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Gunrunner

HERO Member
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About Gunrunner

  • Birthday 09/27/1978

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    Communications Technician

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  1. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See?
  2. Re: The HERO System Advanced Player's Guide Does the APG include alternate dice-rolling methods? I always thought 3d6 was just a bit too determinant (spelling?) and enjoyed more randomness in combat. I suppose I could just use 2d10 instead, but I don't know if the APG goes more into this.
  3. Re: Online Fantasy HERO: Campaign genre I hate how some RPGs have most or all of their playable fantasy races better than humans (costs many CPs just to buy the elf/dwarf/whatever racial package). It's cool to have racial differences, as long as abilities are somewhat balanced with weaknesses. I prefer there to be as many races that are weaker than humans as there are that are superior. The more CPs you have to pay to be a certain race, the more limited you are in spending your remaining CPs. This limits the number of character concepts and professions for races with high racial package costs. This is of course assuming a standard heroic-level game.
  4. Re: Omline Fantasy HERO: Campaign genre Serpent men would be cool. Other alternatives could be ape men or insect men. Maybe a race of humans with demon blood that have minor special abilities, but also have supernatural weaknesses. Whatever you like; I'm just throwing out ideas
  5. Re: Omline Fantasy HERO: Campaign genre Agreed. It doesn't have to be too dark, but definitely Swords & Sorcery style would be preferred. Very few intelligent races or only human with mythical beasts, other-world dimensions, demons, dark magic and some political intrigue thrown in the mix No cliche races like elves, dwarves or faeries, please!
  6. Re: Confused about 6th edition Nexus, I didn't see your post at first. Thank you, also!
  7. Re: Confused about 6th edition Okay, I got it now. Thanks ghost-angel (repped)
  8. Re: Confused about 6th edition Okay...I still don't get it. The 2nd post says at first that 6th Edition will come in two books: Characters...and Combat & Adventuring. Then the post goes on to talk about two rulebooks: basic and advanced. So are there four books or what? How does the basic and advanced rulebooks fit with the Characters and Combat & Adventuring books? Is there a basic and advanced version of each (by each I mean Characters and Combat & Adventuring)?
  9. Re: Blocking - What's the point? Okay, that makes more sense. Thank you for the replies!
  10. So if I block, I get to go first in the next phase regardless of my DEX against my attacker (if we share the same phase). Compare this to if I don't block, then I get an extra attack (the one I would have lost from blocking) AND I would get to attack him before he attacks me, because I still have the attack I haven't used to block. Even if he attacks me first, I would still get to attack him next before he attacks me a second time. Now, I understand that blocking would be useful if someone has a high OCV and low DCV as a form of defense, but even then, wouldn't you have to block every time to avoid getting hit? So I ask: what's the point of using the Block maneuver? There seems to be no benefit except if you just don't want to hurt your attacker.
  11. Re: Limiting Combat Levels Then again, I think I like Killer Shrike's method of limiting CSLs by total character points. It "leads" players to spend character points on other things besides combat.
  12. Re: Limiting Combat Levels How about this for an idea? Create a very low CSL cap (let's say a maximum of 2 CSLs total). Create these perks: Veteran-Level Experience (3 points): provides access to +3 more CSLs above the campaign's cap/limit. Expert-Level Experience (7 points): same as Veteran-Level Experience; must first have the Veteran-Level Experience perk. Master-level Experience (10 points): provides access to +5 more CSLs above the campaign's cap/limit; must first have the Expert-Level Experience perk. Professional Training (3 points): provides access to +3 more CSLs above the campaign's cap/limit. Advanced Training (7 points): same as Professional Training; must first have the Professional Training perk. Trained by a Master (10 points): provides access to +5 more CSLs above the campaign's cap/limit; must first have the Advanced Training perk and/or may require a quest to find a martial arts master willing to train the character. Further levels of Mastery in experience or training cost (previous level's cost) + 5 points and provide access to +5 more CSLs. They would of course have a prerequisite of the previous level of Mastery in experience or training and may require another quest. These perks would not pay for the CSLs themselves, only the opportunity to buy more CSLs above the campaign's limit.
  13. Re: Tuala Morn in Online Store Yeah, let's burn him at the stake! BURN STEVE!!!
  14. Re: Sliding bars measuring each spell's "energy" Ah, I see. I just kinda skimmed the whole thread after the first post, so I'll have to think about that one.
  15. Re: Sliding bars measuring each spell's "energy" Easy solution: Each spell has Side Effect: 3d6 Drain on individual power; always occurs; return rate of 5 per (however long you want the recovery time) (-1) This way, each time you cast a spell, that spell loses about 10 active points of power until it becomes "burnt out" from too much use. Of course, this may require some book-keeping unless you apply the standard effects rule for the drain, making it an even 10 active point Drain for every use. Or even easier, give each spell a limited number of charges. END reserves would be unnecessary with this approach, unless you apply an extra -1/2 to the Charges limitation to account for the fact that casting still costs END.
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