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Stephen_H-G

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Posts posted by Stephen_H-G

  1. Re: The unofficial: I Have 6th edition thread

     

    I also bought the mega-bundle on Wed. I have only had a chance to skim through them so far. It seems easier to read somehow' date=' whether from having more familiarity or from the additional white space of 6e.[/quote']

     

    I agree and I've been playing since 4th edition. Something about the new layout makes Hero 6e seem almost simple.

  2. This is a bit tangential, but the anime series "Trigun" springs to mind. The character of Vash the Stampede

     

    (very minor spoilers)

     

     

     

     

     

     

    Refuses to kill; at all. He lives in a violent world, but somehow clings to the hope that if he just thinks quickly enough he can save everyone with no killing. Sometimes he fails, but he holds himself to the highest standard he can.

     

    (end minor spoilers)

     

    I don't think a comic superhero should kill when it is the best or quickest option. They should do it when it is the only option.

     

    I do think there are definite places in superhero comics for death; some heroes don't refrain from killing and sometimes people die. Just because your heroes don't kill doesn't mean your little campaign world has to be light, or somehow non-edgy.

     

    I think that players in games tend to be willing to resort to killing because they see failing as the ultimate in loss; no one likes to see the bad guy get away in a game. No one likes to get captured. However, to roleplay characters as they existed in the Silver Age one must do so. It has to be okay to be captured or to fail; they must trust that the GM will give them opportunity to make things aright.

     

    As for the player in question, I believe you need to have a long talk about how you want the feel of the game to happen. If this player does not want to play your way you either have to kick him out or let the game change to allow it. Which choice is right is probably not something any of us can help you with, though.

  3. Just as a disclaimer (and so I don't get in trouble if she reads this), my earlier comments about my wife were a joke. She is a roleplayer herself (in fact, she knows Hero 5th almost as well as I do.) I don't think she'd mind getting an old copy of Champions 3rd for five bucks. She'd think it was a pretty interesting historical document.

     

    So was there material in Champions II and III that did not appear in 2nd or 3rd edition?

  4. Okay, here it is. The clarifying post.

     

    I know Hero 4th and 5th insided and out, including all the options. I don't want to streamline them; I like them the way they are. I want to get a game to use IN ADDITION to 5th that would be more simple from the get-go. I think an older version of Champions just geared towards superheroes may do that.

     

    So, bearing that in mind, is my idea stupid? Keep in mind that I have never seen a copy of "Champions" before 4th edition.

  5. Yes, but that won't simplify Hero. Giving me more options is the opposite. I'm not looking to streamline Hero; to do that I have to do as much work as to use all the options!

     

    Okay, here is a simple question that might give me what I need to know: What is the best edition of Champions prior to 4th edition and why?

  6. Hm. I think I was not very clear in my initial post! ;)

     

    I actually own two copies of Fred, the UMA and the Bestiary. The older copies of Champions were just a thought because I wanted something with less options; I figured that something geared specifically to superheroes might give me that. There is a LOT in Fred that does not apply to supers at all.

     

    It may be a silly thought.

  7. I did not play the Hero System before Fred came out. I had never even heard of Champions.

     

    However, I am curisous about these older versions. What if I was simply interested in playing a nice Silver Agey supers game? Do I need the highl level of detail Fred (and to the same extent) the BBB offer me?

     

    Would it be simpler to get an earlier version of Champions? And if so, which one?

  8. Here is a quick fix for this problem, but possibly a very stupid fix:

     

    Have everyone roll a number of d6s equal to their speed at the beginning of a round.

     

    Count from one; whenever someone gets a number from their d6s they get to go. If they rolled a number more than once they go more than once.

     

    It is weird (and it is stolen from Clinton R. Nixon's game Donjon) and I haven't tried it. But maybe it would work.

  9. Not much has changed. I feel that if you play 4th and are happy with it there won't be enough in 5th to justify a switch unless you just want your players to be able to easily find a copy of the book.

     

    Basically, a few powers have had their costs changed and some rules have been clarified or changed. Not much has changed.

  10. Re: Not singled out!

     

    I wasn't trying to. I explicitly stated that in my first post. I just liked the idea of being able to cast things silently with greater cost to END.

     

    The suggestion to just have multiple versions of the spell, one with increased END and one with Incantations, now seems very reasonable. I say this because I was modelling magic using a VPP with the Limitation "Only able to cast pre-defined spells." Actually getting the spells costs no points; therefore having multiple versions is not a problem.

     

    Now I feel stupid!

     

    Originally posted by Keneton

     

    My #1 Q is why model a good Fantasy magic Sytem like FH against a sytem like D&D? Also are you modeling these metamagic mechanics after Wizards or Sorcerer/Bard as one would take extra skill and the other just extra time and a boostable charge!

     

    My 2 ep.

    :)

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