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DreadDomain

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  1. Like
    DreadDomain got a reaction from Spence in Medieval Stasis   
    And now you mention my second (bigger) pet peeve; the scale of a setting. Some settings are scaled way too small for the scope they cover; Aventuria (The Dark Eye) is an example of this. You look at the map, the breath of the geography, the diversity of cultures, the number of polities and you feel this place is big. Could it be as big as Africa? South America? Europe maybe? Nope, it's the size of Western Europe or India. Now I have no problem with a setting the size of India, it's a big area, but the scope of Aventuria with "endless" frozen wastes in the north, a "massive"desert in the middle and mainly unexplored steaming jungles in the south just doesn't feel like it all fits in Western Europe.
     
    Others feel like they are way too big. I don't know Exalted but Banestorm (GURPS) comes to mind. In this case, the continent is huge, the size of Canada, and the geography and climate are believable but the nations feel way too big and monolithic for a medieval level of development.
     
    The impact of scaling is worse than the length or stagnation of the history because it has a direct impact (travel time) in play.   
  2. Haha
    DreadDomain got a reaction from Duke Bushido in Fun new ideas   
    Clearly not a fan 😁
  3. Like
    DreadDomain got a reaction from Echo3Niner in New Champions campaign idea... Earth, 2030 - Whatchya think?   
    It explains a lot! My write-up of Superman comes at 800 points!!!
     
    I am only at Episode three but...
     
    Colonel Dick Rage... hilarious...
     
    At this point I get the feeling she has a fairly powerful or at least versatile VPP
     
    🤣 
  4. Thanks
    DreadDomain got a reaction from Echo3Niner in New Champions campaign idea... Earth, 2030 - Whatchya think?   
    Clearly! I have yet to read how the heroes defeated him. I assume they are not built on 2,000 points (or are they? I may have missed that). Sounds like a lot of fun so far.
  5. Thanks
    DreadDomain got a reaction from Echo3Niner in New Champions campaign idea... Earth, 2030 - Whatchya think?   
    I was about to say just that.
     
    I am catching up but good write-up so far.
     
     
    Holey Moley!! This guy is seriously overpowered!!!
     
  6. Like
    DreadDomain got a reaction from Christougher in Fun new ideas   
    Here is another idea, that expands the concept that Complications are used to generate HAP, by applying it to limitations:
     
    Limitations
    Limitations are categorized between hard limitations, clearly defining the limits of a power, or situational limitations, limitations that are triggered by event or story elements which players and GM can control and influence. Hard Limitations work as per the normal rules. They are used to define a power and determine the final cost.
     
    Situational Limitations do not factor into the cost of the power. They are activated by the player or the GM during play based on the narrative of the story. By calling a Limitation on him, the player gets 1 HAP and accept the consequences laid out by the GM and/or other players (note that the GM could turn down the activation of the Limitation). The GM can also call a Limitation on a player, with the same drawbacks and benefits stated above.  A player could turn down the activation from the GM by accepting a harsher consequence later in the story or by paying 1 HAP (GM’s choice). The future consequence must be related to the Limitation.
     
    Which limitation is Hard and which is Situational is a campaign decision that GM and players must make.  There are four modes:
     
    1) All Hard: This is the default mode found in the RAW. All Limitations are used to build powers and factor in the final cost.
     
    2) Mixed: In this mode, the limitations are clearly divided between Hard Limitations and Situational Limitations. Which falls into what category is a campaign decision agreed between GM and players. Here is an example below:
     
    Hard Limitations
    Duration - Limitations Power has a worse than normal duration Concentration - Character has reduced DCV and PER Rolls when activating or using power Extra Time - Power takes longer than normal to activate or use Inaccurate - Power is less accurate than normal Linked - Power can only be used when another power is used No Conscious Control - Character cannot control use of power Perceivable - A normally invisible power is perceivable Range Limitations - Power has no range, or less range than normal, or functions less effectively at range Reduced Penetration - Power penetrates defenses less well than ordinary attacks Requires A Roll - Character must make a roll of some sort to use power Requires Multiple Users - Two or more characters must use power for it to work Side Effects - If power fails to work, character suffers harm Unified Power - Two or more powers are affected simultaneously by negative Adjustment Powers Variable Limitations - Character can change Limitations on power as a Full Phase Action  
    Situational Limitations (The players or GM can activate it when it makes the story more interesting)
    Always On - Power cannot be turned off, but it’s not necessarily always a problem Charges – No need to count charges. Endurance Limitations – Take a hint from HS6E1 pp46, remove END and replace it by the limitation Tiring. Pushing is automatically Tiring (or uses HAP instead). Focus - Power works through an object or device but it’s not necessarily always a problem Gestures - Character must make special, distinctive gestures to use power but it’s not necessarily always a problem Incantations - Character must speak special, distinctive words to use power but it’s not necessarily always a problem Limited Power - Power is restricted in some way defined by character Lockout - Using power prevents use of other powers Only In Alternate Identity - Power only works for one of the character’s identities Physical Manifestation - Power has a physical manifestation other characters can attack Restrainable - Grabs or Entangles prevent use of power  
    3) All Situational: In this mode, power construction is greatly simplified. All Limitations are used as narrative tag to be used in game to create the story and generate HAP. In this mode, GM and character should review and simplify the Limitations available and might even make some exceptions. A Limited Range limitation works well as a Situational Limitation, but a No Range limitation might not. It could be removed entirely or kept as a Hard Limitation. Another way to resolve this is to turn some limitations around. For some limitations, it makes sense that by activating a limitation a character increases their power instead of getting 1 HAP. Concentration and Inaccurate are good example of this.
     
    4) Fluid: This mode leaves the decision in the hand on the players. Player A might create a power with a specific number of Charges, with the Hard Limitation factored into the cost and Player B might use Charge as a Situational Limitation.  Player A might end up with a more powerful character on paper, but Player B might have a character with the ability to generate more HAP giving them a lot more narrative control. This mode requires the GM and players to experiment to ensure game balance.
  7. Like
    DreadDomain reacted to Duke Bushido in Champions: The Super Role Playing Game (4th edition)   
    Has someone announced a change to the source scan?
     
    If it hasn't changed from the original, I can offer proof that it isn't.  If it's been changed, then I'd like to try again. 
     
     
  8. Like
    DreadDomain got a reaction from Duke Bushido in Fun new ideas   
    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
  9. Like
    DreadDomain got a reaction from Joe Walsh in Champions: The Super Role Playing Game (4th edition)   
    Anyone can confirm that the POD is now of good quality? Pictures would be appreciated!
  10. Like
    DreadDomain got a reaction from Hugh Neilson in Semi-Major Mistake in Champions Complete   
    Sure, I see your point but it could be read as if the modifier (+1/4) makes it constant. What makes matter worse is that it mentions right after "If a Damage Shield involves a Ranged power, it must take the No Range (-½) Limitation. A Damage Shield moves with the character as he moves; this doesn’t require the Mobile Advantage.". It's explicit, you need to add No Range, it's explicit it does not require Mobile but it's silent about Constant. It's not an error but it's unclear. 
     
    For Growth, I understand why it was done that way. I just don't like it 🙂 Note that it's potentially the only decision I don't like about CC so it's not a train smash!
  11. Like
    DreadDomain reacted to HeroGM in Semi-Major Mistake in Champions Complete   
    Add it as a book mark.

  12. Like
    DreadDomain reacted to Scott Ruggels in Medieval Stasis   
    This map, done in 1986 for my FH game,  was scales so that each square  took about 5 days of travel by foot or oxcart. Less by horse or by river, but in general 5 days on foot. North to south would take several months.  East to west, the entire continent would take maybe about 3 years to travel west to east, bit that is another two or three sheets. In general most countries in Europe would take a week or two to cross on foot. with the exception of France. It took fewer in the Holy Roman Empire.  countries were the size that the local noble could gather resources and men to defend, within their cultural framework.
  13. Like
    DreadDomain got a reaction from Scott Ruggels in Medieval Stasis   
    And now you mention my second (bigger) pet peeve; the scale of a setting. Some settings are scaled way too small for the scope they cover; Aventuria (The Dark Eye) is an example of this. You look at the map, the breath of the geography, the diversity of cultures, the number of polities and you feel this place is big. Could it be as big as Africa? South America? Europe maybe? Nope, it's the size of Western Europe or India. Now I have no problem with a setting the size of India, it's a big area, but the scope of Aventuria with "endless" frozen wastes in the north, a "massive"desert in the middle and mainly unexplored steaming jungles in the south just doesn't feel like it all fits in Western Europe.
     
    Others feel like they are way too big. I don't know Exalted but Banestorm (GURPS) comes to mind. In this case, the continent is huge, the size of Canada, and the geography and climate are believable but the nations feel way too big and monolithic for a medieval level of development.
     
    The impact of scaling is worse than the length or stagnation of the history because it has a direct impact (travel time) in play.   
  14. Like
    DreadDomain reacted to assault in How powerful are your agents?   
    I dislike agents that make the PCs feel less super.

    I dislike agents that require the PCs to be built on inflated points to be viable.
     
    I accept that a few "agents" are actually low-powered superbeings, through equipment, training or both. Most shouldn't be.
  15. Like
    DreadDomain reacted to Greywind in How powerful are your agents?   
    Well, sometimes about...


     
    ...and sometimes about...


  16. Like
    DreadDomain got a reaction from Duke Bushido in How powerful are your agents?   
    Thanks Duke, I was trying to frame my answer but you expressed pretty much what I wanted to say. In the end, as a general statement, I chose : They are annoyances in terms of damage but are very useful in tactics. (entangles, flashes, drains, etc.)They are annoyances in terms of damage but are very useful in tactics. (entangles, flashes, drains, etc.)
  17. Haha
    DreadDomain reacted to Ninja-Bear in How much of an data dump do you need?   
    I thought everyone was interested in drinking and wenching? 😁
  18. Like
    DreadDomain got a reaction from Spence in Welcome and who are you?   
    I don't think HERO needs a 7th edition as much as it needs a facelift to look a bit less cryptic. My next Champions core book would NOT really be a 7th edition but more a reskinning of the current rules with a focus on streamlining and removing the need for "clever" builds (like super running being built with Flight by removing the ability to fly or with Teleport by removing the ability to teleport). Also, I would review the layout of the character write-ups so they look a bit more functional and less blocky.
     
    HERO, in my opinion, doesn't have a "rule" problem,  it has a "presentation" problem.
  19. Like
    DreadDomain got a reaction from Joe Walsh in Welcome and who are you?   
    I don't think HERO needs a 7th edition as much as it needs a facelift to look a bit less cryptic. My next Champions core book would NOT really be a 7th edition but more a reskinning of the current rules with a focus on streamlining and removing the need for "clever" builds (like super running being built with Flight by removing the ability to fly or with Teleport by removing the ability to teleport). Also, I would review the layout of the character write-ups so they look a bit more functional and less blocky.
     
    HERO, in my opinion, doesn't have a "rule" problem,  it has a "presentation" problem.
  20. Like
    DreadDomain got a reaction from Derek Hiemforth in Welcome and who are you?   
    Following Sketchpad footsteps
     
    Why your username?
    True story.  HERO System Almanach I. Super-Team name generator page 91. Two rolls. Dread. Domain. It stuck.
     
    Why your avatar or if no avatar why not?
    Never took the time to set one up
     
    What area do you live in?
    I am from Montréal Canada but I currently live in Brisbane, Australia
     
    What's your profession?
    Engineer but now in project management
     
    Are you Windows, MAC or Linux?
    Windows and Android
     
    Are there TV shows and/or movies you like to binge watch?
    Many!
     
    What drew you to the Hero System
    The George Perez cover drew me in. The system kept me going
     
    Which edition did you start with?
    4
     
    Which edition is your favorite?
    If I have to choose one, 6e. In reality, a mix of 4, 5 and 6.
     
    What have you used the game for?
    Mainly superheroes, but also Fantasy and Pulp.
     
    What point system have you ran or played?.
    My other love is GURPS
     
    What was your first Hero character?
    Hardstone, a street level bad ass. Or was it Holocaust, a super brick bad ass...
     
    What was your favorite Hero character?
    Either J.W Steel a golden age brick dilettante playboy or Masque X, a Spider-Man/Daredevil mash-up. 
     
    Do you still play or GM the Hero System
    I haven't in the last 3 years. Would like to.
     
    Are there other games you play?
    GURPS, Call of Cthulhu, Dungeon Fantasy
     
    On an A to F scale how do you rate the system overall?
    As a system, I'd give 6th edition an A. 
     
    What are some house-rules, if any, you use in the past?
    We usually played it as is.
     
    If you could put together a 7th edition what are some things you add, omit and/or change?
    I would start from Champions Complete, bring back Gliding, Transfer, Instant Change, introduce adders to run on water and vertical surfaces, drop megascale and reprice non combat movement at 2 points for ×2, use Complications to generate Hero Points instead of giving more points during character creation, review the cost of characteristics and skill levels. Make the book glossy full colour and include the Super Hero Gallery. It would NOT really be a 7th edition but more a reskinning of the currently rules with a focus on streamlining and removing the need for "clever" build. Also, I would review the layout of the character write-ups.
     
  21. Like
    DreadDomain got a reaction from Christopher R Taylor in Medieval Stasis   
    This is one pet peeve that I have, completely unrealistic timelines in a setting where stuff remains stables and static for way too long. Warhammer's the Old World is an example of that, not so much that it is static but that through change the Empire has been apparently always gone back to a similar status quo over millenniums. I had at some point a storyline where the players would discover that a lot of the history they knew about was a lie. That storyline never really played out while we were having a blast on the main plot.
  22. Like
    DreadDomain got a reaction from Sketchpad in Welcome and who are you?   
    Following Sketchpad footsteps
     
    Why your username?
    True story.  HERO System Almanach I. Super-Team name generator page 91. Two rolls. Dread. Domain. It stuck.
     
    Why your avatar or if no avatar why not?
    Never took the time to set one up
     
    What area do you live in?
    I am from Montréal Canada but I currently live in Brisbane, Australia
     
    What's your profession?
    Engineer but now in project management
     
    Are you Windows, MAC or Linux?
    Windows and Android
     
    Are there TV shows and/or movies you like to binge watch?
    Many!
     
    What drew you to the Hero System
    The George Perez cover drew me in. The system kept me going
     
    Which edition did you start with?
    4
     
    Which edition is your favorite?
    If I have to choose one, 6e. In reality, a mix of 4, 5 and 6.
     
    What have you used the game for?
    Mainly superheroes, but also Fantasy and Pulp.
     
    What point system have you ran or played?.
    My other love is GURPS
     
    What was your first Hero character?
    Hardstone, a street level bad ass. Or was it Holocaust, a super brick bad ass...
     
    What was your favorite Hero character?
    Either J.W Steel a golden age brick dilettante playboy or Masque X, a Spider-Man/Daredevil mash-up. 
     
    Do you still play or GM the Hero System
    I haven't in the last 3 years. Would like to.
     
    Are there other games you play?
    GURPS, Call of Cthulhu, Dungeon Fantasy
     
    On an A to F scale how do you rate the system overall?
    As a system, I'd give 6th edition an A. 
     
    What are some house-rules, if any, you use in the past?
    We usually played it as is.
     
    If you could put together a 7th edition what are some things you add, omit and/or change?
    I would start from Champions Complete, bring back Gliding, Transfer, Instant Change, introduce adders to run on water and vertical surfaces, drop megascale and reprice non combat movement at 2 points for ×2, use Complications to generate Hero Points instead of giving more points during character creation, review the cost of characteristics and skill levels. Make the book glossy full colour and include the Super Hero Gallery. It would NOT really be a 7th edition but more a reskinning of the currently rules with a focus on streamlining and removing the need for "clever" build. Also, I would review the layout of the character write-ups.
     
  23. Like
    DreadDomain got a reaction from Derek Hiemforth in Welcome and who are you?   
    I don't think HERO needs a 7th edition as much as it needs a facelift to look a bit less cryptic. My next Champions core book would NOT really be a 7th edition but more a reskinning of the current rules with a focus on streamlining and removing the need for "clever" builds (like super running being built with Flight by removing the ability to fly or with Teleport by removing the ability to teleport). Also, I would review the layout of the character write-ups so they look a bit more functional and less blocky.
     
    HERO, in my opinion, doesn't have a "rule" problem,  it has a "presentation" problem.
  24. Like
    DreadDomain reacted to Ninja-Bear in Welcome and who are you?   
    @DreadDomain, I too love the idea of Adders to Running! I wonder why that haven’t in all these years.
  25. Like
    DreadDomain got a reaction from Sketchpad in Getting into the Game   
    Hi Crayon, welcome aboard. The Basic Rulebook is a distilled down summarized version of the Character Creation and the Combat and Adventuring books and it probably contains everything you need. It does omit some skills, talents, powers etc. (each section has a sidebar stating what was not included in BR) but it's a safe bet you will not miss them.
     
    Aside from these extra elements, the "Big Blue Books" contain a lot more examples, toolkitting options and guidance. If what you read in the BR feels unclear, go read on the topic in one of the two big books.
     
    As others have said, you don't need to read it all start with the BR only. If you find character creation complex at first, don't worry too much. Character creation in HERO is it's own mini-game and the complexity is very much front loaded. Once in game it really isn't that complex.   
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