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DreadDomain

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  1. Champions has always been in this strange zone where the basic idea is to reason for effect but it is not deconstructed enough to really work that way. Many powers come with a name that conveys a lot of pre-conceived ideas. Think of Flight, Running, Tunneling or even to a lesser degree Teleport or Telekinesis. They all come with some baggage that makes people intuitively assume they work in a certain way. If I want to build The Flash, I naturally go to buy a truck load of Running... to find out that what I need is Flight and/or Teleport with a bunch of advantages and limitations on top of them... I want to run fast but I am NOT going to buy Running... ok... Oh, and I want to run really fast when out of combat so let's buy several levels of Non-Combat Movement. Wrong again, you need to buy MegaScale as an advantage. But wait, don't just add the advantage on your Running Flight Power, that's not cost effective. Just create a second power with only 1 meter of Running Flight and then scale up the MegaScale advantage on it. So I want a lot of Non-Combat Movement but I am NOT going to increase Non-Combat Movement... uh...ok. All that to say that since the system has never been super consistent on how powers are built from effect and since I always saw TK as STR projected at range by the power of the mind, I never thought a TK punch was out of place within the context of how much TK cost per +1 STR. Now it doesn't have to be that way. TK is one on those powers doing what it is suppose to do (and by that I am mean the mechanics seems to align with the name) but damage does not have to be part of it (what is TK really?). But if it's not, I believe the cost needs to be adjusted. Apologies if it came off a bit rantish.
  2. Here are a few ideas that I might have shared before. Characteristics Intelligence and Foresight Each full 5 points spent on INT gives 1d6 of Foresight. Foresight essentially works like Luck but is based on the special effect that the character has done previous planning and had foreseen how event could unfold. It has the benefit of making INT more interesting for other values than 13, 18 and so on. Complications Complications do not give character points but create story opportunities. During character creation select up to 6 Complications and select a Severity level, Moderate, Strong, Total. No need to select a frequency. Complications are generally classified into four broad categories (below). It is a good idea to pick complications in at least 3 of them. Physical (Dependence, Distinctive Features, Physical Complication) Mental (Enraged/Berserk, Psychological Complication) Social (DNPC, Hunted/Watched, Reputation, Rivalry, Social Complication) Special (Accidental Change, Susceptibility, Unluck, Vulnerability) Players and the GM can use Complications to generate HAP. By calling a complication on him, the player gets 1 additional HAP and accept the consequences laid out by the GM and/or other players (note that the GM could turn down the calling from the player). The GM can also call a complication on a player, with the same drawbacks and benefits stated above. A player could turn down the calling from the GM by accepting a harsher consequence later in the story. The consequence must be related to the Complication. By spending 1 HAP, the player can also use a Complication in a positive way if he can justify it thematically. A moderate Complication will give +1 to a roll or +1d6 to an effect or +5 to a PRE, EGO or Mental Resistance. Strong provides +3/+3d6/+15 and Total +5/+5d6/+25 respectively. Alternatively, 5 levels could be use (Mild, Moderate, Strong, Very Strong, Total) with Mild providing +1/+1d6/+5, Moderate +2/+2d6/+10 and so on. The ideas below aim at replacing funky builds that look and feel complex for no real benefits. Movement Movement powers are always bought based on the special effect desired. If a character is running, the Running power should be selected (not Flight or Teleport with advantages and limitation). Run of Vertical Surfaces and Run of Liquids are two new Adders for Running. A character can buy one for 3 CP or both for 5 CP this is roughly based on Clinging, must be running at high speed) While interesting, Megascale lead to funky min-maxing builds so I am tempted to scrap it. To achieve high speed, use Non-Combat Movement is repriced at 2 CP for each x2. Powers A few new powers (always built from others). Create Light 10 CP to Create a localized light. No Range. Use AoE and or Range to change size, shape and location of the source of light. Superspeed Tasks Each 20 CP moves the time required to perform a non-combat task by one level on the Time Chart. Each level also gives half a level of Rapid Sense (x3) for all sense groups. Note that using Rapid Sense only doesn’t cost endurance but by taking a full phase and paying 2 END per level of the power, A character can double his level of Rapid Sense for has long as he pays END for it. This power specifically replaces funky builds like Change Environment to clean areas. Superspeed Combat 20 CP per level, up to 5 levels. Superspeed Combat uses Multiple Attacks as its foundation. Each level: Allows a character to make an additional attack at no penalty (effectively to ignore -2 OCV from Multiple-Attacks). Counteracts 2 DCV penalty imposed by the Multiple Attack maneuver. It can never raise DCV above the character’s base value Gives Lightning Reflexes +5 Levels 1, 2, 3 and 4 respectively include Defense Maneuver I, II, III and IV Levels 5 includes Rapid Attack Superspeed Combat 5 allows the use of a Multiple-Attacks as a half-phase for up to 6 separate attacks at no OCV penalty, counteracts up to -10 DCV penalty (highly likely the character will be at full DCV despite the ½ DCV of the maneuver), with +25 initiative and fully aware of their surroundings (Defense Maneuver IV). A few other powers recreated for simplicity's sake: Boost 4 CP per 1d6. Constant Power Gliding 1 CP per 2m of Gliding Instant Change 3 CP to change into one set of clothes, 5 CP to change in any set of clothes. Suppress 7 CP per 1d6. Constant Power Transfer 12 CP for 1d6 Transfer if you can only aid yourself. 15 CP per 1d6 of Transfer if you can boost others
  3. I was curious because I far as I can remember, we always used TK as "STR at range" and I wondered if it was our house rule. I looked into 6E and it says: "USING TELEKINESIS Except where noted otherwise, a character can use Telekinetic STR any way he could use normal STR — it can pick things up, Grab characters, “squeeze” something, throw things (the same distance a character with that amount of STR could throw the object with a “Running Throw”; see 6E2 81), or “punch” an opponent." The text is almost identical in 4E, 5E and 5ER. The punch effect has been RAW for a long time!!!
  4. I like this format better than what we have been seeing from HERO games for the last... year... decades... The worst features of the official layout are 1) the wall of characteristics (which you avoid on the sheet by grouping them thematically) and the block of text we often see with powers which you do not quite avoid here but it still feels less cluttered because you took away the costs. Personally, prefer to do away with the advantage and limitation values but add the Active Points of the power and the endurance* cost at the end; like this... (60AP); END 6. * But to be honest we quite often totally ignored endurance (less book keeping) which made the game flowing with no significant loss of anything really. For Skills and Talents, I prefer to have them one by line (like you have done with complications) rather than skillA 14, skillB 12, skillC 13, etc... because when a sheet as many skills it hard to scroll through (to save space, I am using 2 columns for skills). Again, to save space, I am write DCV and DMCV on the title line with Defensive, OCV, OMCV with Offensive and SPD and Phases with Movement (Title is left-justified, OCV centered and OMCV right-justified). None the less, I like your layout and the font chosen, it looks really clean.
  5. Unfortunately I have no insight for you. I just popped it to say you might want to ask the question on the 7th Sea forum (Chaosium) here https://basicroleplaying.org/forum/71-7th-sea/
  6. I don't want to sound too harsh but I don't think Champions factors in anyone's strategy nowadays. Edit: Yes, I agree and empathize with the sad faces
  7. From Chaosium's board we have read that Steve Perrin might be working on an updated SuperWorld and that Chris Spivey has turner a full manuscript for a Modern Super game based on Pulp Cthulhu. At this stage, no further announcement. The Design Mechanism is currently soft advertising their Mythras based super game, Destined (or so was it named as a working title). Apparently it will come out this fall. There is definitely movement on the Super BRP front!
  8. I have bought, read or played many superhero rpgs. If I want to get nostalgic about one in particular, it would be Champions 4e. If I want to play a superhero game nowadays, it's going to be Champions any edition. I really want to prefer something over Champions. In the end, nothing compares. A game like Superworld has a lot of potential but they have to get the scaling right and they have to calibrate how living beings survives damage compare to how inanimate objects resist damage. A few ideas could be stolen from Call of Cthulhu 7e.
  9. I like this format. It's nice and clean. Have you set this up as a HD export? I have posted a while ago DC characters (in the download section) using a Word template that I liked but I have no clue how to make it a HD export. Aldo Regalado has developped a nice format for his Superverse supplement. It may not be the final version but here is a good look at it. Not sure if he has made it available and set it up as a HD export https://tgidragonflystudios.wordpress.com/2019/01/01/champions-character-sheet-thrice-the-charm/
  10. Personally I believe the 5th format reads much better (and looks better) than the 3rd format.
  11. Ok, I rewatched the whole thing (still loved it) with an eye on bringing down the run time. I am now convinced that because it was released on HBO Max, they treated us with the extended version and that a theatrical release at 3 hours would have been quite achievable. The last 30 minutes (the epilogue) could have been reduced by 20 minutes easy and, if no sequel is planned (which I think is the case) you can cut 30 minutes right there. Even without totally extracting the epilogue, it is still 30 minutes cut from the intro, part 1 and the epilogue. You only need to cut 20 minutes from the core of the movie (roughly 160 minutes). The main candidate would be to cut the scene where Barry saves Iris. It's cool but doesn't add to the story.
  12. What can possibly go wrong!
  13. I think you are not wrong. JL is a movie with stakes that are much higher than Avengers 1 or 2 and the sense of "holy crap, we will need to pull all the stops to win this" is a lot more like IW. I think trying to catch up was what they were trying to do.
  14. While I agree, I do not believe that is the most relevant criteria. The stakes are much higher in JL than in Avengers 1 or 2 and I would are on par with IW. Not a bad marketing ploy! For some reason I keep thinking the runtime is 4 hours but I cehcked again today and it 3h52 including credits and all. I was intrigue by my assessment that "cutting 30 minutes would be easy" and kind of feared I was just believing my own BS. I rewatched the Intro and Part I (roughly 40 minutes) and I came to the conclusion that 10 minutes could be cut from it without significantly changing what is going on. To be fair, the start of the film is slow (to build drama I assume) so I do not believe the film could be cut by 25% but it did reinforce that cutting 30 minutes would have being esily acheivable if the aim would have been a theatrical release, bringing it to 3h20. Possibly shorter if you cut secondary scenes like Barry saving Iris or Martian Manhunter. Of course they were not planning for a theatrical release so they did not bother. Probably a fair assessment. I did not find JL particularly grimdark. The sense of impending doom is there but it is counterbalance by lighter interaction (without being jokey) and a good dose of heroism.
  15. I feel they have finally stopped trying replicating the MCU. Which is a good thing, I don't see how they can catch up. Thank God, this part is now gone!
  16. Having watched and loved it, I would agree with this. Now what is a "reasonable run time" and how much of a problem it is, is debatable. Four hours for a theatrical release is too much but what is reasonable? Three hours like End Game? 3h25 like Return of the King? I suspect that constrained by a theatrical release (which the Snyder Cut wasn't), it could have easily been edited down by 30 minutes. By a full hour? Not sure.
  17. Why is that a problem? Justice League 1 does not have to be the equivalent of Avengers 1 and the end result (only talking about the Snyder Cut here) is nowhere near on par. I am comparing it to IW because it is much closer in theme but to be fair, JL is not IW. It's not the same movie andf it shouldn't be. There is a lot of built up in the first part of JL. Establishing the backstory of the Mother Boxes, Lois and Martha grieving Clark, the origin story of Cyborg and his relationship with his father. All of this makes the event of the stories more powerful as they unfold. Superman ressurection becomes a gambit because the team feels they will need him to prevail but turning the mother box on to do so will make it trackable to Steppenwolf, let alone connecting with the MB gives a glimpse of the Knightmare which make the whole thing look like a bad idea. Silas rescue and sacrifice is meaningful because of the conection with Victor and because it leads the group to track Steppenwolf, and so on. Could it have been shorter? Of course. Could it have been edited down to 2 hours without loosing a lot of the essence. I doubt it. Thankfully, the movie is broken up in parts so it's easy to stop. I might have it a bit mixed up and I would need to rewatch it to see if it is as clean cut but in short: - Introduction: Reliving the Death of Superman - Part 1: Introducing Aquaman - Part 2: The Mother Boxes backstory - Part 3: Cyborg Origin and introducing the Flash, first showdown against Steppenwolf - Part 4 and 5 (it's getting blurry in my memory): The team understands what the Mother Boxes do, Superman is ressurected, they lose the last Mother Box - Part 6: Final showdown in Russia (no Russian family involved) and the stare down with Darseid - Epilogue: Knightmare, Luthor, Deathstroke, Martian Manhunter and wrap up This is where the analogies fall apart. Steppenwolf is not Loki nor is he Ultron. He actually feels more like Thanos but is clearly not Thanos. Darkseid is also not Thanos. We see him in the movie but he is the evil looming, waiting in the background. He is actually not that interested in what's happening on Earth until it is reveal that the secret to the Anti-Life Equation is on Earth. JL feels a lot more like Infinity War but is also very different. It does not reast on the background developped over dozens of movies. It needs to do a lot of it in the first half. It does not have a cast of thousands like IW so the story is a lot more focused on a single story. It ends with a victory but with the sense that the worst is to come. Baring a miracle there won't be a sequel. It is now clear that what limited Whedon, was not what Snyder had done. I unfortunately have no insight on what plans there were at the studio level and how it would have been managed. I don't see why. Justice League is Justice League, not Avengers 1, 2, 3 or 4. We can draw parallels and compare because it's often how we analyse but in the end, JL did not have to be any of those movies. It just had to be Justice League. Josstice League really did not succeed at it. I was trying to limit myself to the movie made but if we want to go down a bit further into Elsewolrds territory, a Wonder Woman and an Aquaman movie in between BvS and JL would have made a lot of sense. Both establishing the characters (and others as you suggest) and the Mother Boxes in their respective areas.
  18. Absolutely agree. As you move into Infinity War most of the background is done so they had the luxury to focus on movie from one action scene to another without much character building. In Infinity War only, there is almost none of it except for Gamora and even then it is fairly basic. There are some good interactions and plotlines (Stange/Stark relationship, the Hulk performance issue, Thor witnessing his brother and best friend's death) but everything is very superficially brushed over for most of the movie. But IW is not really aiming at character building or emotional build up. It's a good, moving from one action scene to another, superhero crossover movie. The high number of characters involved is both a bane and a boon. A larger number of them don't really have any spotlight time but the sheer number of them makes the movie feel epic. I don't think the Marvel way of establish their cinematic universe is the only way. It's not like we needed the Luke, Leia, Han and Chewie solo movies to appreaciate Star Wars. In retrospect (hindsight 20/20) and having seen the Snyder Cut, I could have seen a build up based on Man of Steel introducing Superman (and Martian Manhunter even if only as a background/secret character), BvS (but a better one) introducing Batman and Wonder Woman, Justice League Part I gathering the team and introducing Aquaman, Flash and Cyborg and leading to their defeat against Steppenworl and the loss of all three boxes. And Justice League part 2 bringing back Superman and leading to the defeat of Steppenwolf.
  19. Seen it. Loved it. The build up is long but it makes the stake feel very high. The movie is as epic as say Infinity Wars or End Game but does not benefit from the dozens of movies to set the scene. IW and EG were fun, flashy, colourful and entertaining but not a lot of characterisation. They are comic books on a big screen. The characters in JL are more fleshed out, more engaging. Every main character is fleshed out in the first half and they all significantly contribute to the victory (Cyborg and Flash even more so). Having said that, I watched the movie with the acceptation that it was A Zack Snyder movie, knowing what the tone would be, what colour palette he would use but above all (at least for me) I watched it accepting the interpretrations of Aquaman and Flash did not match my vision of the characters. It's not that I do not like Momoa or Miller, they are not just the Aquaman and the Flash I expect. If I had walked in there thinking that I wanted to watch a Marvel movie, I would have been dissapointed. My view is that the Snyder Cut is better than most Marvel movies.
  20. I just watched the Snyder Cut. Holy crap, it's good! It's long and it starts fairly slow but it builds up the characters and the story nicely and by the time you get to the climax, you have a sense that it was difficult but worthwhile to get there. When Superman shows us in the final scene, he tips the balance so finally the team can hope to win but he doesn't save the day. Everyone plays a role. The Darkseid/Justice League stare down was brilliant. The movie screams for a sequel and a Batman/Deathstroke movie.
  21. To be honest, I am not too worried about that. HERO always had this tendency to tell us "don't do this" for fear of upsetting game balance. Some of the builds in 5E, 5R and 6E tends to be clever, complex and convoluted. I prefer them to be simple and easy. In this case, there is a maneuver doing exacly what you want and you have a computer system that counteracts the penalties of the maneuver. So let's do that with the rules. PSL, Rapid Attack and Two-Weapom Fighting are a good start to do just that. Note that TWF does exactly what later they tell us "shouldn't be done". The next step is to look at the point value. You do not state the framework of your campaign but 33 points is equivalent to have a 2d6k with a +1 advantage or a 4d6k with a +½ advantage or +3 SPD.
  22. Also on Drivethru with a POD option. No preview unfortunately. Island of Destroyer still does not have a preview either.
  23. This is what I would do. Multiple Attacks and Combined Attacks cover a lot of situations. To avoid or minimise the penalties of multiple attacks, I would take inspiration from Two-Weapon Fighting, Rapid Attack and Penalty Skill Levels. As an example: Automated Targeting Systems: While using ATS, ranged Multiple Attacks take a half phase and OCV/DCV penalties are reduced by 4 each (33 CP) You might want to add a condition or two like "Requires a Computer Operations skill check at -3 to activate" or "Drains Battery (Cost 3 END each phase)" both a -½ limitation which would bring the cost down to 22 CP or 17 CP if both are required. Sub elements come from: a. Ignores -2 OCV, allowing to make an additional attack at no penalty (based on two-Weapon Fighting) - 10 CP per level b. Counteracts 1 DCV penalty imposed by the Multiple Attack maneuver. It can never raise DCV above the character base value - 2 CP per level c. Multiple Attack only takes a half phase (based on Rapid Attack) - 5 CP for HTH or Ranged only; 10 CP for any kind of Attacks.
  24. I understand the rationale. It just feels a grim fate for such a great hero... unless it was to make sure that no body was found. Because you know, if there is no body... And.... I should have read all the posts before replying...
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