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ThamiorLianodel

HERO Member
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  1. Re: How far have you gone? Thus far, I've mainly used the toolkit to create characters and games. It's fun just to recreate something you've seen in movies, in a book, or even a video game. Essentially, I've used the toolkit to model different types of games. As for adapting the rules, I think that's possible in any system. However, Hero does a great job of being modular. If some rules just don't work well, then you can skip them (for example, optional combat rules). As it's said in the book, there's a lot of internal logic, so it would be simple to add in new elements or to customize things to your liking. The feeling I get fro the system is that you can take what you like, use it adapt it, and make it the core of just about anything you'd like. I haven't changed much, just taken what helps. I haven't played much yet (I will soon, though) but I do plan on having fun tweaking things a bit as campaigns progress, and I look forward to it.
  2. Re: Firearms and Ammunition I'll look into that, too. It would definitely be good for a character spending points on equipment. I'll also take that into account for the cost. It would be a specialty item, in adition to utility, availability, and so on.
  3. Re: Need help with a item build This reminded me of the Stun Rod example in Star Hero. You can build it as an Energy Blast, STUN Only (+/- 0), Range Limitation (No Range) (-1/2).
  4. Re: Firearms and Ammunition Hm... I was planning on using it as a basis. More powerful or rare items being less available, and thus more expensive. Still not a strict rule, I would of course adjust according to each case. There would be a lot of other factors to take into acount. Edit: One question about the example gun: Would you build that with a 1-clip, x-charges limitation?
  5. Re: Firearms and Ammunition Ah... I hadn't noticed the Maked Advantage. Thanks. that would give me a few good ways of going about it. As for total cost, I'm not going to bother with it. I thought about it, and it would just modify the efective points of the equipment as a whole. I just had an issue with the costs of individual parts, as I'm thinking of using a simple conversion rate for the cost of a weapon (either linear, as in x points costs y units of money, or possibly something a bit more complex). Thanks!
  6. I'm currently about to GM a heroic SciFi campaign using the Hero System (my first attempt at it, too). I just have a bit of an issue with firearms/ammunition. From my current perspective, I think that I should build firearm stats using a 1-clip charges limitation. I just have a question of how to handle the ammunition. I know that special ammunition can be created like a weapon through point costs (as I've seen in Star Hero), so would I just build it like any other equipment, not taking into account that it requires a firearm? Also, how would you handle the cost of such items should the players attempt to purchase more (whether standard or special)?
  7. Re: Getting Started Thanks again for the help. I will definately look into those threads. As for the versatility, I really appreciate it. I was afraid that I would have to guess and check to balance out some of the things I might have consedered putting into the game, such as races from D&D. The point based system is an excellent way to balance things out.
  8. Re: Getting Started Allright... so I was up to Perquesits. I think I have a basic idea of how character creation would go. It's just a matter of going throu the book for some specifics or checking up at the moment. I think that I have a pretty good understanding of a lot of character generation. I am surprised by just how versatil and adaptable this system is, as well as how it manages to keep balance. I am very impressed.
  9. Re: Getting Started Did that with my biology textbook... over 1000 pages. And I have homework. Over the summer. And the class doesn't even start till next year. But that's off topic. From what I have read so far, I understand it. I get the whole point system for balance and such, I understood the package deal concepts (and I can ease some players into the transition with it from D&D. It can be made to represent races and classes. ), and I have some understanding of the ways in which skills work. I will have some questions eventually (most likely ), but I will still have these boards to help me. Right now I'm up to powers, I believe. I'll keep all of your comments in mind as I go through it.
  10. Re: Getting Started I've just gone, and they didn't have the Sidekick. So right now I have the core book, and the help of these forums. That, and copies of Something Wicked This Way Comes by Ray Bradbury and 1984 by George Orwell.
  11. Re: Getting Started I'll look through the aforementioned books soon. I'm leaving for th LGs soon. . I'll be lloking through them both and see what they both offer. Thanks.
  12. Re: Getting Started I have a question regarding whether I shoulf first invest in the sidekick or the core book. If a lot of the information is reference or options, couldn't I simply go through, learn about the mechanics, and later go back through everything else to find what I need, as I need it? Rather then using an abridged version, would it also make sense to go through the book to find the basics, and search through to details later? The FREd and the Sidekick may prove to be exceptions, but what do you think?
  13. Re: Getting Started I'll have to see what is available at my local gaming shop tomorrow. Sidekick seems like a good option, but how much easier would it be then starting off with the core rulebook? In terms of past experience, the only other tabletop RPG that I've played before is D&D, if it'll help any. By the way, what does FREd stand for? Fifth Revised Edition? Thanks for all the help so far, by the way.
  14. Re: Getting Started Thanks for all of the responses. I will most likely get the core rulebook soon, but I was wondering about how much the Sidekick would help in learning about the rules. Would you recommend it, or would it be good enough to simply get the main book?
  15. So... I've recently gotten interestid in the Hero system, and I will be getting some of the material soon. Asside from getting the core rulebook, which has most of the information that I will need, what else would you recommend for a newcomer to the game?
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