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lazarus

HERO Member
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Everything posted by lazarus

  1. Re: Sell me on DC Thanks, KA, that's what I wanted to know about the Forensics chapter - how long it was, really. I know that it'll go fairly in depth, because that's what Steve does. I don't remember saying that it would be the only chapter I'd use, but it's the one that would be the selling point for me - I tend to like forensic stuff. So long as it's got enough covered that I can "fake it" - have it cinematically appropriate - then it's all good. But you're right - based on what they were saying, I was getting a bit of a wrong impression; I figured that it would be more like 40-50 pages. I'll take a look at it, but I'm heavily weighed in favour of it now. Laz
  2. Just read the weekly update... 428K words? How long does it take to lay out something like that? When do you expect it to ship? And ... good work on that, Steve. I'm sure it'll be an enjoyable read when eventually I get my hands on it Does it include some of the modified rules I keep reading that are in DC? What about FH stuff? Laz
  3. Re: Sell me on DC I think this may be one of my purchases, then. Laz
  4. Re: Sell me on DC It does, mightily. I think it might be worth buying for that chapter alone... Laz
  5. Re: Sell me on DC I have read Arcady's review. And in terms of the book, I know the scope. Really, all I want to know is how well done is the forensics section - how well researched, what it covers, etc. I'm sure a whole review could be done on that chapter, as it's probably longer than some books Laz
  6. Should I buy it? How good is the forensics chapter? Really, that's the main thing I'd use from the book, so is it good enough to warrant 36 CAN$ or not? I'd still end up reading it cover-to-cover... Laz
  7. lazarus

    Movies

    Re: Movies Legend, maybe? Army of Darkness Laz
  8. Re: Hero Games Maps - What do YOU want to see? I would _love_ a hex-based digital product akin to Dirt Cheap whatevers. They look awesome, easy to put together. But they're square based. I'd love to be able to use them as maps for my games. and I'd buy it if it were HERO ... Laz, really thinking of buying Dirt Cheap Keeps or Caverns or Dungeons or something
  9. Re: bows and arrows About the points for Magic Items thing... I'd probably just give the characters a name of the thing or something, and write ups as they figure out what it does. That is, when they find out about something, give them the write-up for it. I remember in my dad's old D&D campaign, he'd write down magic items and what they do on cue-cards. I really like that system, as it allows modification of it, giving it around, etc. So - no points for the MIs because you have no clue what they are. If, however, you start with them, you'd pay for them. In my (future) campaign, you can't buy magic items with just $$. Laz
  10. Re: Trix are for kids and Points are for Players The other thing is ... if you stat it, they'll try to kill it. Laz
  11. Re: Why I love HERO What's on the HERO Bestiary, Page 93? Laz
  12. Re: Trix are for kids and Points are for Players As a GM, I'd point out my npc's, magic items, and everything else ... because it's fun. Laz is a geek.
  13. Re: bows and arrows I forgot, the arrows would have the 12 charges (recoverable) adv/lim as well. However, depending on the type of arrow, it might be different. Laz
  14. Re: bows and arrows Here's how I'd do it (assuming this is actually legal...) bow (multipower, real weapon, etc, etc, etc) 40 point powers slot: normal arrows RKA xD6 slot: knight killers RKA xD6 + AP slot: blunt arrows EB xD6 (stun only) etc, etc Laz
  15. Re: Psychological Limitations and You How do we get Steve Long reading this, because that was an awesome post. If FREd didn't have anything like that, then 5ER could really use it. Notably, the "psych lims as personality" bit - I think that was reasonably introduced in Sidekick, though. Laz
  16. Re: Favorite Abuses So, in other words, a Rigger in Cyberpunk parlance?
  17. I think I've found out why I adore the hero system so much. Well, in theory, as I've never played it. Anyway, here goes: You don't have to look anything up. Simple as that. You just need to know what all the powers, advantages and lims do (advantages and lims are either easy to remember or self-explanitory), and you can know exactly how your character works just by looking at your sheet. Most times, even the powers are reasonably self-explanitory. Laz
  18. Re: Should I buy? ... now I want. But my limited budget is aiming for 5ER and the Bestiary. And I think I dreamed last night I was talking to a formless person who I knew was Steve, and talking to him about 5ER. I distinctly recall saying "Fiver" in my dream. Laz
  19. Re: Die, Customers, Die! As a GM, all I care about is being able to give the players the information they need and can get, and running the baddies and the world. If they're willing to plot in front of me, they will, otherwise, they'll pass notes. I'm of the Ravenloftian style of GMming, which involves heavy use of cue cards passed to players Laz
  20. Re: Die, Customers, Die! Shadowrun. Character was a former suit, on his first run. He gets spooked and shoots someone in plain daylight. Bad move. Then, next session, or one later, can't remember, had a mage, who by sheer unluck got blasted to smithereens, and getting the rest of the party booked. Also, I want to run an evil campaign. Just to see what the characters would do. I'd _love_ to have my game world blown up on me. Laz
  21. Re: Ultimate Skill and ASL woah, there ... we want 5ER first. Then TUS.
  22. Re: "Yor Momma" one liners needed
  23. Re: You guys are amazing To further my commentary on the "metasystemness" of HERO, the Powers can be classified as different things for different types. What I mean is this: Think of a Shadowrun-type setting - one with Magic and Cyberware. They both work differently. They have different types of limitations and advantages required. Call Magic anything with the Gestures, OIF (totem) and RSR lims and Cyberware anything with Activation, (something about being able to be shut down - don't remember the term). Then, you get your fireball described above, and a cyber-hand cannon could be an RKA 4D6, Explosion, No END, Activation roll (11-), Requires Skill Roll (guns), (that term I don't remember). Two different Ranged Killing Attacks, under two different categories, but they're both built from the same base. Also, to make combat lethal in HERO, just build things as Killing Attacks rather than Normal Attacks. That is, a non-lethal gun would be an Energy Blast, but a lethal one would be a Ranged Killing Attack. The main difference is how the damage is counted. In normal attacks, it's more or less the number of dice rolled, but in KAs, it's the number showing. Laz
  24. Re: You guys are amazing I'm fond of saying that HERO is really a "metasystem", rather than a system. Yes, it's got game mechanics, and is fully defined in the books. However, it's defined generically, and GMs often (from what I know - I'm new to HERO too ) require specific limitations, or other specific things. For instance, a Magic system can be built many ways in HERO: from using an EC for magic, to a multipower, to requiring "Gestures, Incantation, Requires a Magic Roll and OIF (staff)" on every spell. What this means is that you get the game you want to play. It means that the GM has to be careful that everyone's building according to his world - not just the generic rules. SFX should be considered. I had another point or two, but I can't remember them, so I'll say other things instead. Sidekick is an awesome book. The second game book I've bought I've read cover-to-cover (the other one being Unknown Armies) - including the powers and skills sections. I really recommend it. And ... get the demo of HD2. It is a java character creation app - it does the math for you, so you don't have to worry about it (it's not hard math, but it's math). Also, I think I want to get GURPS 4e, just to read it. But I likely won't. I'll buy 5ER instead. "HERO is better than your game system, because HERO is your game system - and all others" (paraphrase of the Uniconf - a UNIX tool - tagline) Combat is crunchy. There's no doubt about it. However, your powers are fully defined, so there's nothing to look up during play. For example, in D&D, you have a Fireball. This is page something of the PHB. Eventually you can learn how it works. In HERO, I'd build a Fireball with a Ranged Killing Attack 4D6, Explosion, No END, Obvious Accessable Focus (expendable: components), Gestures, Incantations, Extra Time (1 phase), Requires a Skill Roll. On the character sheet, the power build would be listed as well, so you know exactly how your Fireball works. You can look at it, think "I need to roll my Magic skill, then I can toss the Fireball. But it takes a full phase to do it, and I need my components. It does 4D6 killing damage, and explodes", so you know how it works. GURPS, I believe, is similar to this, but I never read any more than GURPS lite, and that's been a few years, so I can't tell you for certain. Oops, went longer than I meant. Laz
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