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slaughterj

HERO Member
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Everything posted by slaughterj

  1. Re: Do characteristics break the Hero way of doing things? As long as the stats are so cheap in a system, which in effect promotes excessive purchase of them and therefore stat inflation, they will be purchased up beyond expected levels. Further, because you have to have some reasonable chance of success, one can't have a DEX of 5 in a supers world where everyone has a DEX of 18, because you will never hit, and that doesn't work in a gaming environment.
  2. Re: What should be DROPPED from HERO? I'm with you on this. I think that looking to Mutants & Masterminds would be useful as well - obviously they drew from Hero, so why not return the favor
  3. Re: What should be DROPPED from HERO? Naw. Summon is Move Others.
  4. Re: What should be DROPPED from HERO? Yes, this discussion has been around for a long time, but I think it may be worth serious consideration. One large concern I have with the way the Hero system works (that maybe the 5 Powers thing would help with) is the problems that occasionally arise with the interaction between AP (Active Points), RC, END, Multipowers, etc. For example, I could buy Flash 3D6 (30 AP), No Range (-1/2) (20 RC) which costs me 3 END to use, compared to 2 END for a base 20 point power (also, you get the shaft when trying to wedge it into a Multipower). But I have the flexibility to buy Killing Attack either Ranged or Hand, don't have to apply a limitation, thus not having to "overpay" END for the power. Another example (to show the math, not the logic of the particular example within the system) would be to buy Force Field with Reduced END (+1/2) and Non-Resistant (-1/2) to simulate Blue Skin Man's ability to create layers of blue defensive skin, which would cost the same as PD/ED, but due to the advantage/limitation setup, would not be as good as just buying PD/ED if it was being put in a Multipower. There are a myriad of examples, including better ones, so please don't bother addressing the specific examples, but rather the concept in general. And yes, I know if you switch END to being RC based, it also creates a problem, because over things like spells that get over-saddled with limitations and have a very low RC. I didn't say I had a solution
  5. Re: What should be DROPPED from HERO? I'd prefer something that started at a more basic level, e.g.: 1pt of PD or ED (not sure if I like those distinctions anymore either, but that's another topic) for 1pt - this way it is no different than buying PD/ED, and thus not another level of complexity - Uses no END - Provides no damage resistance (which may be impacted by how killing attack, energy blast, hand attack, etc. would work once combined into a "Damage" power) - From there, apply lims for Costs END (-1/2) (i.e., non-resistant Force Field), or advantages (i.e., with the Costs END, add Resistant (+1/2), to get Force Field; or just add Resistant (+1/2) to get Armor)
  6. Re: What should be DROPPED from HERO? I think a lot of powers, e.g., killing attack & energy blast, armor, force field, & damage resistance, etc. should be combined and make into a much leaner system. Then examples can be provided for making a gun, brass knuckles, fire blast, carapace, etc. Similarly, to the extent that the system feels the need to rely on Transform for so much, it should have many examples on how to do things, like Create Object, etc., that it is used for as a fall-back. These examples should be in the main book. Basically it should be clearer how to make characters like Green Lantern and Molecule Man.
  7. Re: Metric HERO- simplifying measurement in the HERO system
  8. Re: Metric HERO- simplifying measurement in the HERO system Why not just change all references to 1" in the rule book to 2 meters, and leave everything else alone?
  9. Re: Haven't been here in a while... Thanks for the info, you are a veritable treasure trove of information
  10. Re: Haven't been here in a while... Odd, as I was here for over a year after that time, but don't remember the new style. Doesn't much matter though, does it
  11. Re: Haven't been here in a while... Oh, and was there some sort of forum reset? I notice that the oldest anyone is listed as registered (including myself) is 02/03...
  12. Re: Haven't been here in a while... I quickly noticed the 5ER release, interesting, how much is it different from 5E? Any good thread on this? How does 5ER and Sidekick line up, is Sidekick fully compliant?
  13. According to my "last visited," I haven't been here since 3/23/04, soooo....what have I missed? Any particularly good releases since then? Anything good coming up? BTW, I've been messing with Mutants & Masterminds and Conan while gone. Yes, they are "d20", but I think they are the cream of the crop in that area, plus Conan is great material!
  14. Thanks, yep, that's a good write-up for Conan, but I'm looking for a good Conan spell system write-up
  15. Hmmm, I'm here at my desk and no files yet...
  16. FH is my baseline preference for fantasy gaming, and has been since the late 80s, but I find it hard to spend the time making spell systems. Since Conan will be so easy for you, I expect to see your first draft on my desk in the morning
  17. The new Conan RPG is great! Lots of good material. Rather than go through the arduous process of creating a spell system under Hero, I think I'm going to run it as is - at least it's a better version of d20.
  18. These books are available on ebay still shrinkwrapped for very reasonable rates - they are up there all the time.
  19. Good stuff Storn! I've been anxiously anticipating this rpg material, long had my Conan pre-ordered on frpgames, looking forward to the other books too. The #0 Conan was cool, looking forward to more of that as well.
  20. What are some good, common fumble results to use? Offhand, I can think of: 1. hitting a friend (if adjacent/possible) 2. dropping a weapon 3. breaking a weapon 4. miscasting a spell Others?
  21. Ah, very nice! Then I can use the character's OCV levels to lower that, representing a highly skilled character being less likely to hit their friend as well.
  22. Interesting stuff. I've seen people post before about benefits for rolling a 3 (e.g., max damage, etc.), or for rolling under 1/2 what you needed to roll. I agree with not giving bonuses for rolling a 3 if only a 3 would have succeeded! I basically let a 3 be an auto-hit (if it were possible to hit), no particular bonuses associated with it. As for 18s, I tend to "wing it" with effects, e.g., possibly swing to hit your neighbor, possibly break your weapon, possibly drop your weapon (happened to one character in the sewers, dropped into the deep rank depths, had no choice but to dive after it ). I've always had an issue with "hitting your neighbor", specifically what mechanic to use. It didn't make sense to use the character's OCV, because just because he hits his opponents better doesn't mean he should hit others better on accident. I like some of the ideas I've seen here, and think I'll go with the following: 0 OCV attack against neighbor's DCV/2 (halved based on being "surprised") - I like using the neighbor's DCV rather than one person's suggested 11-, because the target should have some bearing on it. I'm not sure about whether to incorporate the fumbler's OCV levels like the person with the 11- suggested, might do that as well.
  23. I remember the discussion, though I think I came out on the side opposite of Steve Long Regardless, Tesuji was involved with the discussion as well, so some searching involving usernames may help.
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