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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. The key difference is that all the extra HERO books do not actually introduce much if any actual NEW rules. They typically only provide example builds that anyone could do on their own with the core rules. HM
  2. I believe there is another option not mentioned. Since one of the core ideas in HERO is that you get what you pay for I posit that even an average Jedi would have so many points tied up in just basic Force and Lightsaber abilities that non-Jedi characters built on equivalent points are going to be pretty badass in their own different ways (ex: Han). Here is a link to a 5e Jedi Template I made a long time ago to illustrate what I mean. http://www.herogames.com/forums/topic/86704-sith-lord-vpp/?p=2298653 HM
  3. There are a few questions we would need answers to before we can give much useful advice. What version of HERO are you using? Is this for a Superheroic or Heroic setting? IF the latter you can go as low as 50 points to begin with which is roughly equivalent to 0-1st level D&D characters. HM
  4. Microverse was a poor choice of words on my part as it was actually described as "the quantum realm where time has no meaning" by Dr. Pym in the movie. Hence the similarity to what Dr. Strange did with Dormammu and the possibility of rescuing the original Wasp.
  5. I have to say that I was impressed that Marvel was able to pull off the amazing aspects of both Ant-Man's microverse and Dormammu's dark dimension. I wonder if they will ever revisit the former to perhaps bring back the original Wasp.
  6. Indirect vs. Direct fire maybe? HM
  7. It's a judgement call: From 6e1 page 315: HM
  8. Yes. The core of that Framework is his ability to choose almost* any 2 slots to be used in combination (Flight + something else, Density/STR + something else, extra defenses + something else, 3 Overall Levels + something else, etc...). *Density + HA cannot be combined since they both essentially add to his base STR which is not allowed by RAW(rules as written). If you want to see the evolution of that character converted to 6e and updated from a Multipwer to a VPP, then follow this LINK and click the Download button where you will find html export versions of the character that you can save to your computer to view. The number of defined slots does get increased but they are basically all just variations of the same core abilities created in the earlier Multipower example. HM
  9. What you are describing is one of those all-encompassing meta-special effects that usually demands the use of the Variable Power Pool (VPP) Framework. The big question to ask first though is whether this is intended to be a PC or NPC? A PC would be better to start out with a smaller/tighter sfx that can be expanded later with XP. HM
  10. I used to know how to figure this stuff in my head as well but I've gotten used to letting Hero Designer do all the heavy lifting. I would consider the 5e Superman I linked to an example of campaign effectiveness limits (as is, he can get up to a 75 STR via the More powerfull than a locamotive slot) rather than a defined Limitation even if only (-0) since future XP could certainly be put towards slots that used the full Reserve if the GM allowed. As others have already pointed out, 'Mana' as a separate END for 'magic' is one way to limit spell casters from becoming Iron-Man clones. Another option is to require spell component requirements. It basically works out as a type of Charges that the GM has more control over and can be used as story hooks as well (before they can cast this key spell they'll need this key item...). HM
  11. In 6e the maximum Active Points for any individual slot and the maximum Real Points total active do not have to be equal as they did in previous editions. It is very easy to set a VPP up in 6e where only 1* slot with 60 Active can be used at any one time. It's also quite easy to to create a VPP where the opposite is true - no single slot can have more than 30 Active but have several slots available at one time. The keys to making a balanced and easy to use VPP are having a clear concept of what you want to simulate up front and customizing the framework to fit that concept. In the case of my earlier Utility Belt example I decided early on that it made sense that Batman could use 2 different slot/items simultaneously (ex: Batarangs and Batlines) but it's simple to change it to just 1 slot/item at a time and would save 15 points. Having pre-built slots as is another. For apple to apples comparison sake, it is also possible to create a Multipower where the Reserve is larger than the maximum Active Points of any single slot. There is no Limitation on the Reserve for this, it's just a way of constructing the entire framework (5e example). HM
  12. The limited sfx is a suggestion only, not a hard coded requirement. from the first 2 paragraphs in 6e1 page 409 By default, a VPP can literally be used for any power which is why it's the perfect construct for characters like Silver Surfer or Green Lantern. Anything less is where Limitations come into play. HM
  13. I think there were 3e-4e era versions of a similar ability called Piercing. It's one of those tweener abilities that falls just short of getting it's own power/talent write up since it technically is just damage limited to the defenses of a target. As such it seems more consistent to create it as a variant of Deadly Blow and Weapon Master that just gets applied to a specific weapon instead of a character. Using the 8 point CSL's as a base also removes the need for Reduced END on the build. HM
  14. Here are the relevant excerpts from my rookie version of Mr. Fantastic. HM
  15. What you are describing sounds like a custom Lockout Limitation that only applies to the Slots but not the Multipower Reserve. The Reserve should not get a discount when in your example 3 slots can work completely normally. HM
  16. I strongly recommend purchasing a copy of Hero Designer which will make creating both Multipower and VPP examples for comparison much easier (example: you can copy/paste slots from one to the other). HD supports both 5e and 6e rules. HM
  17. I recommend starting with a Multipower and later upgrading it to a VPP once there are more slots to choose from ahead of time than can be 'memorized' for a particular adventure/encounter. From http://www.herogames.com/forums/topic/92717-variable-power-pools/?p=2480388 HM
  18. Yeah, my old 5e Jedi TK + MA builds would usually cap the number of Martial DC's to no more than the STR value of the TK (20 STR means no more than +4 DC's on top of maneuvers). HM
  19. I would require the Fine Manipulation. My biggest concern is maneuvers that have a DCV modifier built in. I would try to avoid those where possible (like using Fast Strike instead of Martial Strike) and use the ranged martial maneuvers as well. Combining base STR with TK STR is arguably similar to 2 characters combining their STR to lift something. This is where the type of setting would make a difference for me. If for supers I would put the TK in a Framework that included an HA with a TK special effect. If non-supers I would go by the combined lifting STR rules. HM
  20. Hero System Equipment Guide PDF https://rpggeek.com/rpgitem/102208/hero-system-equipment-guide-6th-edition HM
  21. Here is free fan made document on HERO that you also might find useful. http://www.herogames.com/forums/files/file/68-hero-in-2-pages/ HM
  22. Fantasy Hero Complete is probably 80% Hero System rules and 20% Fantasy sourcebook stuff. If you like the system you will probably want to get the pdf of the original Fantasy Hero 6e sourcebook (no longer available in print). More can be seen about the latter here: https://rpggeek.com/rpgitem/87221/fantasy-hero-6th-edition HM
  23. The same thing that does when they are grabbed. Nothing. HM
  24. First, welcome to the HERO forums Davies! How would this method differ from a VPP or the default 1 for 5 Resource Pool rules? What defines the maximum Active Points? Does the Real Points define how many 'spell's can be memorized? I've never built a complex Fantasy Hero spellcaster with any of these methods. I've only used the default 'divide by 3' rule for buying spells individually. The devil is in the details here. I've seen several good systems. If you haven't already, you might want to check out http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx for some ideas as well. HM
  25. The biggest difference between HERO and D&D is the damage/defense system and XP advancement without leveling. Most Hit Point systems were originally designed to model fights to the death. Stun, Body and defenses in HERO are designed to model fights to the stunned/knocked-out. Death is still possible but it's actually possible to inflict a lethal blow that doesn't stun or knock out a target (ex: allowing them to continue fighting until they bleed out). From a practical standpoint there are few reasons for characters to increase Body and Stun with XP with the same frequency that occurs with HP with Leveling in D&D. The XP is typically spent in many other areas. In the case of a traditional fantasy 'fighter' those might include some increases to defenses via characteristics, talents, combat skill levels and even martial arts. What this means is that the equivalent to a 10th level fighter in HERO terms may not have characteristics that look that much better than the equivalent to a 1st level fighter. However, the high-end fighter will have much more points invested in other abilities and skills. The benefit to this approach is the elimination for the need for ever-increasing damage. Being able to hit or not be hit is more important. This is not to say that characters can't get physically tougher, they can. But it's not at the same steep curve that occurs in level based games. Hope that helps some. There are plenty of HERO fans around here who have never used the system for supers, instead they've always used it for fantasy or other 'heroic' level games. Hopefully some of them will chime in soon. HM
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