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JohnTaber

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Posts posted by JohnTaber

  1. Hi Hero Peeps: I run a regular Hero System game in a monster hunter genre.  I am having tons of fun running it but I have a problem...

     

    My players are constantly getting distracted by their mobile phones.

     

    I have talked to my players about it but it does not seem to be sticking.

     

    Now some questions...

    1. Would you be offended if I hung a sign in my gaming room about turning off your mobile phone?
    2. Would you be offended if I asked everyone to turn off their phones before each session?
    3. Am I being too sensitive? 

     

    Thanks gang!  :D

     

  2. I have all the Fear Itself stuff but a great recommendation.

     

    Centered in New Orleans.  Exactly like the Supernatural TV show.  Independent group of monster hunters who keep everything under wraps because...you know...regular people can't handle it.  Globetrotting will definitely NOT work!  Nearly anything where the adventure is set in a focused environment...city or outdoors...will work great.  The PC are a mix of redneck hunter to corporate security expert...  ;)

  3. In Heroic style play with HTH weapons my group usually has a Critical roll that works vaguely like this...don't have my notes with me right now...

     

    If you roll half of what you need to hit rounded down then you Critical.  On a Critical you do the max damage for your weapon.  So if I need an 11- then if I roll a 5 or less I critical.  ;)  It actually works fine because I like to encourage HTH attacks but the Hit Location has always "kept it honest" if you understand the meaning.  :)

     

    More great replies...thanks gang!  :D

  4.  

    • Spending Hero Points: You can spend HPs to:
      • You can spend an HP to Push or Hurry your action, to pull your Hit Location, or to Abort to an Attack Of Opportunity – see above House Rules.

     

     

    Hi BigDamnHero: This line scares me.   :angst:   Changing Hit Locations or granting an attack sounds crazy.  That is why I decided to add damage instead of allowing changes to the Hit Locations.  That is also why I specify Success Rolls only now Hit Location rolls.  Could a person move a hand to a head???

     

    Great thread gang.  :rockon:

  5. Personally I don't recommend using NCM at all if you are going to allow exceptions based on special effect... Admittedly, I'm somewhat biased against NCM in general.

     

    It seems odd that you are banning Overall and Penalty levels. The former is so expensive they almost never see much use in my campaigns, and the latter necessary for building snipers or for overcoming environmental penalties... I doubt the decision will break your game, but it does make some concepts far less viable, and it seems like an odd thing to swing the ban-hammer at.

     

    As an additional note, your guidelines should state how your campaign is handling equipment, what kinds of things are free, and what should they pay for.

     

    I could pull back on Overall Levels and Penalty Levels I guess...I have had some bad experiences in the past but that was another group.  Must noodle.  :)

     

    Since equipment is so important and will be assigned to the team I am covering it in a different post...now saying that...I should at least add a note that it will be covered in another thread.  ;)

     

    Great reply.  Thanks.  :)

  6. When I ran a Golden Age campaign I had a lot of success in telling players they would have one 'power', that noone else would have. They would all be unique.

     

    Obviously some 'powers' need more than one game power to model it. For example to be invulnerable you might need a range of defences. Or for The Valet, he was able to anywhere unmolested as long as he was delivering a service to someone. The Hawk had flight and talons but nothing else.

     

    One defining power means you dont get the same levelling out that often happens with point build systems, the characters are unbalanced by design and so each character has its own lace to be special and stand out.

     

    Doc

    Our group does this naturally because we have character building sessions where we talk only about the character ideas before putting pen to paper.  My players are really great and will alter their ideas so as not to step on toes.

      ;)

  7. @Christopher Taylor

     

    Excellent write up.   I use a version of HAP’s based on a mash-up of FATE and GUMSHOE’s Investigative points that seem to have worked well.    But I really like the re-write and think I shall shamelessly steal it.  Including the TAPP’s.   

    A version of the HAPs used above was tested over a 17 session arc where the PC were monster hunters.  It worked ok but I needed to make some tweaks...the above version has these tweaks.  ;)

     

    The TAPP part is brand new.  I adored playing Masks and immediately wanted to rip off the team mechanic from it for Hero.  That is where TAPPs come from.  This mechanic has NOT been tested.  No idea if it will work...going to start testing it out soon.  :D

  8. My GM would hate this but I rather like some of the ideas within it -- despite the extra encumbrance it adds to combat flow.  My only real complaint here after an initial, quick glance is that I do not feel HAP, as a term, should be re-used ... since it's already understood to be something rolled at the beginning of a session ... and either used or lost within a session (i.e. not cumulative across sessions aka cannot be aggregated in any way).

     

     

     

    I call this out because you've got each player starting the CAMPAIGN (not a game session!) with 2 HAPs ... which implies the ability to aggregate HAPs across multiple game sessions within the CAMPAIGN -- when HAPs are supposed to last only a single session.  If you're allowing aggregation across the CAMPAIGN, then I strongly feel that you really need a different term, as these aggregated points are something other than the per-session HAP ... as defined by RAW.

     

    My players are not versed enough to Hero to know that HAP have another meaning.  I do see your point.  :)

  9. Hi Hero Gang: For my Godlike Hero campaign I did some house rules that other might like.  I need to thank Derek Heimforth for some of this...also FATE and Masks played a role.  :)

     

    ENJOY!

    Concept, Hero Action Points, And The Team Action Point Pool

    Third Draft (2016-Dec-05) – Please let me know if you have comments or questions.

    Summary

    Player characters are mentally tough and very resourceful when under pressure. This campaign rule adds something like FATE Aspects to Hero.

    Concept

    When creating their characters each player will define a statement that summarizes the essence of their concept. For example, Occult Scholar, Redneck Hunter, etc. This will be called the Concept. The Concept can also include favor if that helps define the character. For example, Former FBI Black Agent Now Occult Scholar.

    Hero Action Points (HAPs)

    HAPs are linked to Concepts and Complications. Each character will begin the campaign with 2 HAPs.

    Gaining HAPs

    After play begins, characters gain new HAPs in two ways. First, they gain 1 HAP per game session they participate in. Second, they can gain a HAP when their Complications come into play. The GM will typically bring a Complication into play (and award a HAP accordingly) only when it’s driven by issues beyond the player’s/character’s control (such as a Hunted or an Accidental Change). This is called Compelling a Complication.

     

    Most HAPs are earned by players bringing character Complications into play themselves (called “Invoking a Complication”). To Invoke a Complication, the player must accept the appearance of the Complication in the story; they cannot, for instance, attempt to make an EGO Roll to override their Psychological Complication, then take a HAP for playing the Complication after they fail the EGO Roll. They have to forego the EGO Roll.

     

    For example, a character with the Psychological Complication Sticks Foot In Mouth is undercover at a fancy party. His player might note, “You know… Bob is pretty likely to say something innocuous-but-completely-inappropriate to the hostess while making small talk.” By bringing that Psych Comp into play, roleplaying the exchange and accepting the consequences into the flow of the story, Bob’s player has Invoked a Complication, and receives a Heroic Action Point. HAP rewards are intended to encourage creative and appropriate use of Complications; they’re like rewards for seeking out chances to make the story more interesting. HAPs won’t be awarded absolutely every time any Complication comes up, just because it comes up. For example, if a character has Psychological Complication Code Against Killing, they don’t gain 1 HAP every single time they refrain from killing every opponent. But if they refrain from killing (say) even the murderer of their parents, and refrain without attempting not to refrain… then they get a HAP.

    Using HAPs

    Spending a HAP also involves Invoking a Concept or a Complication. The player chooses what they want to use the HAP for, and then (if it’s not immediately obvious how the proposed action relates to the Concept or Complication) describes how this ties together with the Concept or Complication being invoked. A player can use more than one HAP a round but each expenditure must be justified with a different Concept or Complication.

    How Do I Spend HAP?

    You can spend HAP on the following:

    • Establish A Story Detail: Allows the character to have something in the story be the way he or she wishes it to be, within reason. This could be something relatively tangible, like having a desired object nearby, or more esoteric, like knowing a fact or a person. The effect could be considered similar to a single level of Luck. You “just happen” to find the right thing, or have read just the right book, or bump into a friend of the family who can help you out, etc. For example, Vic Franken has the Concept Mad Scientist with a Conscience. The characters suddenly find they have a use for a small, airtight container. Vic’s player asserts that—like any good Mad Scientist—of course Vic just happens to have a couple of test tubes in the pocket of his lab coat. Because, you know, why wouldn’t he? Later, the characters are trying to learn about some Renaissance politician. Another of Vic’s Concepts is Dead, Schmed; Let Me Just Take a Look. Since Leonardo DaVinci did extensive work with cadavers, it’s reasonable to believe that a scientist obsessed with life and death would be familiar with DaVinci’s writings. So Vic’s player spends a HAP to declare that Leonardo mentioned this politician in one of his journals as a patron of Leonardo’s work, and happened to mention the detail the characters were hoping to find.
    • Add +3 to a Success Roll after rolling the dice: Vic attempts Paramedics on a badly wounded teammate. The roll succeeds, but not by enough to stop the bleeding given the severity of the wound. Vic invokes his Psychological Complication: Hippocratic Oath, spends 1 HAP, and adds +3 to his attempt, allowing success. Just ‘cause Vic can bring you back from the dead, doesn’t mean he won’t try his damnedest to stop you from dying in the first place!
    • Add +3 Damage Classes before rolling the dice: Van Helsing has a Hatred Of Vampires. When striking at Dracula he wants to make it hurt. He spends a HAP and adds 3 Damage Classes to his attack.
    • Re-Roll a Success or Effect Roll after rolling the dice: Vic gaaks an Inventor roll when working on new medicomystical gizmo (gaaks it badly enough that it wouldn’t succeed even with a +3 bonus). Since he’s Carrying On the Work of Victor Frankenstein, he recalls a passage Victor had written about a similar device, and modifies his design accordingly (allowing a new Inventor roll).
    • Instantly recover from being Stunned: Ron Eschete who Protects Innocents must get over to help those bystanders before they get hurt. Too bad that zombie got in a lucky hit and stunned him. He spends a HAP and is no longer Stunned.

    First Draft (2016-Dec-06) – Please let me know if you have comments or questions.

    The Team Action Point Pool (TAPP)

    The Team Action Point Pool (TAPP) is a temporary pool of Hero Action Points (HAPs) that can be used by any of the characters who consider themselves part of the team.

    Forming The TAPP

    When a group of at least two people agree that they are entering a battle with a dangerous foe the TAPP is formed. Initially the TAPP has 2 HAPs. In addition to the starting HAPs an additional HAP are added or removed for each of these conditions.

    • Everyone Has The Same Leader: Before the fight begins the GM will ask the players to decide who their character deems the leader of the group for this fight and if they trust their leader. When the players are ready the GM will ask each player to reveal who their character feels is the leader and if they trust that leader. If they all agree on the leader and trust him then add one HAP to the TAPP.
    • Everyone Has The Same Purpose In The Fight: Before the fight begins the GM will ask the players to consider their character’s purpose in the fight. When the players are ready the GM will ask each player to reveal why they are in the fight. If everyone agrees add one HAP to the TAPP.
    • Group Off-Balanced Or Ill-Prepared: If the GM deems that the group is either off-balanced or ill-prepared then he will remove a HAP from the TAPP.

    The TAPP remains until the fight is over. If another fight against a dangerous foe is encountered the TAPP starts out fresh again.

    Spending HAP From The TAPP

    Anyone who considers themselves part of the team can spend one of the TAPP HAPs to help another PC. To perform this expenditure they must describe how their character is helping their teammate. The PC who is trying to help does NOT have to have a Phase or Action to help their teammate. Helping a teammate is considered part of the narrative.

     

    Each teammate can only help a given PC once for each action. For example, Storm attempts to shoot lightning at Scorpion and will miss by 1. Spiderman decides he is going to help his teammate and narrates shooting webs at Scorpion’s feet causing him to become unbalanced. Spiderman’s player take a HAP from the TAPP and gives Storm +3 to her Success roll. Now Storm hits and rolls her damage dice. Spiderman cannot spend more HAP to aid Storm with the damage. In this case another teammate could help as long as they have not already helped Storm this Phase.

     

    HAP from the TAPP can be spent in addition to HAP spent from the characters own personal HAP total. As long as all of the expenditures can be explained with a Concept or Complication it is allowed.

  10. One thing that I would recommend, which became GM's option after 5th Edition Revised, and was previously an additional -1/4 Limitation, is the option for powers with Requires a Skill Roll to be subject to Skill vs. Skill contests. 

    That could simulate the contest of wills when Talents use their powers.

    Interesting!  :D  I have to noodle this a bit but that is kinda cool.

  11. Does a 50 STR count as a "superpower" in that it does not cost double? Normally the answer would be yes.

     

    If so, then does this extend to all Characteristics? If so, then would it be allowed to have a "superpower" defined as "I am a Paragon" (ala Doc Savage) which is represented as all the Characteristics being higher than Normal Characteristic Maxima? If so, then charging double for NCM becomes tricky to impose since any Characteristic above the NCM could just be explained as "It's part of my superpowers."

    Hum.  Good thought except powers are MUCH more focused than "paragon".  I'll clarify that a lot.  Thanks.  :)

  12. Here is what I have now...look ok?

    Godlike Hero Settings
    Summary

    This section covers that Hero System campaign settings and character creation settings that will be in effect.

    Campaign Settings

    Here is a brief list of the campaign settings that will be used.

    • Champions Complete will be rule system. It is based on a streamlining of the Hero System 6th Edition.
    • All combat moves will be used.
    • Critical hits will not be used.
    • Hit Locations will be used.
    • Bleeding will be used.
    • Wounding will NOT be used.
    • Knockback will be used.
    • END will be used.
    • Limited Pushing – EGO roll to get 5 + amount make EGO roll.
    • Concept and Hero Action Points (HAPs) will be used. (This is the same as Hunter’s Resolve in Dark Waters Rising.) Will be presented in another post.
    • A Team Action Point Pool (TAPP) will be used. This is being lovingly adopted from Masks. Think of it like temporary HAPs that can be spent when the team is acting together. Will be presented in another post.
    Character Creation Settings

    Details on creating characters.

    • 225 points Total Cost with 50 points of Complications (aka Disadvantages). (In 5th Edition speak this is 175 Base Points plus 50 points in Disadvantages.)
    • Max starting DEX is 20.
    • Max starting Speed is 4. Characters should focus on Speed 3 unless they plan to be really fast.
    • Everyman Skills include the following:
      • Acting
      • AK: Home Area
      • Climbing
      • Concealment
      • Conversation
      • Deduction
      • Native Language with Literacy
      • Paramedics
      • Persuasion
      • PS: Job or Hobby 11-
      • Shadowing
      • Stealth
      • TF: Small Motorized Ground Vehicle
    • No Overall Level.
    • No Penalty Skill Levels.
    • No Computer Programming.
    • Adding Parachuting.
    • No Teamwork skill. We will instead use the TAPP.
    • Every character should buy one level of Combat Luck.
    • Martial arts will be used.
    • Normal Characteristic Max for 0 points. Must be taken.
    • Maximum starting CV for a PC is 8.
    • PC must take a Template (Package Deal) based on their branch. These will be presented in another post.
    Superpower Creation Guidelines

    Specific rules for creating the superpower.

    • The superpower can break the max starting values shown above. For example, a PC could have some power that increases his CV over an 8.
    • The superpower can break the Normal Characteristic Max WITHOUT having to pay double. For example, you could have a power that increases your STR. You would not have to pay double after 20.
    • The maximum Active Points for a superpower is 50. This can be exceeded with GM approval.
    • All superpowers must be approved by the GM.

     

  13. Golden Age Champions, Pulp Hero, and Pulp Hero Sourcebooks. 

    The 4th edition Golden Age has a good general set of Templates (aka Package Deals) so that should help.  Looks like it has the main weapons too.  I briefly looked at the Pulp stuff...I'll check it again based on this recommendation.  ;)  I plan on using a HAP system that is pretty interesting.  I'll post it here when I get it completed to get takes from the Hero crowd.

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