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DreadDomain

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Everything posted by DreadDomain

  1. All great choices Khan. I second them all (thanks for thinking about Marshall and Hergé. I nominate John Buscema Tom Mandrake Tom Grummett
  2. Hi Laz, I might be late in the game now but I have a few more suggestions for you to consider regarding the psychic powers. 1) List the powers by disciplines instead of alphabetically. I see two reasons for this. First, it gives a sense of an in world system. The apportation abilities are listed in apportation and the aura reading abilities are listed with the aura reading discipline. Second, and this is more important, it will be easier for players to choose which disciplines they want (major and minor) because they will get a sense of what the discipline can do much more easily (no need to flip between pages to jump from one ability to another). In addition, once they have selected the disciplines they want to specialize in, its easier to jump jump to the relevant section to choose abilities. I guess there is a reason why the products in a supermarket are displayed thematically and not alphabetically 2) Consider listing the powers "per level" instead of as a whole when possible. It is easier for players to select the right level of ability for a minor discipline as oppose to recalculate everything (I assume here that we want to easily introduce non HERO player to Extinction Event). Allow me to add two controversial suggestions related to this: If the cost doesn't divide evenly, do not sweat it. As an example, Bump Aim costs 13 CP for Drain OCV 5d6. Make it 3CP per Drain OCV 1d6, it won't break the game and make it easier Do not list the value for the advantages and limitations. Each power have Active Cost and Real Cost. The value of each modifiers in between don't matter much. Again, thanks for doing this!
  3. Not sure if anyone reads this but I believe the write-ups are where a of clean-up is required. Please consider these suggestions: Do not put weapon into the power section written in a power format. They should go into the equipment section using an equipment format. It's an heroic game so no need to pay for equipment and it make the write-ups look complex fro no reason. Leave a blank space after PRE and another one after DMCV. It makes the characteristics look less blocky. Make sure the layout is such that STR doesn't take two line because the Lift and Damage information takes too uch space and forces a return to next line. I see it is done for some of the write-ups but do not add extra movement into the Power section, add it to the movement section Take a page from Champions Powers and organize the abilities in Movement, Sensory, Offensive, Defensive or Other categories. It makes the character much easier to read. Think about regrouping abilities thematically. The cyborg write-up was confusing because under Powers his cybernetic enhancements are listed but they are all over the place. Consider having write-ups without the character points. That would make them even simpler. The thing is most of the time the write-ups are not very complex but the wait the information is presented, it looks complicated. I'd like the write-ups in the book look like it is for an Heroic Sci-Fi, Post-Apocalyptic game instead of a super hero game. Thanks so much!
  4. I had a quick read throught the draft and I have to say that I like what I saw. I would like to comment that some options in the templates are sometimes confusing. Examples: Acolyte Template p.51-52 Instead of listing the various skills configurations into the options, I feel it would be clearer to have it in the main template with the Skills: 12 Choose one Acolyte Specialty or 12 CP worth of skills from the following list: Then add lists of skills and list of Acolythe Specialities as per the current options and remove them from the options. Paladin Template p.55-56 Same comment. Otherwise it gives the impression that on top of the template, you can pick a Close Combat Specialist (adding +10pts of MA, +1 PD and + 1 HTH Combat) for a mere +4 points Basic Gifted Template p.49.50 Same comment but for the Psychic disciplines.
  5. Blackbeard and a pirate template can also be found in Larger than Life for HERO 6E
  6. If you look in the (free) download section on this site, we may find what you need. I know there is at least one that is very good but I haven't check if it got all the table you mention.
  7. Thanks, I simply don't want the book to feel like Champions (which I love). I am afraid it will be 80$ for me...
  8. Thanks for the answer Laz. To clarify, when I mentionned character sheets, I meant character write-ups in the book, as opposed to a blank character sheet. Regarding Character write-ups, I would try to remove as much clutter as possible. The character write-ups of MHIRPG are generally well laid out and clear but I believe could be improved even more. As an example, I believe Narosia had the right idea by grouping the character write-ups (not the PC character sheet at the end but the write-ups in the book (like the wolf page 404)) by theme: Characteristics, Perception, Movement, Defense, Offense, Skills, Perks, Complications. It looks very organised. Also, I find it annoying to see “abilities” like Short Leg: Run -2m in the power section. There is already a Movement section, why not compile the cost in the section instead of cluttering the write-up? (I made changes in bold to clarify)
  9. Congratulations, well deserved! I believe it is the second year in a row a Champions product wins.
  10. Hmmm strange... what kind of shenanigan is happening...A surge of vote followed by rhe poll being set to private. There is?
  11. Guys, We have been overtaken by G-Core ang V$V is closing on us. Was there a message sent to the Kickstarter participants. We need to mobilise!
  12. Hi Laz, Looks pretty good. Like Norm, I hope the visual in the book will be in line with what we see on the website. I am curious to know how powers, equipment and generally how the characters will be presented. While a truly appreciate the flexibility that HERO provides, I hope Extinction Events will be a fully worked setting as opposed to a loose set of examples as we often see (and rightfully so) in genre books. The website states the book will provide: 1) Rules for psychic powers available in the Extinction Event campaign – MHIRPG does that well at least for Magic. The spells are described in the Magic chapter in text and game information, but on the character, you only find the name of the spell which take away a lot of the clutter and remove the perception for newbies that HERO characters are written in undecipherable codes. 2) A wide assortment of weapons, armor, gear, terrestrial vehicles, and spacecraft - This is even more important than for powers, I'd like to see equipment and vehicles portrayed as gear and not written like power builds. as an example, I'd rather see equipment (both examples from MHIRPG) written like this (this looks like real gear): EQUIPMENT Weapon OCV RMod Damage STUN Shots STR Min STI Tactical 5.0 +1 +1 2d6-1 +1 11 6 Kukri, Large +0 +0 1d6 +0 — 10 Armor MHI Body Armor (8 PD/8 ED), MHI Earplugs, Flashlight, monocular Instead of this (this looks very gamey, it is fine for a power or a super equipment in a Champions game but looks out of place for a non-superhero piece of gear) 60 Abomination: Multipower, 120-point reserve All OAF (-1) 3f 1) Shot: RKA 2½d6 [9] Area Of Effect (1m Radius; +¼), Autofire (5 shots; +1½), +1 Increased STUN Multiplier (+¼); OAF (-1), Limited Range (40m; -¼), Reduced By Range (-¼), Reduced Penetration (-¼), Two-Handed (-½), 9 Charges (-¼) 2f 2) Slugs: RKA 2½d6 [9] Autofire (5 shots; +½), +1 Increased STUN Multiplier (+¼); OAF (-1), Limited Range (100m; -¼), Two-Handed (-½), 9 Charges (-¼) 1f 3) Underslung M203 Grenade Launcher: RKA 2½d6 [1] Area Of Effect (15m Radius Explosion; +¼); OAF (-1), Limited Range (150m; -¼), Two-Handed (-½), 1 Charge (-2) 1f 4) Silvered Bayonet: HKA 1d6 (2d6 with STR) 0 Reduced Endurance (0 END; +½); OAF (-1) I would hope for the same for the vehicles. I would like to vehicle written as such instead of the one-page character sheet. MHIRPG does that well (pp213-215) Regarding Character sheets, I would try to remove as much clutter as possible. The character sheets of MHIRPG are generally well laid out and clear but I believe could be improved even more. As an example, I believe Narosia had the right idea by grouping the character sheet (not the PC character sheet at the end but the write-ups in the book (like the wolf page 404)) by theme: Characteristics, Perception, Movement, Defense, Offense, Skills, Perks, Complications. It looks very organised. Also, I find it annoying to see “abilities” like Short Leg: Run -2m in the power section. There is already a Movement section, why not compile the cost in the section instead of cluttering the write-up? Anyway, just some ideas. Looking forward to this.
  13. It is now a three way race with Mighty Protectors overtaking Sentinels and closing on Golden Age Champions!
  14. I did not have the option so I was not faced with moral dilemna
  15. How about here? https://polldaddy.com/poll/9920823/
  16. Guys, I am finally back home. As promised I have started a thread here https://forum.rpg.net/showthread.php?822225-Darren-Watt-s-Golden-Age-Champions-It-is-finally-here&p=21621568#post21621568 Please go and contribute!!
  17. Darren, apologies but I have only been around sporadically. I could start a thread on rpg.net with my review if it helps. I would ask that The Herodom jump in so I'm not just a lone voice in the dark. I could also try to post a formal review on rpg.net although I have no clue how it works.
  18. I am in the same boat except that I prefered JL over GotG 1 and 2. I haven't seen Thor Ragnarok so I couldn't say but I also prefered JL over Spider-Man Homecoming and Ant-Man (both fairly bland).
  19. Darren, Was my mini review posted here a month ago helpful in any way? The answer can be no, I won't be offended.
  20. My first choice would be the 30's but from the poll, I would hesitate between the 40's (WAR!) or the 60's (COLD WAR!)
  21. Good point. Some applications of the rules remain counter intuitive. Creating light is one of them. The other example is the ability to run super fast on water or to the side of building. Logic dictates the base power should be Running, not Flight.
  22. Yes, I am in the same boat. Going through the changes highlighted in the 2-page character conversion document found in 6E p.20, 21. I would say: No More Hexes: The hexes never bothered me but I much prefer meters. Name Changes: I find these changes mostly positive and they are generally obvious so when you look at a 5ER or 6E character sheets, it’s not too confusing (well if you some name changed). I have a few caveats though. The most obvious are OMCV and DMCV. Acronyms and contractions are required but with it is more than 3 letters, it starts looking cumbersome and hermetic. Character Creation: The point total and fewer Complications don’t really bother me. They make sense within the context of the changes. Characteristics: This is where I believe 6E could have done better. I would have hoped for a solution to resolve the obvious 3 and 8 breakpoints but that could have required reworking the scale and diminish backward compatibility. At least each characteristic means something at each level (damage, initiative, resistance to stun, etc..) except INT which I still find annoying. I am also not convinced that DEX is worth 2 points. The big change was the removal of the figured characteristics which I was originally opposed to. In practice though, I found it liberating and simpler. Part of me still wish they would have kept them… In any case, I believe 6E suffers from the Wall of Characteristics syndrome when they are listed in a single list from STR to STUN. I am not sure OMCV and DMCV should have made it to the list if only because they are not generally useful for everyone. Comeliness: I have discussed already. I liked Comeliness but understand why it is gone. CSL, PSL, SL: Because I am not convinced DEX is worth 2 points, I am obviously not convinced Agility Skill levels are worth more than Intellect or Interaction skills. I believe they should have had the same cost. Skill Changes: I don’t have any issued with the changes but I would have preferred skills to be… skills. Whatever doesn’t work like a skill (9+CHAR/5), I would have moved to Talents. I have no problem with Languages and Weapon and Transport Familiarities being part of the skill list so it might only be force of habits based on previous editions. Perks and Talents Changes: All good in my opinion. Removed Powers: This is a mixed bag. I liked having Transfer, Gliding and Force Field. This is one level of deconstruction I would have avoided. An I would have kept Instant Change (in Talents if necessary) as well. Some of these changes make sense but they clutter the character sheet and make character creation more complex. Changed Powers: Generally good except I dislike that Growth in Champions Complete refers to the size templates at the back of the book. New Powers: Generally good 12 to 17 Removed, Changed and New Advantages and Limitations: Generally good except that ACV could have being simplified by assuming equal opportunities for Mental and Physical attacks (not too farfetched in Champions). 18. Power Frameworks: I liked EC… but they had to go. VPP works better now. 19. Complications: No problem really. 20. No More DEF: This could have gone both way to be honest. I suppose it was simply easier to keep PD and ED. Going through this makes me realize that the only thing I really hope would be better designed in HERO (any edition) are the characteristics and they only thing I wish they would not have done is get rid of some powers. Still, now I have the urge to reread 5Er… which is in a box in Canada…
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