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JohnTaber

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Posts posted by JohnTaber

  1. Re: Hero Podcast: What Would You Like To Hear?

     

    I listen to many podcasts and a LOT of them are RPG related. For me they really replace gaming magazines, like DH or Dragon, and help foster a sense of community.

     

    I have a couple of comments...

     

    + I personally think play sessions are NOT fun to listen to...I know there are folks that love them but they are absolutely not for me.

     

    + I think the podcast should cover important topics, news, etc then end. I would much rather see a short podcast with useful content then one that drags. Personally I think an hour would be the absolute longest you would want to go unless a topic or interview ran over for some reason. I would also suggest going with shorter very focused podcasts to get started.

     

    + I would vote for most of the topics already mentioned. I'll mention some so I can comment. :)

     

    + Interviews with authors would be great. It would be neat to learn motivations behind certain characters or stories, details on certain rules aspects that they feel are important, etc. Especially interviews with 3rd party authors too. Ken Hite on Ragnarok, the folks who do the FH stuff, etc.

     

    + Information about new products as they are being released by Steve and/or Darren would be cool. Nitty gritty stuff like page counts, cost, rule changes, etc as well as "here is a section I liked", "here is why this section is present", etc.

     

    + General Hero news of course...things like ETA on 6th ed shipments...and ETA on 6th ed shipments...and...enough... :P

     

    + I would also commit to at least 4 or 5 eps. Mainly this is because hosting podcasts is really an art form. If you listen to early eps from other podcasters it often takes quite a while for them to figure out what works and get going.

     

    + How Do I Build X would also be a fun topic. That holds particular interest to me as I started a column like the in AC and I think it is one of the things that makes Hero cool. You could also extend this to How Do I Build Magic System X as well. ;)

     

    + I would also like to see a short run of topics on 6th ed changes. Why the change? The motivations, etc. Many of them are great but I would like to hear more about it.

     

    + Once you get rolling you could consider wider discussion topics on game theory, tips and tricks, or potentially other product from other companies that look cool. Darren hosts a great seminar at DunDraCon every year called What's Cool In Gaming that would work neat as a podcast segment.

     

    + Definitely set it up as an RSS feed through iTunes. I know Dan does not like RSS feeds but for podcasts it is really a must.

     

    Anyway...just some thoughts... :D

     

    PS I'm working on an article about RPG podcasts for my blog...I'll post when I finish...

  2. Re: Hero/Fate/Karma points for Hero System

     

    In my Fantasy Hero campaign I use this system and it works great...simple...

     

    1.1.1 Karma

     

    We will be using a heavily modified version of one of the Luck options listed in FREd. It is important that players understand how this mechanic works.

     

    At the beginning of a session the player rolls his Karma dice. The total rolled (i.e. “Karma Points”) is the amount of modification that the player can take during the session to one of the following roll types:

    · Hit rolls by the player

    · Skill rolls by the player

    · Spell casting rolls by the player

     

    Here is a brief example. Snowbitten has two dice of Karma. She rolls a 6 and a 1. Thus she has 7 Karma Points for the adventure. During the session Snowbitten attempts to make a critical Acrobatics roll to jump a ravine. She needs a modified 8 or less roll. TOUGH! She rolls a 12. Snowbitten decides to use some Karma and modifies this roll to an 8. This cost 4 Karma Points.

     

    The effects of Karma can be applied to hit rolls to push them from normal strikes to critical hits. This is a great way for a PC to make a strong impression or to really land a deadly strike on that big baddie.

     

    As mentioned above, Karma Points can also be awarded as experience. In many ways this mechanic will seem similar to Fate Points in Fudge.

  3. Re: Top 5 Favorite 5E Supplements

     

    Boy...this was hard...

     

    • Fantasy Hero- This book is really fantastic even for non-Hero gamers.
    • Champions Anniversary Hardback Version - I love the intros by my favorite Hero folks and Ken Hite (Honorary Hero-ite).
    • Ultimate Skill
    • Scourges Of The Galaxy - I love the way quotes are done in this book and the stories from Jason are killer.
    • Beastiary - This is my most used Hero book not counting the main rulebook. Have to mention it for that reason alone.

    GAME ON! :D

  4. Re: How to handle healing

     

    I use healing per wound with only one roll per wound. I do not allow the healer to max out the healing dice by taking time as mentioned in the rules.

     

    We'll see how it works out long term...this rule has worked fine for me in the past.

  5. Hi Steve: I can't find this in the book or FAQ so I wanted to confirm.

     

    A character buys Hand-To-Hand Attack with Armor Piercing. Let's say it is 6d6 for the sake of this question. They have a 30 Str.

     

    My instinct is that the normal Str does not at all to the attack OR should it add at +1/2 restriction. In other words...which is right?

     

    + Option #1 - It is 6d6 AP. You don't get any Str add as it is not bought with AP.

     

    + Option #2 - It is 6d6 + 4d6 for Str = 10d6 AP. You get to add your Str with the AP factored in.

     

    Thanks.

  6. Re: Regenerating Touch

     

    31 Regenerating Touch v3: Healing BODY (Simplified Healing) 2d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (Only for purposes of activating power when touched. Does not allow power to continue working after contact is broken.; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (85 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Always On (-1/2) - END=0

     

    This one looks like the keeper to me. Thanks for the help gang! Boy is Healing vs Aid messed up...[closes his eyes and prays for version 6 help]...

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