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rravenwood

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Everything posted by rravenwood

  1. Rush was a huge part of my musical life starting from when I first heard them as a young teenager... This is just devastating news. RIP Neil. "The measure of a life is a measure of love and respect"
  2. A lot of good suggestions in this thread - to me, it comes down to the question of: In your game, since elves don't need a skill roll for regular spells, should they require a Skill in order to perform cantrips? If your answer is no, then just consider it a kind of custom Talent or Perk with a cost that seems appropriate to the level of actual utility you anticipate allowing it to have (3 pts, 5 pts, etc.). If your answer is yes, elven cantrips should require a Skill, then just go with Power Skill - Chris Goodwin in particular pointed out some other possible applications of it beyond "power stunt" cantrips.
  3. I'm pretty sure Piercing was first introduced back in Champions III in the 2e/3e days. I don't believe it made the cut into the core 4e rules.
  4. I think Gnome has brought up a point that hasn't been emphasized enough in this particular discussion (not saying it hasn't previously been brought up, I'm just not going back through all the older posts to find examples to quote...): As always, GMs have to consider whether or not any particular character build fits within the guidelines/parameters of their campaign, which in this case includes spotting builds that could make abusive use of Combined Attacks. I'm not arguing for or against caps in this thread, but just for the sake of example, if I have a 60 AP cap on attacks for beginning characters in my game, I would need to carefully review a character capable of using both a 12d6 Blast and a 5d6 Flash as a Combined Attack - to even consider allowing it, there would have to be some kind of mitigating Limitation(s) that would disincent casual usage of such a Combined Attack (for a couple random examples, the Flash could have 1 charge/day, or x5 END, etc.). Secondly, the Multiple Attack section of the rules (which contains the separate Combined Attack rules - I agree that this placement was unfortunate) is flagged with a big yellow warning symbol, which I suppose lends even greater weight to any particular GM's decision not to use some or all of the rules within that section. As I mentioned in my previous post, the Combined Attack rules was a bit of a shock when coming to 6E from the older editions, where we had to take approaches such as Reduced Penetration to represent two tiger claws simultaneously raking a victim (or Speed limited to certain attack actions only [if the absolute simultaneity of the attacks wasn't necessary], or even just a bigger attack than would seem to be called for - with an SFX such as "claw-claw-bite" justifying the quantity of dice purchased), so I can certainly see that might be too great a bridge to cross for some - and absolutely no disparagement intended in that statement! Everyone has their own preferences, is all. Can we all sing "Kumbaya" now?
  5. Reading the 6th edition rules with prior experience only from 2nd through 4th editions, the Multiple Attack rules were one of the major bogglement moments for me too. The key distinction between "Combined Attacks" and "Multiple Attacks" - as far as I understand it, which might be mistaken - is that a Combined Attack requires the following: Character has multiple powers which are not otherwise precluded from being used simultaneously (e.g., Linked limitation, separate slots in a Multipower where the reserve isn't large enough to "fire" them at the same time, a single power requires multiple hands [so two guns/swords/whatever couldn't be used together], etc.) Combined attack is made once in the attacker's phase against a single target The Two Weapon Fighting skill applies to Multiple Attacks, eliminating the first -2 OCV penalty, not Combined Attacks. So for the book example of the robot with a blaster in one hand and a laser in the other, Two Weapon Fighting is inapplicable if the robot makes a Combined Attack with both weapons against a single target. If the robot decides to attack multiple surrounding foes (to choose just one possible example), then it becomes subject to the Multiple Attack modifiers and could then benefit from having Two Weapon Fighting (assuming, for the sake of this example, the GM ruled that it was applicable [1]). Two Weapon Fighting allows a character to be more successful at Multiple Attacks, and so is useful when doing things (as I believe Chris Goodwin mentioned above) like old-edition Sweep and Double-Fire maneuvers. Again, AFAIK it has no bearing on or use with Combined Attacks. To me, this is specifically referring to the modifiers/requirements for performing Multiple Attacks. It doesn't preclude characters being penalized with an off-hand penalty, for example, if the game is using that rule. In such a game, if a character with a sword in one hand and a dagger in the other attacks a single opponent with both, the single Combined Attack attack roll would (in my opinion) suffer from any off-hand penalty incurred by the weapon wielded in the attacker's off hand. In this specific case, the increased chance of missing with both sword & dagger (the Combined Attack) would have to be weighed by the attacker against the potential benefit of both attacks being inflicted upon the target in a single attack action. As far as characters with Ambidexterity, either that resolves any perceived "problem" with dual-wielding characters making constant Combined Attacks (because they've paid points to offset the off-hand penalty, and should therefore be able to enjoy some benefit from that), or the GM can - if they really want to discourage it - set a campaign rule that characters still need something like Two Weapon Fighting in order to make a dual-wielding Combined Attack. [1] Two Weapon Fighting does state that "Unless the GM permits it, characters cannot use Two-Weapon Fighting with unarmed HTH Combat attacks, innate powers like Blast, and so on. As the Skill’s name indicates, it’s generally intended for use with weapons, not personal powers or abilities." (6e1 93) - weapons built into its hands could be seen as "personal powers" for such a robot.
  6. 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?
  7. 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...?
  8. 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 )
  9. 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! 🙂
  10. 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.
  11. 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; [...]").
  12. 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> ?
  13. 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.)
  14. 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.
  15. The biggest difference between the 1st and 2nd edition covers is that the rear cover of 1st edition is a continuation of the scene on the front, with Gargoyle, Flare, and armor-suit-guy (sorry, don't know his name...), whereas the rear cover of 2nd edition has the Speed Chart and the Combat Modifier table. Of course, 1st edition was in color, while many 2nd edition covers were gray scale - although I believe that some color versions of 2nd were also printed. A more subtle tell-tale is that, since the 1st edition rear cover art was removed with 2nd edition, the fingers of armor-suit-guy which can be seen wrapping around from the left side of the 1st edition front cover are missing on the 2nd edition cover. There are also (that I've seen) two different 1st edition cover versions. What I presume is the older, original version lacks the authors' names, and in the lower right corner simply shows "A HERO GAME" instead of the "HERO GAMES" logo with the Mark Williams, uh... Hero Games Dude between those two words (which is the same company logo found on the later 1st edition as well as the 2nd edition covers). Of the two copies I have of 1st edition, one has no character sheets, and the other has only 4 out of the original 8... so if anyone scans 300-dpi versions of the original 8 character silhouettes, I'd join my voice to the choir of welcoming, appreciative cries ;-)
  16. Interesting! I'm certainly not challenging your personal experience, but just out of curiosity and wanting to make sure I'm understanding correctly, are you saying that the original Heroes didn't follow the RAW 1d6-1 stun multiplier?
  17. Great, thank you for clearing that up! (I had heard some suggestions that the rulebook in the box set may have been saddle-stitched...)
  18. Thanks for sharing those - it's pretty neat to see such a relatively rare edition. If you wouldn't mind, I have two questions about the actual Danger International book within the box: Is it perfect-bound or saddle-stitched? What printing number and date are shown on the title page? Thanks in advance ?
  19. A quick check shows that 1st edition is mum on whether the minimum STUN multiplier is 0 or 1, while 2nd ed. specifies that the minimum is 1.
  20. Good to know, GM Joe! According to http://towerofzenopus.blogspot.com/2012/08/old-school-champions-1st-edition-2nd.html, a similar situation exists for Adventure 1: The Island of Dr. Destroyer. There also seem to have been multiple versions of 1e Champions itself (see this older thread that I started: http://www.herogames.com/forums/topic/88322-different-printings-of-champions-1st-edition/).
  21. Version 2017-05-25

    76 downloads

    A compilation of errata for the 4th edition Hero System Rules, applicable to all versions: original Champions hardcover Champions softcover Hero System Rulesbook softcover Champions Deluxe hardcover
  22. I don't own one and I've never personally seen one myself, but the PDF at this link is a scan of a 1985 Hero Games holiday mailer, and it references a limited box set of Danger International which included the regular softcover book, the older Border Crossing adventure, the classic double-sided Hero Games street map with hex grids (the same one from the Champions box sets), a poster, three dice, and a free sample copy of Adventurers Club magazine. It doesn't seem like this "Deluxe" set of DI was ever made available through normal retail channels. Note that the order form on the next to last page of the PDF is identical to the one found in the DI book itself, except it has been further marked up to reflect what is being offered in the mailer.
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