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tiger

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Everything posted by tiger

  1. Yes but if your a starting mage what are you doing with a large number of spells?
  2. 2 problems I see with this theroy. 1 Mages would be to overpowering. 2 Mages would then have to pay for all their equipment just like the rest. Which would limit them again. Also. So what if the fighters/roques don't have to pay for their weapons and armor. Nether do the mages. They get their staff for free as well. There is also encumberance issuse that balance walking around with a dagger in a robe and walking around with a 20-30 pound sword in 100 lbs of armor. There is no set rule that say you get these things. You could instead give the x amount of starting money and have them buy what they can. You can make them pay points for it if you wish. I don't see the need to come up with special rules for mages. Seems to me if you gonna do this then you have to do the same for the other profession. Thiefs should be able to gain new thiefing abilities if they find the right book. It just starts more problems than it solves. If you gonna use active cost as a balancing point figure up the active cost of your fireball compared to a sword or daggar. I have found that in game play when you see the two in action any advantage of getting a sword for free is offset by the offensive and defensive spells the mage has access to. As a player in a heroic campaign I always prefered buy the spells seperately. Then I can use more than one spell at full effect. I have also met DMs that would allow mages to by familiar with a spell. Then save up the EP to buy it. Thus showing the necessary time and studing to gain the use of the spell. Something your multipower example doesn't. But all this is just my opinion, it's your campaign. As long as the GM and player's are happy with the way thing play out. Then go for it!
  3. I'd like to see some more publishers take it upon themselfs to put out good quality hero supplements. Not only just to have more option in what you can get you hands on, which would be good. There are also things out ther that don't fit into the DOJs outline of the universe, such as San Angelo, that would still be good material to have to work with. I think it would just give the GMs & players over the world more to work with. As in the past there were some great modules and materials made by other companies for Champions. I hope this could come around again. I have a feeling that some are waiting to see not only what DOJ does, but what the consumer does as well.
  4. " What do you mean I don't exist! I'm King Cobra I'm the greatest scientist that ever lived. Why I the serprem.." "Get back in the closet" braking out a large bat. "I..whack..said..whack..get..whack..back..whack..in there..slaming & locking door" Sorry guys I thought I had that door locked.
  5. Never cared for gumbo myself, but i'd say the GNBRH is definately the place to go for stats or atleast good starting points for you own write-ups.
  6. I prefer to have each spell paid for seperately. This allows the mage to use more than one spell at a time, at full STR, and stops mages from being to overpowering as well. I use the following limitations for magic. Concentration, Uses Mana (-1/2), Requires Skill Roll, Must Cost End To Cast(-1/4). The mage then may add others like Gestures or Incantations and such. I only require 1/2 DCV on the Concentration although a mage could increase it if he wishes. I use the requires mana, because some areas of my world are with out mana and magic doesn't work there. Most magic items have the same limitation as well. Only things like potions or items that use charges will still function in a Mana dead area. This is because the mana was "built" into the device. The drawback is that mana dead areas tend to drain mana from such devices. So needless to say mages and those with magic tend to stay away from known magic dead areas. I even had a mage build and put up a sign on the outskirts of the area to warn others I also have a few other add ins for Wild magic and Psionics
  7. In the past I've worked up each spell seperately. While this is a bit more expensive than a MP, it also limits the number of spells a mage can have very affectively. It also removes the problem of having 2 spells going at the same time. VPP can work as well although they can get expensive real quick.
  8. Finally got Classic Organizations, So I'm happy. Might pick up a few other old games too. I have the old rulebooks for all the games so just a module ot two here or there and I'll be a happy camper:)
  9. tiger

    Star Trek Ships

    What? You don't have time, hard to believe:D
  10. The disadvantage I liked was will not fight/hit a women. Seemed that every Male hero worked up had this in a group I use to play with. They figured that while there would be women in some of the villain groups, there would be male villains they could play with and leave the females to the other heros. Of course enter twisted GM, me, and W.O.M.E.N. Women Organizing Men's Elimination or Nuetralization. All women..All the time. Man did they complain
  11. tiger

    Star Trek Ships

    Yea but he's keeping the quit.
  12. Haven't seen it yet, so I'll over look the last 2 movies and hold judgement.
  13. I'd think the best way to work it is either the fact that balsters in starships cause problems or a honor thing would be the best way to work it. YOu could use the theroy of the noise blasters make, but then so do clashing swords.
  14. tiger

    Star Trek Ships

    anyone know of a conversion form Star Trek RPG to Hero?
  15. This is a problem you can run into when you have a skill laidened character in a campaign. If your giving him a lot of backgroud skill, perks and such he is in effect a character with EP. So you could give him some EP. Also, if he is using PRIMUS equipment you could let him use it without paying points for it. You also would therefore be able to regulate what was givin to him. The other option would be to "water" down his background. You could also have his stats lower than that of a Silver Avenger. If he was one of the first to take them serum it may not be what is now use. So it could be a bit lower than what a Silver Avenger is. The only other thing would be to either allow him to run him as is. Or Run him as is and owe EP. Using either method could offend other players. Your have to balance working with this character and how it will effect the other players. Just more fun thing you get to deal with as a GM
  16. Re: Hey That be cool to see
  17. tiger

    Jedi Powers

    Yep forgot the EGO can be used. However if you look at the effects none list anything that is remotely like the mind trick. Now while at the moment the only Hero system I have is the PDF for 4th edition. I don't recall reading anything in FRED that makes it sound like you can do a presence attack and NOT have the target know that you did something to effect them. Be it command or knocking a wall over etc. Locially if you base it on PRES there would be no reason why a non-jedi couldn't do the same ability. After all anyone can do a presence attack, while not everyone can do a mind control attack. Although a GM could rule that a Jedi would receive extra dice in a presence attack. As a player I would have a problem with this however. After all a presence attack is based on exactly that, your presence. If you give Jedi's extra dice then it there presence would be preceiveable by others. So it would be easy to spot a Jedi, something that isn't easy to do if they are trying to hide who and what they are. But if your gonna give a character a ability/power that is limited in access then they should pay points for it. Presence attacks are free. But as you said it's based on you campaign. It comes down to how you want to handle powers and abilities in your campaign. It's all about fun and enjoying the game. If it's easier and more enjoyable to make it a presence attack then that's they way you should do it.
  18. tiger

    Jedi Powers

    Another thing to consider is the MInd Trick suppose to only work on weaker minded people. Presense attacks pay no attention to weak or strong minds. This would also lead one to beleive that it is more inline with Mind Control.
  19. Re: Cool Yep Moved up here about 3 years ago from Wichita. I have some of the write-ups on my webiste. Although I'm working on the latest versions and haven't managed to get them posted.
  20. You can get a downloadable version from rpgnow
  21. In the campaign I'm running the characters are allowed 75 + upto 75 in disads. Everyone were Catachan. I issued them weapons. Las rifles & Pistols for the squad and the LT could have more. They were give flak armor, 3 frak and 3 krak gernades. The LT was allowed X amount of points in wargear. He purchased a few things for himself and then upgraded everyone to carapace armor. This worked out pretty well, still working on getting everything down just right.
  22. With GM's permission could be a 6d6 RKA, NND (defense Making A Con Roll) If can roll is mad no damage is taken (-1) Something along these lines. A NND stops any other defense from working, But your want to add something about if the Con roll is made. Though as a GM I wouldn't allow a "save or die" anyway. I didn't like them in D&D.
  23. tiger

    Jedi Powers

    Simple - Commonsense When you persuade someone to do something they don't repeat what you say. It's just Oh! your right and then they move on. Paraphrasing: Obi-wan: These aren't the droids your looking for Stormtrooper:These aren't the droids were looking for Luke: You will be rewarded for this Jabba's Aid: I will be rewarded for this. Paraphrasing again: And in Episode 1 the junkmans answer was why would I want to do that? Both examples would be forcing someone to do something not persuading These are examples or attempt at controling their minds not persuading them to do something.
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