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Katherine

HERO Member
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Everything posted by Katherine

  1. Re: [Newbie] My first character A Battlesuit is ususally an OIF or Only in Hero ID limitation on the powers. I'm not sure about your campaign but you might want to get her some armor or defense with her suit. Are you familiar with power frameworks? You could possibly put the attacks in a multipower. In many campaigns 4d6 Damage isn't going to hurt many people very much. It doesn't have to be Selective unless the attack is Area of Effect. I would reccomend disadvantages. They help round out the characters and give you more points which will help you complete your concept. You might want to post this character on Champions forum for more tips. and welcome to the game!
  2. Re: Can I get a list please? No more flames from me. Nope. *eye twitches* No more. *Hand spasms* I'm fine. Really. *grinds teeth*
  3. Re: Herogames: The Sportscar Product Off topic:Sorry about the freak out. Bad day at work But that was a little rude, atlascott. I'm not attacking your idea.
  4. Re: Can I get a list please? Yeah, just a bit of frustration boiling over combined with a too quick finger on the "Submit Post" Button. Its been a bad day at work.
  5. Would anyone with long term experience on these boards give me a list of the Hot Topics that just turn sour? I want to avoid wandering stupidly into mindfeilds in the future.
  6. Re: Is Punisher the problem? Lets say Law rockets are 3d6 RKA armor peircing. You say he get get his hands on 3 on short notice. Power Armor Boy might have paid his points for the exact same weapon in a starting level game. 3d6 Armor Peircing RKA, 3 charges, OIF instead of OAF. Then when you get into those neat blaster organizations like Viper seem to hand out like Santa Claus to their green suited thugs.... I I think it depends on your group, over all. Some people would mind, other's wouldn't. Some would abuse it others would stick to "genre" regardless.
  7. Re: Herogames: The Sportscar Product That was uncalled for cheap shot. So I was "putting words in people's mouths"?
  8. Re: Herogames: The Sportscar Product Gee. I get the impression you don't like genre books. I do. I'm glad you know everything there is to know about creating Horror/Pulp/Victorian/etc stories in rpgs and how to so with Hero rules. You don't need them. Can the rest of poor idiots have our book, please? God Forbid someone like and find useful something you don't.
  9. Re: Is Punisher the problem? I could see a problem with Army Navy Man who carries around A brace of Stinger Missiles and LAW rockets with him (With his 40 strength), but I've admittedly never tried it.
  10. Re: Herogames: The Sportscar Product Meh, that's nothing. Try making a sportcar with a PITCHFORK!
  11. Re: Herogames: The Sportscar Product OK, before we start getting out the torches and pitchforks, let me say I'm sorry if my comment offended anyone. I got the impression that Toolkit wasn't well liked. Apparently, I was wrong. Secondly, I'm not against the idea of gateway product. I think we're just quibbling over implementation.
  12. Re: Hitting things with Thrown Things I just give its +1 or 2d6 more damage and let it go, unless your hitting someone with a solid block Notpossiblium the hardest substance known in gaming. It doesn't seem to really unbalance things since technically, anyone can do it, bricks can just do it with cars. It you do more damage than Def and Body, the object shatters and you have to get a new weapon. If the Hero is anyway concerned about collateral damage this becomes a problem. Blaster can do tricks as well. It just seems to make a certain degree of sense. If I pick up a heavy rock and clock someone in the head with it, its going to be more damaging than my bare fist. At least likely make the damage killing instead of normal. YMMV, of course.
  13. Re: Herogames: The Sportscar Product The thing is, I've heard many people complain about some products, lets take White Wolf in that they drip with "Oh you can change, but you'd be stupid too." and "This is the way it HAS to be." I don't get what you mean when say commments like "You can do this another way" spoil the "immersion" experience or "Wow!" factor. If a setting blows my socks off, its blows my socks my off regardless of whether they say you can change things or not. I thought Terran Empire was pretty cool for what it was, but Space Opera isn't really my thing. I don't get people who are scared off by options. Thats the problem. There's different people that want different things out of games. You can't just say one thing is going to please us all. We're a finicky contrary lot on the whole. And we ALL think our particular style/preference is the best one and the most popular. I don't like to think that an idea like this, which is good for the line as a whole has to be zero sum game though. But OTOH, its been side you can't please all of them people all of the time. And I don't feel the genre books are done. I'm very excited about Horror Hero and Pulp Hero. But that's probably not what you meant.
  14. Re: Herogames: The Sportscar Product Yeah, that's along the lines of what I was thinking.
  15. Re: Herogames: The Sportscar Product I can see the advantage of slipping some of the flexibility in threw the back door. Some gamers, maybe the majority are kind of mentally lazy in that respect. It worked for White Wolf and their mechanics aren't nearly as solid as Hero System (IMO). But I think this product shouldn't sweep it completely under the rug if possible. Give hints and peeks behind the curtain. Make the audience curious enough to maybe pick up Sidekick and see what they can do. Maybe the genre and resource guides as well. Don't make the required. That's annoying, but make them interesting. Let the reader know this is more than another point allocation system that used d6s and there's a coherent system behind this great set of mechanics. The numbers aren't arbitrary. If I had brought Champions when I first came into the system and been presented with Champions Universe and a list of premade powers taken the USPD I don't think I would have gotten as much into the system as I have. But of course, that's the problem with these types of discussions. We tend to get tied up in our own perspectives and opinions as reflecting the gamer market as a whole.
  16. Re: Herogames: The Sportscar Product Maybe Steve Long could assasinate Kevin Seimbeda and DOJ could do Rifts RIGHT. That would be cool. My suggestions were based on the idea of trying to hook more "long term" Hero players. Get people interested in finding out more about the System and how it works, proving that its not the horrible Monster its been played up to be the Haters. Putting the mechanics and creation process totally into the background might defeat that purpose. If all gamers just buy the book for the setting (lets assume its awesome) and never buy another DOJ book again its only a temporary fix unless DOJ keeps producing more material for that setting or more aweseome, but system limited settings. IMO, its need to be hook, to get their creative muscles going with a nudge in the "right" direction (For our purposes).
  17. Re: Herogames: The Sportscar Product Hm. I see where you are coming from but I can't say I totally agree. As I said earlier, I came to Hero because it had LESS limits than other systems. There were fewer constraints and we could make the characters we wished to make and add to the setting. I mean, if I wanted just another pulp game with a decent system, there's d20 Adventure already (or Storyteller Adventure if you can find a copy). I think this is a market for open possibilities and games that say "You can do it this way, but there's options!" It what drew us to Hero System so there's at least five gamers out there that feel that way. You're a story focused kind of guy, so its only natural you're going to want to that aspect but for wide as possible market appeal that product that's going to be Flagship should appeal to various types. If there such a "flagship" game produced I'd like to see it at least somehwat opened "Here how you build new stuff (within this world) not just equipment lists and menus of preset, inalterable abilites. That's not Hero's strong point, IMO.
  18. Re: Herogames: The Sportscar Product BTW: If I had to vote for a setting for the new flagship, I’d go for Pulp. It seems to be fairly popular among gamers right now, it has ALLOT of room for different “stuff†(Magic, powers, tech, etc) and highlights cinematic action (A Hero strong point) it also dovetails nicely into several other genres (Super, Horror and Sci fi). My group might not go for it (they'd more for an Iron Age supers setting) but we have to think about what will sell best, not just what we'd like to see.
  19. Re: Herogames: The Sportscar Product If a relative newb can toss in her two cents here (I’ve been playing for a few months now). I like Hero/Champions’ generic nature. My group came to Hero from Aberrant when were looking for a Supers game with more flexibility. The Aberrant rules were easy to learn but too hardwired into the setting to really expand. Characters eventually ended up looking the same or you had to just make things up for aliens, magic, etc. I also have to agree with RDU Neil about Champions. It’s a great setting. I like it, but it doesn’t carry the same weight it seems to anymore. There’s also a lot of negative baggage attached to the name in the minds of many gamers in my experience, from online stories about 7 hours battles and character generation that required a scientific calculator. Thus I think any “flagship†product should highlight Hero’s strengths (IMO): flexibility and the breadth to handle a wide variety of things. Make it too narrow focus and people might get caught in the trap of “this is all Hero is good for†or just switch the setting to their system of choice, not branch out to the other facets of Hero. Make a setting that is rich and detailed, but wide. Like Rifts, Eberron and Exalted, something out of the ordinary to show off how much the system can do. Magic, mutants powers, technology with lots of prefab stuff and hints about the other books. Like a couple of simple magic systems, tips on expanding them and a blurb like “For more information, see Fantasy Heroâ€. If possible DOJ should get a fairly well known writer (what they can afford) with some name recognition in the industry, maybe a popular freelancer to write some of the setting “fluffâ€. This product should also have enough stuff to draw in some of the old Hero fans, though I’m not sure what that “stuff†would be, but alienating your core crowd is never a good idea.
  20. Re: Request for plot ideas for an Anarchist villain team. For psychological warfare, attack symbols of authority (Police Stations, Federal buildings, courthouses) prove that the police and other trappings of society can't protect people. Utilities and infrastructures, national monuments. Computer viruses and other destructive vandalism could help. "Robin Hood" crimes like destroying credit card computers, mortgage offices, etc to "free" people from the artifical chains that society has placed on them. Big splashly public crimes with a message since they're trying to install a meme into the global conciousness. They would want to spread uncertainity but not utter terror. They want their message on some level to be appealing so inflicting overt hardships on mass amounts of people should probably a secondary goal.
  21. Re: Nudity and Sex in comics books I feel that if a comic (or a game for that matter) is going for a realistic feel then sexuality will eventually come up, at least in passing. It is a very powerful motivator in humans, influencing much of behavior. I don't mean it should be gratitous though. Sex, erotica/porn is like a spice. Used correctly it adds flavor and zest to the story, used to liberally and its ruins it.
  22. Re: Role play during combat We tend to use minis and props like hex maps for complicated battles. We find it actually adds to the rp (at least in the decriptive sense) because you visualize the enviornment the fight is taking place in much better (being tactical doesn't nessecarily mean being dull). The maps give us an idea about props to use in our actions. There's very little if any Hex counting and mulling over precise tactical moves UNLESS the character is such that that is what they would do. I feel you have to cut the players some slack. Your character might the hardened veteran of dozens of super battle and have a Quantum Battle computer in his noodle, but the player doesn't They might need some time to count a few hexes and think about something the character could do in microseconds In general, we think that since we're using Hero rules, we should incorporate some of them into our fights because one of the things we like about the system is its precision. If Movement, Range, etc, don't matter then it become kind of pointless to buy things like Increased Range, Skill Levels, extra movement (IMO). Its one of the things that turned us off to Silver Age Sentinels and eventually Aberrant. It was just too narrative for our tastes.
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