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gojira

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Everything posted by gojira

  1. Re: Posted 27 Items From My 3 Year Fantasy Hero Campaign On My Site Cool, thankee. I'll look at this when I get a chance. P. S. I need dungeon elements and traps and puzzles, if you have any handy.
  2. Re: Interesting article about Sexism in Geek Communities Oops, sorry about that. I tend to go off half-cocked sometimes. Carry on folks.
  3. Re: Interesting article about Sexism in Geek Communities
  4. Re: Value of Social Lim: No Human Rights 20 to 25 points sounds high, although I didn't consult the rules book. I'd be more worried about how often the players actually suffer consequences. Very distinctive looks and no legal rights should equal apprehended every other adventure. If its less, I think you've got something more like a hunted, were the hunted doesn't actually show up all of the time. If the players have either a patron to protect them, or a place where they are safe and the disad doesn't apply, then it should be worth a little less. For playability, I'm thinking 15 to 10 range.
  5. Re: What Are You Listening To Right Now? http://www.youtube.com/watch?v=T_3Jc54k1Es I was just looking for some 'kewl stuff on teh interwebs' and found this. Cool video, cool guitar but at the end make sure you don't have anything in your mouth. I was eating dinner and nearly choked to death while laughing and trying not to spray food all over the living room.
  6. Re: Hello Right, you can avoid the hairy math if you need to. Depending what you dislike and what sort of game you want to play, that might not affect you at all. Some other math: there's a damage bonus for a Move Through or a Move By. That's where you run at someone and then tackle/slam them, or run by while striking with a weapon. The bonus is your speed divided by 6 or 10, depending on whether you did a Move Through or Move By. However, for a "normals" campaign, those should be small and easy to figure. Top speed is usually 12 meters, so the bonus will be 2 or 1 dice, or a bit more if someone is really fast. In play, the game is actually pretty easy. The worst bit, imo, is reading through the rules, and getting a sense of what they all mean. Some rules are optional too, and might not apply to a "normals" campaign, or might be something best avoided for that type of genre too. A lot of the adding damage rules are for martial arts, with and without weapon forms, and for tricky combinations of powers with maneuvers. Normal folks are unlikely to have that, so a lot of those options go away. Best thing you might want to do is start another thread on "New comer battle scenario" or something and work out some examples. Take some situations you think might come up (running from a zombie, fighting off a zombie with a stick, persuading someone to give your food or shelter, bartering for zombie world goods, etc.). Figure them out as best you can, post them, and then let people explain other things that might come up, where you might want to simplify for the sake of genre, what you might expect a player to do (something unexpected) etc. And see if the results are to your liking.
  7. Re: Hello Well, most of game bits do have formulas. For example, for power advantages, the final cost (Active Points) is AP = BC * (1 + AD). That's "Active Points equals Base Cost times One plus Advantages." But there's a table you can look it up instead (sorry, no 6e here, so I don't have page numbers). So you don't have to deal with the math if you don't like. It's not hard math, but if you're a math-phobe then the tables might be easier. The To-Hit has a formula too, but there's a table for that as well. I can't think of anything else that's a algebraic equation, other than "add up your total costs and subtract Complications" type stuff, just straight forward addition and subtraction.
  8. Re: Hello I don't really know GURPS 4. During character creation, Hero will asked you to divide to calculate the final point value of your powers with Limitations. However, a four function calculator makes this quick work. There's also a table in the book that lets you look up the point costs of powers with out a calculator. Find the cost of the power and the limitation, read across to find the final cost. Not hard.
  9. Re: Always On OMCV Ugh. Why would lowering your own *offensive* combat value be a disadvantage? You can lower your DCV because sometimes you want to be hit by desirable effects. But what the advantage to lowering your OCV? -0 Lim, tops, as this "limitation" will never come up in play. Arguments to the contrary will be considered.
  10. Re: [silly/trivia] Look for Steve's fully-stat'd "tuna sandwich" But only if he has some mayonnaise and bread (OIF, expendable).
  11. Re: Western Hero - Stagecoach I'm not moving the horses in 2 meter increments. I assumed that 1 meter of movement costs 1 End. That's the conversion I used. Now I'm starting to think that's wrong and it should be 2 meters of movement for 1 End under 6e. Any help?
  12. Re: Western Hero - Stagecoach Here's how I did it. I'm using 5er rules here. Long term endurance says you have to use less than half of your Rec per turn to avoid having to stop and rest. A horse has a Rec of 9. Half is 4. So that's 4 meters per turn, or 16 for non-combat movement. 16 meters per turn is 4800 m per hour, or 3 mph, which the horses should be able to maintain without needing to rest. I'm assuming you have at least 4 horses, or even 6, and encumbrance isn't a factor. I'm also not counting things like food, water, grooming, lame horses, breakdowns, etc. I'm assuming you want to go "indefinitely" to make it easy on the horses and avoid injuring them, hence the requirement for 0 long term endurance.
  13. Re: Western Hero - Stagecoach I don't know any game mechanic to determine a realistic number. It's hard enough to determine realistic numbers even if you have far more detail than any game system provides. Empirical data is far superior. Game-wise, I'd probably try to determine encumbrance, then try for some sort of long-term endurance statistic. But I'd fudge it based on real world values, if I had them. And if I couldn't fudge it enough I'd just use my own judgement.
  14. Re: [silly/trivia] Look for Steve's fully-stat'd "tuna sandwich" The thing is that a tuna sandwich can be used for more than just eating. You can throw it at your enemies and if it gets in their eyes, they can't see. Or you can make friends with a cat with it. So obviously the tuna sandwich is a multipower.
  15. Re: Alternate initiative rules? I don't think "officially," no. Some advice I've heard is to tell each player when they're up next. Example: It's player A's turn, and Player B is next. At the start of A's turn, tell B "you are after A" so they can be preparing their action. The other idea is to have players and NPCs in a list ordered by Dex with the Speed Chart so the GM can easily determine whose turn it is.
  16. Re: Western Hero - Stagecoach I just happen to be reading a period book where a coach pulls into town with the horse all lathered from a long drive. The driver claims the horse never went less than 10 mile per hour during the ride, whereas the passengers dispute that and claim the ride took longer than it should at that rate. Their calculation (10 miles in 1.5 hours) seems to imply 6.7 miles per hour. So I'd say 4 to 10 miles per hour for extended trips.
  17. Re: Creepy Pics. When did The Joker open a tanning salon?
  18. Re: VPPs used liberally to prevent character stagnation? I think you need to be careful how you do this. VPPs penalize a player by charging them a control cost. This makes sense in a supers game where the players have points to burn, but can seriously hamper lower point characters. I'm sorta designing a lower level point campaign right now, and while I started with VPPs for certain things I think they're actually to unbalanced, in the players disfavor. Right now I'm considering: 1. Use pools. These are just straight character points that can be used for anything in the pool. Equipment, magic, etc. Essentially this is a VPP with the control cost waived by the GM. 2. Use resource pools. Like above, but get a hefty divisor. Points in a resource pool only cost one-fifth as much by default, but you can change the divisor to anything that makes sense. 3. Use learned skills. OK, your players are from DnD. They're used to earning a bucket of XP before they can level-up and get new abilities. In Hero, each point they earn is going to be immediately useful. Make them assign what abilities they want to learn in advance, and then after a suitable number of adventures, give them those abilities. More stuff to do = more interest in character.
  19. Re: TUALA MORN -- Interested In More Stuff? I'm also late to this party, but yes, I'd strongly consider purchasing any of the above. Acquitaine, Kelmakr/Vulringladn and Turonia sound especially interesting. I think you should also consider: 1. A Kickstarter for artwork and layout for Acquitaine. Can't hurt to ask. 2. Adventures for Tuala Morn, in a format similar to the pulp adventures. I'd be looking for something fairly well developed here, so I can just "grab and go" as much as possible.
  20. Re: So, just to eyeball a custom advantage You're right. Both would need the Does Body modifier. +1, for a total of +2 1/2. (I had the original cost for AVLD wrong, it's +1 1/2 not +1 1/4).
  21. Re: So, just to eyeball a custom advantage So are we basically talking about "aggravated damage" then? All PCs and many NPCs can heal themselves quickly and easily except against special types of aggravated damage? Normally, I'd simulate a vampire's healing as really high defense. PD 30 pretty much says your revolver isn't going to hurt the vampire at all. (Vampires have other problems: they take damage from holy objects and sunlight and bits of wood, but that's not germane here.) So, the normal way to bypass PD is with NND or AVLD. NND doesn't work because it's non-lethal. I think AVLD is +1 1/4. I'd start there. For a campaign that features some sort of aggravated damage rule, +1 1/4 sounds about right.
  22. Re: Champions Villains 3: Solo Villains Kickstarter is LIVE Someone pledged at the $800 level. It's funded!
  23. Re: Champions Villains 3: Solo Villains Kickstarter is LIVE $1,900 remaining. Cross all fingers and toes now. (There's two $250 dollar pledges now; I don't recall if those are new, but I think they are. Muchas gras to whoever is being very generous.)
  24. Re: Champions Villains 3: Solo Villains Kickstarter is LIVE One week and almost $3000 to go. It's going to be a nail biter methinks.
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