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DreadDomain

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Posts posted by DreadDomain

  1. Re: Hero GUI

     

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    Sure, happy to!

     

     

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    Good stuff!

     

    Oh, Susano, thanks for sharing your files as well. Both yours and Teh Bunneh sheets show that HERO doesn't have to look complicated. With sheets like these, it feels pretty rule light!

  2. Re: Hero GUI

     

    In my convention games' date=' I use simplified and graphically attractive character sheets that reflect what the game is all about...[/quote']

     

    I'll say it again, I really like these sheets. They do show that HERO can be very simple when we choose it that way. Any chance you can share your other sheets (you already shared Raven if I recall right).

  3. Re: TUALA MORN -- Interested In More Stuff?

     

    Logres ("Fantasy Arthurian England")

    Kelmark and Vulkringland ("Fantasy Denmark and Scandinavia," i.e. Fantasy Vikings and suchlike)

    Karellia ("Fantasy Finland")

    Hrusland ("Fantasy Russia")

    Turonia ("Fantasy Tribal Germany," including some parts that are "Fantasy Hungary" and "Fantasy Bulgaria")

    Essania ("Fantasy Spain")

    Talianora ("Fantasy Italy/late Roman Empire," kinda-sorta)

    Bythainia ("Fantasy Byzantine Empire")

     

     

    Of these, I would only buy all of them....

  4. Gents,

    There is a thread on RPG.Net http://forum.rpg.net/showthread.php?626156-In-game-complexity-of-the-HERO-system/page3 discussing HERO's complexity in play. The thread is so far very positive stating that the complexity is mostly during character creation and actual gameplay is quite simple.

     

    While I lurk there once in a while, I never bothered creating an account but I was wondering if the HEROdom here would be willing to contribute to the thread and pimp our favorite game system (and maybe advertise CV3 kickstarter).

     

    Thanks!

     

    DD

     

    EDIT : And while we are at it a thread about favorites Super RPG here : http://forum.rpg.net/showthread.php?626337-I-just-saw-The-Avengers-Sell-me-on-your-favorite-Supers-RPG

  5. Re: How do you handle Moments of Mastery/ Dramatic Comebacks?

     

    My favorite moments in books' date=' films, and stories of all sorts, are moments of mastery (where the protagonist in the midst of peril finally has his or her abilities all come together in a whole that is greater than the sum of the parts) and the Dramatic Comeback, where the hero had been beaten to death's door (metaphorically; any great loss will do) but somehow finds the wherewithal to come roaring back into the fight. I find, however, that such moments as these are very difficult to arrange in role-playing games. The mechanics of games are not as a whole designed to accommodate them. Sometimes, through a lucky series of dice rolls one will get a comeback, but as a dramatic construct conceived of beforehand as part of a story arc, they have an unfortunate tendency to fall victim to bad dice roles. It would be like the chase down the Death Star trench in the real Star Wars movie went the wrong way because either Han or Luke rolled an 18 or because Vader rolled a 3. [/quote']

     

    Aside from a player buying a "Second Wind" kind of power to his character (might be END Reserve, Recovery, Powers, etc only accessible when a certain threshold say for STUN and/or BODY is reached), HERO has at least three different set of rules for this :

     

    • Pushing to give you the extra ooomph when you need it. Adding the extensive use of Pushing (APGII p.68) can really get you somewhere... at a price.
    • The Power Skill to give more flexibility to your powers and simulate that power coming from nowhere in dire situation (APG p.39).
    • Heroic Action Points (6EII p. 287) to spend on rols when the dice fail you or to alter the story in meaningful and interesting ways.

     

    So do you' date=' as a GM or a player, ever just set the dice aside and let the moment live on its own, or do you consider the arbitration of the dice to be a feature rather than a bug, do you have some other way of handling it, or do you consider roleplaying to be a dry tactical simulation with no place fore drama?[/quote']

     

    It happens that I roll the bones behind the screen more for the sound they make then the result they give. I roll them because they might bring the story somewhere unexpected, and I am always grateful for that, but I won't let them ruin it.

  6. Re: Marvel Heroic Role playing compared to Champions/Hero System

     

    In MHRPG, characters are very broadly defined. Not only there are only 4 levels of magnitude (d6 being roughly normal human, d8 being enhanced (Cap’s STR), d10 being super (from Spidey to Iron Man’s STR) and d12 being cosmic (from Colossus STR and up)) but the exact effects of the powers in combat are mostly left to the players and GM (although there is some definition in the SFX). Plot point a currency to activate some advantages/effects. They are mostly gained by activating the character’s limitations in game. Contests inflict stress on characters which are sort of temporary limitations until “healed” or could give temporary assets or complications. The game is resource driven (plot points, stress) and narrative (let’s read the dice and decide what it means) at the same time. Of course, this summary is certainly incomplete and keep in mind that I have read the book but haven’t played it.

     

    Someone on RPG.net (loosely) said that Marvel Heroic RPG was a comic book simulator while games like M&M are super-heroes simulator in the sense that one simulates the flow of actions or story as shown in the comics while the other is more concerned by detailing what a super-hero can do. I think this is not a bad assessment and that HERO, at last as a default, is more a super-hero simulator. One significant difference over some other SH simulators is that by turning a few switches on or off, HERO is also a great at mimicking other styles. Using a few tweaks, it can also become a comic book simulator. The trick would be to turn on the options aiming at reducing bookkeeping and enhancing improvisation and freeform powers. A sample of those could be :

     

    1) Heroic/Villainous Action Points which have the same function as the Plot Points in MHRPG (6EII p. 287) giving more improvisational and influence power to players.

     

    2) Enhanced use of the Power skill (APG p.39) to give more flexibility to players. Using the Power skill, a character could create the equivalent of MHRPG Assets and Complications by using a Transform (at a value of 1/3 his AP in his power).

     

    3) Powers cost no END to use (6E1 p.46) and Extensive Use of Pushing (APGII p.68). Again for the extra flexibility but also to reduce bookkeeping. Since nothing would cost END at default, what can be pushed would be left to common sense, description of effect and fun value.

     

    4) Uses of rules like Contest of Powers (APGI p.174) and Pushback (APGI p.176). The first might contravene the “less bookkeeping” rule but it is so much in style and the second gives more flexibility to players.

     

    5) Complications don’t give points during character creation but give HAP when they come into play (6E1 p.415). Using the beneficial complications rule (APGII p.54) would also enhance the freeform play style.

     

    6) A simpler initiative and sequence process can also be put in place by giving everyone SPD 4 or by using an optional SPD system (APGI p.158). The Countdown method seems particularly appropriate. It gives a more dynamic flow but might require a bit more bookkeeping.

     

    7) One could go as far as using the optional skill difficulty system (APGII p.9). That would have the benefit of unifying the combat and skill mechanics and every rolls would be opposed rolls as it is in MHRPG.

     

    Some of these would reduce the need for power frameworks which is in line with a more flexible play style. The GM could relax the “if you use it often, you should pay point for it since by not paying point, the character would have access to a tiring (END or HAP) power or a less effective power (Power skill).

    Using these rules should help simulate a comic book flow better. It would still not play as MHRPG, it would still have a much better definition of character abilities at the price of more crunch but still, HERO already has all the switches and dials to be an excellent comic book simulator.

  7. Re: Support HERO Indirectly...

     

    I like you format for the Raven write up' date=' do you recall what format and title it has in HD?[/quote']

     

    Unfortunately, there is to my knowledge no HD export format matching this layout (just to be sure there is no misunderstanding, this is a sheet created by for some con game if I recall correctly).

  8. Re: Support HERO Indirectly...

     

    Ndreare, I like what you have done. The export you have chosen for the NPC is also my favorite HD export but for the purpose of this "One-Page" adventure", I'd go even leaner and cleaner. Perhaps using a format similar to the one used in Everyman (for 5th, I am not sure a similar HD export exists). I'd even tone down the character sheets by using your current NPC format, the Everyman format or a format similar to the one attached (done by someone on the board but my faulty memory prevents me to credit him) but of course with a less comic bookish look. I guess I'd like to see the character sheets stand on a single page with the engine hidden (no cost, advantage, limitation shown).

     

    [ATTACH]41912[/ATTACH]

     

    Edit : Over the years GURPS has gotten a lot more clever in presenting there stat blocks so it can be an inspiration for HERO. If you took a look at Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, you could see an example of a full character stat block in half a page, (in the Rivals section) and monsters and NPC stat blocks in a quarter of a page or less.

  9. Re: Hero System Sixth Edition Concise

     

     

    But it's not "the future;" it's now. Look at the Book of the Empress kickstarter. Almost half of the pledges were for just the PDF. Granted, some of those may ultimately buy a physical copy too, but by and large, I'd say it's an indication that at least a good-sized chunk of the RPG customer base prefers PDF these days...

     

    Not entirely true. I'd say a sizeable chunk might be people willing to support the project but on willing to shed $50 for a black and white softcover, even more so Canadian or international buyers unwilling to pay for the prohibitive shipping costs.

  10. Re: Second Best Game System ?

     

    I know what you mean. I've been thinking about picking up the hardback BRP books and taking a look at how the system has evolved. It's always been a good system for pick-up games' date=' the kind I find myself far more likely to run these days.[/quote']

     

    It's well worth it actually. You might know as well that Superworld is still avaible in PDF from Chaosium's site. It is a bit dated, the book was published nearly 30 years ago, but the system is still very serviceable and it feels like Champions 3rd/4rd. Maybe it's the reason I like it.

  11. Re: Second Best Game System ?

     

    I've always had a fondness for the Chaosium BRP system' date=' and [i']Superworld[/i] has always held my second favorite Supers game position.

     

    You know I have realised lately that of all the games that I have played, there is only three that I really liked the system; HERO, GURPS and BRP (and its derivative like RQ, CoC and KAP). It doesn't mean that I never enjoyed playing in other games but I did despite the system or at least the system was not a nuisance.

     

    So to the question what would be my second choice after HERO for a Supers game? the answer would be GURPS or BRP. I'd love to see an updated Superworld book.

  12. Re: MYTHIC HERO: What Do *You* Want To See?

     

    I mentioned above something called "Legendary Hero." This is a book we've vaguely considered that would feature characters and beings from famous legends that don't rise to the level of mythology (i.e.' date='[/i'] that don't generally involve gods and the like). I'm interested in doing this because (a) it would let me shorten MH a little, and (B) it would let me cover fun subjects that are totally inappropriate for MH.

     

    However, if we're going to do it, we need to decide before MH goes to layout. There are two parts of MH -- the Arthurian Legends and the bogatyr section of Slavic/Russian -- that are more appropriate for "Legendary Hero" than MH. Other possible subjects for inclusion in MH are:

     

    Robin Hood

    The 1,001 Nights (Haroun al-Rashid, Sinbad, Alladin, Ali Baba, all that fun stuff)

    Roland and other such folx from various European sagas

     

    I'm not sure that there's enough material there for a whole book of the size that we like to publish. Nor am I sure there's enough consumer interest in "Legendary Hero" to justify considering it as a separate product. So, if you'd be interested in seeing a Legendary Hero book that's distinct from MH, let us know!

     

    I don't have much to say about the first post as I am pretty content about the plan and I trust you will treat the subject well (to put it clearer, this book is a must buy for me) but I must admit that I have an even higher interest in a book like Legendary Hero. My take is that you will have too much material to cram in a book and you will have to limit yourself to a more era and geographical area.

     

    Arthurian Legends and Bogatyrs are a must but I'd also like to see Beowulf, Ring of the Nibelungen, Dietrich, Attila. There is lot to cover only among these and aside from the Bogatyrs* which are centuries later, all of the others take place in western, northern Europe during the decline and death rattle of the Roman Empire (from the 4th to the 6th centuries). I'd buy this book faster than you can print it.

     

    *Unless you venture into the Primary Chronicles and the tales of Kyi, Shchek and Khoryv which are, maybe, around the same period as the others.

     

    Robin Hood, Roland and 1001 Nights are also interesting but take place at a later time. Not really a problem, just an observation.

  13. Re: Champions games you've run

     

    We played quite a bit of Champions but only 5 campaigns as 3 of them were fairly long runs.

     

    Assault

    Iron Age

    Our first attempt at Champions many years ago. The GM and 4 out of the 6 players were not very well versed with super-heroes. With poor character designs and some illegal builds, the group was completely unbalanced. As an example, one of the character was so slow (SPD and Movement just too ordionary compared to others) that for the whole campaign, he reached combat only once before it ended, had only the opportunity to land a blow... and missed. All of it lead to a fairly short stint and less than satisfying campaign.

    Characters : Holocaust, Hardstone, Nemesis, Artemis, Living Steel, V-Tech, Rayden

     

    Golden Age

    Golden Age

    Set in New-York in the DC Universe in 1939, the campaign followed the adventures of 5 low to medium powered supers. All characters were very well designed and respected the spirit of the golden age era. The players were very focused on roleplaying and interractions between them and the GM totally digged the era. It ran for many years and we still have very fond memory of it.

    Characters : J.W.Steel, Captain Hero, Supersonic (deceased), Green Ranger (deceased), Dr Absolom/The Mist, Jonny Hercules, Mud Boy,

     

    Star Knights

    Iron Age

    Set in Star City in the present day DC Universe. The Star Knights were a group of very powerful meta-human battling prime-time DC Universe villains. The tone was somewhat dark and the characters had interesting nuances. Although not as succesful as the Golden Age campaign, it also ran for years and we had a great time.

    Characters : Vindicator, Freedom (deceased), Wonderful Wanda (deceased), SilverEdge, Phoenix, Kitana, Hellcat, Lady Rose, Living Steel (a different character than in the first campaign)

     

    Dark Champions : Gotham

    Dark Champions

    Set in an Elseworld Gotham where Batman doesn't exist. Basically taking all the Batman gallery and making our own. This campaign was built for a single multi-session scenario.

    Characters : Myster Fear, Night Dragon and for the love of God I can't recall the name of the third member

     

    Meta-Quatre (Meta-4)

    Set in present day Montréal with 4 mid to high powered heroes. Character design was excellent, backstory of every one of them very rich and interactions between players very intense. The characters were full of nuances and of them even turned villain mid campaign. Our best Champions characters to date. Many years of great fun and a campaign that was at least as satisfying as the Golden Age one.

    Characters : Masque X, Danger Boy (turned villain), Dynamo, Rocketeer (deceased), Éminence Grise

  14. Re: Conan: The Current Movie in Progress.....

     

    Momoa delivered a decent Conan but it would have been better with blue eye lens and 20 more pounds of muscle. Not really a fatal flaw (I mean who can reallly play characters like Conan or Bruce Wayne) but althought entertaining, I though the flow of the story and the transitions from scene to scene were very poor. It made the scenario feel forced.

     

    On the plus side I quite liked the costumes and some of the shots were stunning. I got a bit annoyed when Conan drops Tamara in front of his city and there is no one around even if it is full daylight! For such a big city, I would expect people flocking to it. It just felt dead.

     

    All in all, I am glad I saw it but I probably won't buy the Blu-Ray or watch it again.

  15. Re: Champions Villains, Volume 3: Solo Villains

     

    Or DOJ owe the printer a significant amount of money and it will print the runs only when DOJ repay pre-established amounts.

     

    *This is not based on anything and is not even my belief. It is only a possibility I think we can add to the list.

    ** Unless of course it is already clear the problem is on the printer's side.

  16. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See?

     

    1. Social Combat rules: A section discussing rules for modeling various forms of competitive social interaction with rules, just like physical and mental combat are modeled. Rather than presenting a "one true way," I'm going to discuss the general considerations you should take into account if you want to use Social Combat in your campaign, and then present two or three different systems for Social Combat. Thus you can pick to preference, or "roll your own."

     

    8. Possibly some rules that rejigger the Skill system to work more like combat, with an "OCV" versus a "DCV." This has been mentioned here and there (in one of the Toolkitting notes in 6E1, IIRC) and is in my notes from when I was working on 6E. Not sure if it's worth pursuing but I am at least considering it.

     

    These two will make me buy the book as soon as the bundle is available. I see a few benefits for using CHAR/3 + Skills versus CHAR/+ Skill (or versus a DV) like offering more breakpoint to the characteristics (every 3 instead of every 5) and obviously unifying the mechanics. I'd also like to have some thoughts about dropping the CVs altogether and getting combat on CHAR/3 basis as well.

     

    Social combat is long overdue for HERO and I'd like to see :

    1. Social Maneuvers
    2. New characteristics to support Social combat like Offensive and Defensive Social Combat Value and Social Defense
    3. Ways of avoidind adding more characteristics to support social combat like folding it in with mental combat in a replacement CV (Offensive and Defensive Influence Value?) at 5 points per +1
    4. Also an integration Of Presence Attacks in social combat. I always thought damage should be based on PRE for social combat and that Presence Attack (as we know them and taking no time) should only use casual PRE.
    5. Social Combat using only Interaction skills instead of CV (would mesh out well with the point made above about dropping CVs)
    6. Interaction with reputation, wealth and status
    7. I'd also like to see a worked out Personality / Passion system à la Pendragon. This would mesh nicely with Social Combat.

     

    While we are at it, I'd like to see the return of Mental Maneuvers.

     

    2. Advanced rules for Foci, allowing you to vary their durability, size, and so on.

     

    3. Rules for giving powers or gadgets their own DEX, SPD, etc. so that you can model Omega Beams, homing missiles, and what-all without having to write them up as full character sheets and buy 'em as Followers.

     

    4. Expansions of the STR Chart (so you'll know what you can lift with 400 STR!) and Adding Damage tables, etc. I have whipped up things like this for my own occasional use, so I might as well let you use 'em too.

     

    5. Discussion of, and suggested rules for, destroying Really Big Objects -- mountains, asteroids, planets, ringworlds, stars....

     

    6. I am considering putting in some optional variant rules for "Time Stop" and "Time Replay" type powers (possibly expanding them into some sort of general "Reality Alteration" power). I am going to end up doing something like that for Time Travel Hero anyway, so might as well get it done early. ;)

     

    7. Maybe reprint/update the Speed Zone from Ultimate Speedster. That's worth keeping in print, even if only as a theoretical exercise. ;)

     

    9. Possibly a new optional take on Regeneration.

     

    I see potential in all of these even though I do not have as much interest in them as for the two above. I am glad to see the Speed Zone making a come back but please don't forget the other "zones", like the Mind Zone, in your treatment.

  17. Re: Champions Universe

     

    I have to agree with the Lord. The book is well organized, easy on the eyes, the text flows and is entertaining and the artwork enhance the whole atmosphere. Very nice.

     

    I just realized that the back cover is missing from the PDF files though.

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