunned ~1:20 1:51 More body and better stun multiplier 2:36 < 0 body and he is dying but not stunned or knocked out
  5. Like
    bluesguy got a reaction from tkdguy in Body Stun and Hit Points   
    And since Hero combat is suppose to be a cinematic style, here are some examples:
     
    Stunned & Knocked out ~48 seconds in this clip it sure looks like Aragon is stunned and knocked out. Stunned (and we think he has been killed) at ~1:11 and at 1:38 he looks dead or at least knocked out Lots of Body (and a poor Stun multiplier) - might be stunned ~1:20 1:51 More body and better stun multiplier 2:36 < 0 body and he is dying but not stunned or knocked out
  6. Like
    bluesguy got a reaction from Arcanuum in I've been roped into running Champions...   
    Start with something very simple. 
     
    Remember character creation in Hero is based on a character concept first and then you build the character to that concept.  Champions Complete has some 'template' characters I would suggest using them as a starting point for the players.  My groups tend to like maps and tokens/miniatures for games.  If you have them then use them if the players are a 'tactical bunch of folks'. Create a simple speed chart with each of the phases and which phase each player will act in.  Use some kind of token to track the phase. Create a simple story for the initial game How do the characters meet? Why would they work together (if they just meeting for the 1st time) How do they find out that their help is needed. Provide a simple conflict that allows everyone to learn how combat works.  If the superheroes are street level supers (i.e. Daredevil, Luke Cage, Jessica Jones, and Iron Fist) then a simple bank robbery with a bunch of well armed thugs (guns and some kind of clubs).  If they are more at the Avengers level, trade out the thugs for a bunch of agents and one supervillain.  
     
  7. Like
    bluesguy got a reaction from Christopher R Taylor in I've been roped into running Champions...   
    Start with something very simple. 
     
    Remember character creation in Hero is based on a character concept first and then you build the character to that concept.  Champions Complete has some 'template' characters I would suggest using them as a starting point for the players.  My groups tend to like maps and tokens/miniatures for games.  If you have them then use them if the players are a 'tactical bunch of folks'. Create a simple speed chart with each of the phases and which phase each player will act in.  Use some kind of token to track the phase. Create a simple story for the initial game How do the characters meet? Why would they work together (if they just meeting for the 1st time) How do they find out that their help is needed. Provide a simple conflict that allows everyone to learn how combat works.  If the superheroes are street level supers (i.e. Daredevil, Luke Cage, Jessica Jones, and Iron Fist) then a simple bank robbery with a bunch of well armed thugs (guns and some kind of clubs).  If they are more at the Avengers level, trade out the thugs for a bunch of agents and one supervillain.  
     
  8. Like
    bluesguy reacted to Ninja-Bear in Some good abilities for warriors and rogues   
    My warrior with 20 Body felt pretty special! 
  9. Like
    bluesguy reacted to Arcanuum in I've been roped into running Champions...   
    I have 3 players and the edition I'm using is Champions Complete.
  10. Haha
    bluesguy reacted to Greywind in I've been roped into running Champions...   
    It's a villainous deathtrap! Make sure you have the appropriate necessary skills to get yourself free!
  11. Thanks
  12. Thanks
    bluesguy got a reaction from Ternaugh in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
  13. Like
    bluesguy got a reaction from Scott Ruggels in Power balancing an archer?   
    It is important to create situations where the archer just isn't as effective (party is ambushed, party is underground or in enclosed spaces, close combat has started - make the archer character take an extra phase to offset penalty of possibly hitting a friend).
  14. Thanks
    bluesguy got a reaction from Steve in Gaming Supplements   
    I picked settings but only after I saw you write that you are thinking about mini-setting books.  Give me a piece of the 'campaign' puzzle that I can use for an adventure but can help build up the campaign as well. 
  15. Like
    bluesguy reacted to Lord Liaden in What does it mean to be Utterly Evil?   
    The thing about the Abrahamic demons, as defined in the Hero Universe, is that they are spawned out of the imagination of sentient beings as the embodiment of evil. As Opal points out, real people don't think of themselves as evil, but demons think evil, do evil, live evil, because they were made to be evil.
     
    For role-playing purposes it may help to remember famous fictional characters who revel in the physical and mental suffering they cause: Hannibal Lecter, Emperor Palpatine, The Joker, Maleficent (animated version, not live action). These characters feel satisfaction, joy, fulfillment, from spreading evil. They aren't really people, they're archetypes.
     
  16. Like
    bluesguy reacted to Steve in Gaming Supplements   
    Heh. I didn’t have anything quite that grandiose in mind.
     
    I was planning to start small, like a 10-20 page adventure, some themed NPCs (like a ninja clan or Hudson City PD officers) or a mini-setting book.
  17. Like
    bluesguy got a reaction from Lawnmower Boy in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
  18. Thanks
    bluesguy got a reaction from Steve in Power balancing an archer?   
    Here are the rules of thumb I have been using for a long time now.  They seem to be working:
    Character Benchmarks - Famous fictional fantasy characters and their characteristics.  I stole it from someone's site.  If anyone knows whose it is I will add an appropriate authorship.  It is possible to argue with the characteristics for each of theses fictional characters.  That isn't important.  The important part is the relative comparisons. For my campaign, Nyonia, I provide the following rules and information for the players: Characteristics Combat Skills So far we have had everything from a well armed and armored knight (chainmail + breast plate), sword master (fighting with two blades), archer, and a martial artists/monk who fought with a pair of clubs/fighting sticks.  Everyone had their moments in combat.  Everyone had the crazy hard fight and everyone had the chance at a one shot.
  19. Like
    bluesguy got a reaction from Steve in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
  20. Like
    bluesguy got a reaction from assault in Power balancing an archer?   
    Here are the rules of thumb I have been using for a long time now.  They seem to be working:
    Character Benchmarks - Famous fictional fantasy characters and their characteristics.  I stole it from someone's site.  If anyone knows whose it is I will add an appropriate authorship.  It is possible to argue with the characteristics for each of theses fictional characters.  That isn't important.  The important part is the relative comparisons. For my campaign, Nyonia, I provide the following rules and information for the players: Characteristics Combat Skills So far we have had everything from a well armed and armored knight (chainmail + breast plate), sword master (fighting with two blades), archer, and a martial artists/monk who fought with a pair of clubs/fighting sticks.  Everyone had their moments in combat.  Everyone had the crazy hard fight and everyone had the chance at a one shot.
  21. Thanks
    bluesguy got a reaction from Panpiper in Power balancing an archer?   
    Here are the rules of thumb I have been using for a long time now.  They seem to be working:
    Character Benchmarks - Famous fictional fantasy characters and their characteristics.  I stole it from someone's site.  If anyone knows whose it is I will add an appropriate authorship.  It is possible to argue with the characteristics for each of theses fictional characters.  That isn't important.  The important part is the relative comparisons. For my campaign, Nyonia, I provide the following rules and information for the players: Characteristics Combat Skills So far we have had everything from a well armed and armored knight (chainmail + breast plate), sword master (fighting with two blades), archer, and a martial artists/monk who fought with a pair of clubs/fighting sticks.  Everyone had their moments in combat.  Everyone had the crazy hard fight and everyone had the chance at a one shot.
  22. Like
    bluesguy reacted to assault in Power balancing an archer?   
    It's clearly a campaign balance question. If the potential GM's ate struggling with it, give them a hand. If you are building characters, keep them reasonable.
     
  23. Like
    bluesguy got a reaction from Duke Bushido in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
  24. Like
    bluesguy got a reaction from Scott Ruggels in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
  25. Thanks
    bluesguy got a reaction from Panpiper in Power balancing an archer?   
    As someone who has run a lot of Fantasy Hero and plenty of folks who want to play archers.  Here is what I usually do:
    Allow up to +3 vs  Range Allow up to +3 vs Hit locations Allow up to +4 with bows OCV no higher than a 5 Generally the bows can only do up to 1 1/2 d6 RKA There were characters that were able to shot 3/4 way across the gaming table.  If the target is unaware then the archers almost always would take a head shot (and usually connect).
×
×
  • Create New...