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JohnTaber

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Posts posted by JohnTaber

  1. I think I kinda agree with StarCorp. I got it on eBay in the last month after waiting for a good price for about 3 months. I was kinda disappointed...here is my 10 second take on it...I'll try not to spoil it...this is IMHO... ;)

     

    Liked

    * I liked the plot flowchart. I thought all modules should have something like that. It really helps the GM keep track of things. My only suggestion would be to include page numbers in the chart. As I recall it does not have them.

    * The "big decision" at the end of the story is really severe. My current campaign is "adult" but not "graphic novel style". My players are really great...I'm spoiled this way...and I know this dilemma would keep them talking for a while. The PC would likely be split right down the center. :)

     

    Disliked

    * Except for the main conspirators the rest of the villains are incredibly shallow and frankly useless. They are really underdeveloped in both game terms and story support.

    * The "big decision" at the end of the story could potentially destroy a GM's world. If the players choose one of the outcomes the world is completely altered. It would play hec on everything the GM has setup...some GM might like this...personally I don't... :confused:

     

    That's what I can remember about it from work...

  2. ...and it is easier to cart around. ;) I like the Hero System rulebook without the Champs stuff for ease of use. I have a copy at work for just such an emergency...never know when you might want to build something... Man I'm a Hero geek...

    :D

  3. Hi M@ss,

     

    One quick comment...not sure if folks mentioned this...if the end battery is SO huge it will be VERY difficult to dispel. Seems like the limitation might not be THAT severe. See what I mean? If it will never come into play it does not seem too limiting...my $0.02...

  4. Hi Derek,

     

    Couple things come to mind...

     

    Comment #1 - I'm not sure it makes sense when the character is NOT tired. I'm a big burly mage with a 20 CON so I can cast spells easier? Not intuitive.

     

    I can see applying subtractions to the roll based on END but basing the entire roll on END does not make sense to me.

     

    Would you use END to determine the amount of running spells or would that be INT still? It would have to be INT right?

     

    Comment #2 - Most FH mages add to the Magic roll. If the END goes to 0 their roll still might be higher than a 9-. Would that make sense?

     

    Comment #3 - If you want the casting of spells to get harder when END gets low I would consider applying a simple rule like if END drops below 0 they take -1 Magic roll for every 5 end below OR -1 Magic roll every 10 END they spend? Seems like a lot of work...dunno...

     

    In my FH games I use 1 END per 5 active points not 1 END per 10 active points. This makes mages worry about END and makes them strongly consider Reduced Endurance advantages. With a simple active cost limit it keeps things sane without much "confusion". ;-) Granted this does not change the roll...

     

    Enjoy!

  5. I think Tech or Supreme touched on this comment but I'm not sure if they hit it exactly...

     

    I would also make sure the player understands the difference between super smart and super knowledgeable. There is a difference in game terms (i.e. high INT vs KS/SS/Skills) and in solving mysteries and such. Sherlock might have a KS:Poisons roll on a 15- but if your player does not have this they will not be poison experts.

     

    Hopefully you get the point.

     

    What to do about it?

     

    If you mention this to the PC plus frankly talk with him about your problem hopefully he will understand. I would suggest having the PC spend lots of point on KS/SS/Languages etc plus consider a gadget pool or something so that at least they can show up in combats.

     

    "Balance is important in all things."

    - Splinter from the Teenage Mutant Ninja Turtles

  6. Hi Geryon,

     

    Let's see...before FREd I used 200 (100+100) for Champs (very low) and 125 (75+50) for FH (also low). My new Champs campaign with FREd is 350 (200+150). If I was gonna run FH again I would use (75+75).

     

    In a lot of ways I think FH is much harder to control than Champs. With Champs simply sticking to the settings mentioned in the book works great for me. For FH you need to be careful as the magic can make things really unbalanced. Since I like low power for FH I used a set of limitations that must be taken AND set active limits and such. I also have some pretty harsh rules for FH like 1 END/5 Active points and double the cost for defensive powers. I do these to make mages a bit retrained. The defense change is to prevent every mage from having 10 PD ED Mental force fields. ;) I also force a min amount of points in spells as I want mages to be mages and fighters to be fighters. I had a big problem with mystically enhanced fighters for a while. :)

     

    I would suggest trying Champs first. Get a feel then work on FH. When you think you are ready for FH post the magic system and let folks comment. You might get some good advice. The only other FH comment is this...don't let D&D bias you. For example, I love the fact that simply END restrains the amount of times you can cast spells. That's neat. Very UN-D&D... ;)

     

    Enjoy! :D

  7. Boy...I've done a lot of fun stuff with Hero. I'll only mention campaigns I have run. ;)

     

    + Champions - From 200 to 500 points. I've run campaigns where superheroes are brand new and get their powers from one source and I've run the more standard stuff. I've probably run at least 4 or 5 different Champions campaigns over the years.

     

    + The Network - Sort of a secret band of folks who want to see the world improved. Based on Danger International and a game played by the old guard Hero folks and Doug G.

     

    + Fantasy Hero In Harn - I've run 3 or 4 extended campaigns in Harn in different areas (knights, frozen wastelands with vikings, etc...). I've even run games where the PC play familiars of a powerful mage who gets kidnapped...THEN they get to play the archmages who they save. :)

     

    + Von Braun Covenant - A sort of X-Files meets V. One of my favorites.

     

    + Alien Legion - Military star hero with aliens all over the place. Tons of fun.

     

    + The Canon Club - A group of mystery solvers. Great fun.

     

    + Time Travel DI (Danger International) - My most requested con game. Characters appear at a place in time where something is wrong that must be righted. Sort of Time Bandits and Sliders. The PC currently include folks like an NFL football player, a Victorian actress, a 6th century Chinese monk, and a 1920's australian tracker.

     

    That's what I can remember right now... GO HERO!

  8. 1) How often does magic appear in your Champions game?

    [John] One of my PC is a Chinese mystic/martial artist so magic does appear in my game on a fairly regular basis. In fact right now the players are dealing with a nefarious DEMON plot.

     

    2) Is there a structure to it, or is it just like any other sfx?

    [John] Humm...I guess it is just like any other sfx for the most part. Magic powers frequently have RSR but that is not always the case.

  9. This review is REALLY complimentary. The last paragraph defines Champions as the genre book for heroes...PERIOD! :) I would put the last paragraph here but it might get me in trouble. ;)

     

    If any of you gents don't susbscribe to Pyramid give it a try! I find useful stuff every so often...

  10. Hi Klytus,

     

    My only comment is to base your decision on how common mutants AND mutant dampeners are in your game. For example if EVERY Hero in the world gets their superpowers from mutations then the decision on how you want to handle it should reflect it. Another thing to consider is how easy it will be to get a dampener. Could a electronics expert go to his local electronics cludge shop and build one?

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