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mytrustyd20

HERO Member
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About mytrustyd20

  • Birthday 02/28/1972

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  1. Re: How do I simulate this "planning" talent or skill Cool beans. Thanks!
  2. I am doing a d20 Modern to Hero conversion. The character I'm struggling with is a Smart hero who has the "plan" ability. We house ruled it in our D20 Modern campaign to work like this: This ability (at least the way we ruled it in our game) essentially allows the character to spend a round "planning" and then makes a roll. He then describes a basic plan, giving each person a role/task. If he is successful whith his check, he gets to can give a handful of people bonuses (+1 to hit or skill each round for several rounds). How would you begin to model something like this in Hero?
  3. Heya! I have a question that I've been wondering about for awhile...and it crystallized while thinking/discussing the way bard abilities work in Hero...and that is, "What is the logic/reasoning behind the 1/3 cost" for spells" that many magic systems seem to favor? To me, the costs of the powers of hero and abilities and such are all pointed out and ready to go-so why give such a big cost break to one type of special effect "magic"?
  4. Re: Bard effects Very cool. Thanks for the great info/perspectives. I didn't realize that I could use Aid. One thing, though is the cost-is it just me or going down this route pretty expensive for what you get? I'm playing heroic level and even with limitations on the powers, it'll take a long time to get enough exp to buy more than one or two of these things.
  5. Heya! I've been having a lot of fun with a Hero Fantasy campaign...and I have a couple of questions for all of you more experienced folks... One of my players wanted to use experience to learn some adventures similar to D&D 3E "bard" type effects. I think he wants to have "rousing speeches" to give his buddies bonuses to hit, to damage, etc or possibly improved defense, endurance, or whatever. I saw that aid can do some of this but how would you model powers like this that give bonuses to skills and damage?
  6. Re: D&D 4th I played 4e a week or so ago...in that module that just came out "Darkwood Tower" or "Elderdark Scar" or "Midnight Legion" or whatever the heck they named it. I've been playing D&D in all its forms for a couple of decades now and, though I've been moving towards Hero, I still have a warm fuzzy for D&D. My experience with 4e confirms that it will make a nice, casual board game. It did not, in any way, feel like D&D. Here are several remarks overheard by the players: "This wizard is just an archer. It's the most boring magic slinger I've ever had" "Why did they keep the same names for things and change the definitions? This spell..."Magic Missile"...is nothing like magic missile". "4E is fun but it's not any faster to play than 3.5" "It seems like all we do now is deal damage and we're all doing about the same amount". Make no mistake-we had a lot of fun. Our GM had a great time as well. However, I couldn't shake the feeling that I was playing Heroscape or some kind of simple miniatures "skirmish" game. Even the two "4e cheerleaders" in our game seemed a little let down by actual play. Playing 4E is the straw that broke the camel's back-I'm moving my guys to (Fantasy) Hero full time.
  7. Re: question about a sword with "armor piercing" Thanks, guys. I only get to play Hero about six times a year but I'm getting there!
  8. Heya! I was going to provide a short sword that had the armor piercing power on it. If a character wielded that who was very strong, had deadly strike, or some other kind of damage augmentation...would it also be armor piercing when the sword was being used? Also, if a guy had a short sword that did d6 killing and was "flaming" (defined as d6 fire energy), would that attack be resolved with the killing vs. pd and the fire vs. ed)-like two separate attacks? Thanks!
  9. Re: How do I model spiked armor/martial arts Thanks for the help, guys!
  10. Hola! I have a race of hulking barbarian ogre dudes that use grappling and throws as their primary fighting style. My pc is playing one and wants to create (over time) modifications to his light armor that has spikes and such to increase the damage of his attacks. How do I "build" this with Hero? Example, is it a hand to hand attack (+d6 maybe) that adds to specific martial arts attacks?
  11. Re: rules questions (Fantasy Hero) Thanks for all the replies. I was kinda thinking that the "attack from behind" thing would apply more to people coming out of nowhere to attack (kind of from surprise). On the flip side, if I nix it, then I kind of "gimp" my "hordes of thugs" who attack...most cannot "coordinate" since they don't/wouldn't have the skill, so the "attack from behind" move seems like a way to reward them a bit for their superior #'s. If I rule that people turn to face attackers that they are aware of (as a free action or something) what kind of rule do you suggest I use/make up to give some advantages to "hordes"?
  12. We played our second game in my new Fantasy Hero campaign...it was a blast. I was very worried (we've been doing D&D as our campaign for over ten years). People are warming to this-they especially like the character creation of Hero and the hit locations and targetting in combat. I do have a question or two though... 1) Movement/Attacks from behind: It seems as though everyone can always, on their turn, take a 1/2 move and get behind their enemy and attack from behind. A defender could put his back to the wall or fight "back to back" or something...but this seems weird to me. Am I missing something? 2) Combat Luck: The rules state that combat luck stacks with armor. I've been ruling that it doesn't. I do allow a level of deadly strike (which most players have, at one level), though and enemies have it too. Combat luck seems too powerful if allowed to stack with armor...but maybe it is necessary, given the increasing damage ranges. Does anyone have any advice on this? Thanks much. This game seems to get better and better the more you play it (the opposite of D&D, in my opinion, which seems to get worse as you master it).
  13. Heya! I started my Hero Fantasy campaign last weekend and my players really liked it. I do have some questions, though... 1) I gave the group 5 experience each after our first session (which took up about 12 hours of real time and was pretty dangerous). Is that appropriate? 2) I am concerned about the move/attack situation. I've gotten past the idea of "no attacks of opportunity" but here are some things that bug me: A) How do people "charge" to attack? The rules say that you can move and then attack or move twice or move in "non combat speed" but how can a character make a full move and then attack? If there is no way to do this, then an opponent with the same movement and speed can just run away (make normal moves) and the pursuer will have to also make normal moves and never get another attacks (always having to move to get base-to-base contact). I'm using the "to hit" location table to resolve attacks. It looks like the average "town threat" gets a d6 killing when using a simple sword. I want these guys to be a reasonable threat to my pcs (like if the villagers mob up and decide to attack). Most of my pcs have a resistant defense of 3 but some have combat luck (6/6). My question is, what would be a guideline for the resistant defense for my player characters to give them reasonable protection but still allow mobs of wussies to be a threat worth avoiding? 3) I have one player who wants to jam all of his experience into OCV. I have another that has a follower and he wants to spend the points there (which really ups the follower-it seems like a great deal!). Can you give me any guidelines on what I should allow on the experience allocation? Thanks in advance!
  14. Re: Question about shotguns and different ammo loads You know, I was kind of wondering if it did. I have about eight Hero 5th Edition books but don't have Dark Champions yet (I have mostly Fantasy Hero and Star Hero plus vehicles). I guess I'll get D.C. Thanks!
  15. I'm working on a Fallout Tactics Hero game and, in the computer game, shotguns are fairly flexible-they can fire glugs, shot, flechettes, and some kind of ECM load. I was wondering what kind of shells shotguns are presumed to be firing with the default HERO stats. Also, I was wondering if anyone had any ideas on rules for these other kinds of loads. Thanks in advance...
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