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Phil

HERO Member
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Everything posted by Phil

  1. Re: Official Hero Boards Super Team And Chat Channel! Hmm, slight less than helpful. I've tried both right clicking chat in CO and right clicking what I assume is the tab window on the board, neither of which gives me a Hero Boards chat that I've seen. If you're referring to emailing Steve, I've tried to do so a couple of times but without any luck, so I'm really not sure what more I can do
  2. Re: Official Hero Boards Super Team And Chat Channel! If anyone's around, I'd love an invite for sweetheart@phildack - I would use the chat channel, but I have no idea what you're referring to! Didn't have such new fangled things when I was a Hero boards regular
  3. Re: Martial Arts and AOE Oh absolutely. And claws! How many superheroes use either a sword or claws?!
  4. Re: List Your CO Heroes! I'd agree with this. At first, my character Sweetheart was a bit of a push-over, but with more understanding of the game and a handy retcon, she's lethal. Have just completed several missions that included taking down Master Villains 2 or 3 levels higher. My first nemesis mission gave me a bit more trouble though, damn him!!
  5. Re: Well, we haven't talked about Killing Attacks in a while... My preference for 6th would still have been to unify mechanics, so that a Killing Attack would be a Stunning Attack with a different BOD multiple; or maybe Stunning Attack is a Killing Attack with a different STUN multiple. Either way, as Sean suggests, we need to look at why we have KAs - it strikes me too many of the rationales just look on it as an alternative way of calculating the same 2 numbers.
  6. Re: APG Cover Preview I must confess, I'm not that interested in Hero 6th, but I really, really want to get my hands on this baby. Does that make me a heretic?!
  7. Re: What's a good introductory adventure? Good introductory adventure totally depends on the style of game you want to play. Is it hack n' slash, classic DnD? Is it more expansive roaming a la Runequest? Is it tribal fantasy, such as encouraged by HeroWars? Is it gritty medieval like Rolemaster tends to lean toward? I think a good introductory adventure should: 1. Explore the main game mechanics, whether that's combat, social interaction or whatever is important to the game 2. Give each PC an opportunity to use his or her main schtick 3. Be low risk and low reward, you're just getting them started, you don't want either Total Party Kill or a group of PCs with bucketloads of gold at the end of it. For me, I'd also add a fourth: 4. Should ignore any campaign metaplot. Your second scenario is the time to introduce a metaplot, especially if they're new players. The first scenario should be stand alone, nice and easy, no campaign benefits for excessive finesse and no detriment for overt clumsiness.
  8. Re: Thats one nimble little bull I'm definitely with you there, and guessing we've both had conversations with Doc Democracy on this very matter! Characteristics are a useful proxy, but in an effects-based system surely that's all they are - proxies for a range of related effects. Can't wait til Hero 7th....
  9. Re: Official Supergroup Uniform? I definitely think there should be something as a team uniform, and it is indeed a shame that Akimbo Fred himself isn't available as an icon. I'd also love to join the group - I have tried to email people in game, but perhaps it hasn't been working!!
  10. Re: Abilities Discussion Well, I'm enjoying the fighting claws power set, but I probably wouldn't recommend it. Damage doesn't seems to be any more than my Mentalist character with telepathic and telekinetic ranged attacks, and of course you get the big hits on you by being in melee. Plus Telepathy attacks tend to have a hold linked to them, which are great for taking on groups of 4 or 5 baddies, especially when Telepathic Revurburation increases the damage you dish out for every NPC you have in a hold! Regen seems a good power, particularly so long as you're not getting really REALLY big hits on you, as you can hide behind a block and allow your END to recharge for a nice hefty counter-punch. Lightning Reflexes don't have such an obvious benefit, but the high Dodge chance must have some impact - it's kinda hard to compare my two characters tho, as one has EGO/DEX and the claws character has CON/REC, so they have very different tolerances for taking hits! I do LOVE Telekinetic Shield though, and am a bit sad that there's no shield-like power in the Fighting power set. Unless I'm missing something, which is entirely possible!
  11. Phil

    I hate Gadroon

    Re: I hate Gadroon Awww, and I haven't yet got to the stage where I can suffer a humiliating defeat at the hands of the gadroon yet. Oh well. I'll have to find my own tales of misery and woe then! (tho hopefully that'll be forestalled, now that I a) understand super characteristics and, was able to use my free retcon to sort my mentalist character out)
  12. Phil

    Crafting

    Re: Crafting I'm trying out a little crafting, but unfortunately have hit the 200 skill cap with a few levels to go. So it's all kinda on hold for now, as the current things I can craft don't really cut the mustard.
  13. Re: What package deals (or custom builds) are you using? My main has Martial Arts and Telepathy, and I'm pretty sure it's a lousy mix! Certainly seem to be dying far more than any MMORG I've played before. Mind you, lack of a manual doesn't help in figuring out what attributes are important for what abilities and so forth...
  14. Re: List Your CO Heroes! Haven't been a regular poster here for a couple of years, but CO and 6thEd have brought me slowly creeping back! Just one character at the mo, and I know I shouldn't have got my hopes up, but disappointed at how superficial the Hero System elements are. Sweetheart - MA / Telepathy - so far, it's seeming like a completely inefficient build, but I'm having fun
  15. Re: Under the Eagle Standard--Roman HERO
  16. Re: Judge Dredd HERO? Is this new continuity? By which I mean, the last ten years or so to be honest! Certainly before the major disasters of Necropolis and Judgement Day, clone judges were the exception rather than the rule. I'd be surprised if this has significantly changed, with the issues around the Judda (evil clone judges created by Morton Judd). I agree with the broad statement. With more specifics, psi judges seem to be able to exercise mental defence over an area (almost like a block rather than MD). I'd say that Dredd has some personal MD and a resistance but not immunity to Fear (which sits neatly with HERO anyway). If you base a campaign around an epoch shattering event like Cursed Earth, Judge Cal, Necropolis or Judgement Day, it's actually very easy to envisage mixed teams of judges and civvies, and this can create a better group dynamic. Having said, all-judge campaigns can be very rewarding and I strongly recommend you seek out old White Dwarf scenarios based around the old GW JD game, as they had some really good ideas.
  17. Re: Code vs Killing (Total) I think the previous thread highlighting the need to combine frequency with severity is right. However, I do think supers games can tend to fly fast and light with the CvK concept. To my mind, someone with CvK (total, always) will not only not kill, he should not engage in any activity which may foreseeably and directly lead to a death being taken. So they'd drive a car, but not use any power which can inflict Body damage, including incidental knockback. Then again, it's cheap and easy for such a character to then take a whole load of STUN-only powers or Mental powers. Which kinda devalues the CvK. My approach favours the SAS and M&M one, which rules things like CvK as nothing more than a personality trait, worth zero points. Your Mileage WILL Vary
  18. Re: Time travel Dr. Who style - Hero Universe Just to say, the idea of the Doctor being unable to interfere in an event which he has already witnessed is not strictly true. As far as I recall, this is an invention of the new Doctor Who series and was not a feature in the canon of the previous 25 years or so. There are at least four instances of stories featuring multiple Doctors at the same time, which by definition does involve the Doctor affecting something that he already witnessed: The Three Doctors, the Five Doctors, the Two Doctors and the story Logopolis (where the 4th Doctor is foreshadowed by his fifth-form-to-be; although this is an example of where the Doctor witnesses events he has already seen but does NOT intervene). Nonetheless, it's quite a nice argument for time travel non-interference, although Doctor Who implicitly includes another. The Doctor actually can NOT travel into the future. The 'present day' is the present day on Gallifrey, the home of the timelords, and no-one can travel beyond this boundary point. As such, from his point of view, all the Doctor is ever doing is travelling into the past. And as can be seen from numerous episodes where he gets involved in well known historical events, often all his intervention does is makes history take the course that we would expect it to anyway (e.g. Visitation, where his intervention causes the Great Fire of London in 1666). It would appear that the Doctor Who universe infact has some kind of anti-paradox law whereby the apparent extraneous interventions of timetravels actually serve to take events the way that those in the future would recognise as being correct. The conclusion might almost be that obeying the gallifreyan law of non-interference would in fact lead to history repeatedly having been changed! Phil
  19. Re: Best superhero game thread poll: Go Vote Think this is a rather small-minded approach. SAS has some excellent ideas (Special Attacks, Extra Attacks), for wham-bamm comic book feel few systems beat Marvel superheroes, DC Heroes MEGS system was truly innovative and intelligent system let down by a clunky game and powers design rules, and M&M is scoring so highly in part because it has drawn players from both D&D *and* HERO and Aberrant is a very elegant game which, like M&M, waters down pure effects-based by adding rich colour. I love HERO, but for Superheroes I no longer believe it is the best system. Sorry guys.
  20. Re: Weird Talent Well, technically I'd say you'd need to first identify game mechanics of a broken down car and then have an appropriate Aid or Heal. Otherwise the clusmy fix-all of transform might be the only option.
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