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About rravenwood

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  1. Just for the purpose of setting the historical record straight - absolutely no disrespect intended! - the negative BODY rule has been around since 1st edition (p.34, "Effects of Damage"): "A character whose Body Pip total has been reduced to 0 or below will die. Death is not immediate, and the character may survive if he can get medical aid. Every turn at the post segment 12 Recovery, all characters with 0 or negative BODY totals lose and additional BODY. If a character has ever lost twice his total BODY then he is considered dead." The paragraph that follows gives an example explaining that a 10 BODY character will be dead upon reaching -10 BODY. Was "dead at 0 BODY" a house rule, maybe?
  2. Hi Duke, I very well may have owned this once, but that was long ago and my memory just isn't THAT good. Having said that, take a look at https://www.rpggeek.com/rpgitem/67115/gamemasters-screen-champions-2nd-edition - it has a picture of the "cover" of the screen showing the same "2nd Edition" splash and the "HER005" stock number. It also references that it was made up of two 2-panel sections. I also have a couple other info sources: one is an old web page from the Wayback Machine (https://web.archive.org/web/20120413095739/http://www.sysabend.org/champions/HERO_System_Products_List.html) where if you scroll down a ways to the section for the original Hero Games stuff, it lists both 1st & 2nd edition versions of the GM screen as stock # 005. The entry for the 2nd edition screen does mention "Revised Edition" rather than "2nd Edition" which both yours and the image at the link above show, but that may very well be a mistake. The other info source isn't something I can give a link for, but there's a capsule review of the product in issue #51 of Space Gamer magazine (written by Aaron Allston) that mentions that the screen is 'two 17" x 11" screens folded in half'. (For the curious, Aaron's conclusion of this 4-paragraph review is "GMs who really want a good-looking cardstock screen should pick this up; misers (like me) will improvise.") That certainly doesn't address any of your observations about the print job, but it DOES seem like the form factor and details are right, at least. If it is a knockoff, then it at least seems to be a well-made one...?
  3. Tying these two thoughts together, what about a laminated card divided into halves by a line down the middle, with one half labeled "OCV" and the other half "DCV", and then each player could write down their current modifiers in the appropriate section? When they reach their next phase and their modifiers change, they can erase and rewrite. Eventually the players would (hopefully) get better at keeping this information in their heads and no longer need the card, but it might help out in the beginning. That said, I have to ask: what sort of laminated playing aids have you put into use? (Inquiring minds want to know )
  4. Only speaking for myself, of course, but the relative lack of response may mostly just be due the volume of what you're posting - I just hadn't had the time to give it even a portion of the attention it deserved until yesterday. As far as constructive criticism goes, well - honestly nothing has jumped out at me that screams for attention. Certainly - if it were to be submitted for publication - it would need some formatting/layout work and the correction of a few minor typos here and there, but in terms of actual content and/or story structure I would really need to read through it all against a second or even third time before I felt like I might be able to offer valid editorial feedback. It's a hell of a lot better than I could do, that's for sure! 🙂
  5. Just a quick thought re: combat maneuvers. There's certainly no reason why you couldn't prune down the list of maneuvers that you introduce your players to. You could just limit it to the standard list and exclude the optional maneuvers, or you could be even more selective and remove standard maneuvers that strike you (no pun intended) as having a lower probability of being needed for your first few sessions (for a random example: Shove). This will allow you to focus on a shorter list to study up on ahead of the first game. Of course, it would be good to make sure that your players know in advance that other maneuvers will be introduced later on, once everyone gets up to speed with the basics. One other idea is that - if you have the time to do so - you can try to make yourself a bullet-point summation of the essential rules that govern each maneuver, to make it easier to refer back to quickly in the middle of a game as opposed to skimming through the full text and hoping you don't miss a key phrase in the heat of the moment.
  6. Although Chris has already provided the answer here, I wanted to share further evidence that this was an old-school literal cut-and-paste layout error: if you look on page 76, the last three lines of text at the bottom of the second column (under "General Movement") are the missing fragment of text ("tions; individual circumstances can modify the chance to perform a Skill tremendously. Providing modifiers will act as an incentive for the players to be"). The actual General Movement text continues from where it left off on page 77 (so the uninterrupted text should read, "All movement costs END at the rate of 1 END per 5 inches of base movement distance used. Noncombat movement at multiple distances increases the END cost of a movement action; [...]").
  7. The 1981 book with the wraparound color cover (Gargoyle, Flare on the back) is definitely 1st edition, and the 1982 Revised book with the grayscale cover (and speed chart on the back) is 2nd edition. My .zip files from the BoH identify them correctly, but maybe something was corrected early on? <insert wild speculation here> ?
  8. Just to toss in my nickel: Collecting all the known typos together into an errata file which is then made available in conjunction with the final PDF would be entirely acceptable. Sure, it would be nice in theory for the scans to be revised to eliminate them, but for reasons of resulting workload as well as historical "this is how it was published" authenticity, an errata file would probably be best. (IMO, etc.)
  9. The original (pre-4th ed) Fantasy Hero cover was by Brian K. Hamilton. 4th-ed FH (and both Companion books) were by Larry Elmore. Fantasy Hero Complete was by Sam Flegal. Couldn't say for the others between 4th ed. and FHC.
  10. I feel your pain! My original office was right next to the employee break room, and the ventilation system was apparently configured in such a way as to pipe the break room odors right over to me. Fish soup was pretty common fare. I don't want to yuck someone else's yum, but unfortunately that smell just doesn't work for me... I'm in a different office now, and while I no longer have to deal with that, we get janitorial service right in the middle of the day so we get treated to the strong smells of restroom cleaning chemicals right around lunch time. I think this just veered over to the territory of the "unpleasant day" thread - sorry!
  11. Isn't that just everyday life with kids? ?
  12. Aw, shucks. 't weren't nuthin'...
  13. The 8 Active Points are the difference between the power as purchased with x3 END (50 / 3 = 17 points) and without it (50 / 2 = 25 points). A "Naked Limitation" if you will...
  14. Package Deals with Package Bonuses go all the way back to Espionage! (2E era) and were present at least all the way up through Hero System's 4th edition.
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