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Furry Fox

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Posts posted by Furry Fox

  1. Re: Speedster Tactics

     

    Having played a Speedster character (Nimbus) for a better part of the last two years I would agree with virtually all of Haerandin's statements. The Speedster Archetype while powerful is also brittle and can be easily countered. While Speed tricks are great kicking it back Old School with Move-bys and Move-Throughs can be devastasting as well.

     

    To Sum up

     

    1. Exploit your Speed and Mobility to take out the most dangerous opponent quickly.

     

    2. Be sneaky and use hit and run tactics. Move-By your opponent and then duck under cover to strike again with the element of surprise.

     

    3. Your higher speed allows you to be more aggressive when needed and provides a higher overall flexibility than any other character archetype.

     

     

    I find that certain powers are most effective with this character set.

     

    Those include Invisibility, Clinging and even Stretching. I find a few inches of Stretching to be highly effective with any HTH combatant but especially effective with mobility based hand-to-hand fighters. It is also nice to have an attack option that uses little or no End as Speedsters tend to burn End like no other character does. Either buy down the End on a couple of the Speed Tricks or provide a gadget that can be used when your character is out of juice.

  2. Re: Spells as "Weapon Familiarities"

     

    I can see this working well in a low-powered magic based fantasy game where everyone uses magic and the WF represent standard book of spells and such. Generally I prefer to have Magic-users pay for their spells straight up. While Fighter's may get some equipment freebies being able to use magical effects are a powerful enough incentive to justify the point expenditure IMO.

  3. Re: Sick of Wolverine

     

    People who are sick of Wolverine should check him out in X-Men Evolution. There is some great voice acting there as well as some great retro X-Men action. As a Champions build however I do agree that he is getting rather tired. :)

  4. Would a character have to pay points to be classified as an animal vs mental attacks or could he simply choose it at character creation? Also would it be possible for a character to be considered a human vs mental attacks in one form and animal vs mental attacks in another. In this case I am thinking about a Werewolf type character.

  5. Re: Learning Curve?

     

    Hero system is fairly simple and easy to play. As a system it makes far more sense than the AD&D systems. Especially the earlier 1st/2nd editions of AD&D. I have never had a problem with character creation or understanding the general mechanics of the game.

     

    However Hero combat and action scenes can be complex and require numerous checking/rechecking of the FAQ for unusual situations which tend to crop off often. In many cases there might even be a conflict between what makes dramatic sense and the rules. It is in these situations that a wisened and experienced GM will really make the difference.

  6. Re: The Munchkin Build Contest

     

    Being a true Munchkin requires walking a fine line. The smarter the GM the larger the challenge. Check out this MP which is in use and is highly effective without being abusive. I especially like the knives. ;)

     

     

    High Tech Gadgets and Equipment: Multipower, 25-point reserve, (25 Active Points); OIF (Slots are seperate foci; -1/2)

     

    1. Chameleon Cape. : Invisibility to Hearing Group and Normal Sight , Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2), Chameleon (-1/2)

     

    2. Gliding Cape: Gliding 25" (25 Active Points); OIF (-1/2), Gestures, Requires Gestures throughout (To Glide through the air the character must constantly be using his hands/arms to guide his movement; -1/2)

     

    3. Healing Robots: Healing BODY 2d6, Can Heal Limbs, 16 Charges (+0) (25 Active Points); OAF (-1)

     

    4. Flash Gun: Sight and Hearing Groups Flash 4d6, 16 Charges (+0) (25 Active Points); OAF (-1)

     

    5. Holographic Projection Unit: Hearing Group, Normal Touch and Normal Sight Images 1" radius, +/-4 to PER Rolls, 4 Continuing Charges lasting 5 Minutes each (+0) (25 Active Points); OAF (Projection Unit; -1)

     

    6. Throwing Knives: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), 8 Recoverable Charges (+0), Range Based On STR (Thrown Weapon; +1/4), Autofire (3 shots; +1/4) (22 Active Points); OAF (-1)

  7. Re: Economics 101: Character Building in a Point-Based System

     

    These days my design style is explicitly aimed at building "complete" characters. The essential idea is that they will seldom if ever receive enough experience to significantly vary from their original state' date=' and therefore should possess all their key abilities right from the very beginning. Ideally, they should be able to spend all of their experience on skills and perks, and not on characteristics or powers. In some cases, adding new multipower slots and similar "greater experience" changes may be appropriate, but should never be necessary. [/quote']

     

     

    If possible I like to hold back 10 points right off the top to spend latter. This way I am not dependent on the GM to grant me XP during play to expand my character. 10 points might not sound like a lot but can go far to buy Multipower slots, KS,SS,Contacts or upgrade skills or skill levels. Just a thought as I often think up great ideas for my characters during play and wish that I had the points to pay for those ideas. This way I don't have to wait as long. :D

  8. Re: Economics 101: Character Building in a Point-Based System

     

    That's of course an ideal that seldom if ever gets realized. Particularly since even most players idea of what constitutes "superior" (or even interesting) is hardly etched in stone over the course of a gaming career. My first Champions character Ranger (retired in 1985) had defenses that were over 500% higher than my current character Zl'f. Does that make him superior? Or does the fact she has a SPD which is five higher than Ranger's make her superior? Or do both characters simply reflect changes in my own gaming philosophy which have nothing to do with superiority of design and/or concept?

     

     

    I agree with this wholeheartedly. My character design rules has changed over time and I try to vary my characters so I have an interesting time playing them as well. My characters strive to be skilled and versatile as opposed to being directly powerful with few attack, defense or miscellaneous options.

  9. Re: Economics 101: Character Building in a Point-Based System

     

    Yes' date=' but even game balance is a series of compromises between individual players. (More importantly, it's not imposed by the GM but is a voluntary accomodation)[/quote']

     

    LOL! How economists blanche at the strong arm of government. Still at times it is necessary. Unfortunately the GM must enforce order for the players own good that is. :D

  10. Re: Economics 101: Character Building in a Point-Based System

     

    To me that suggests that the players think it's worthwhile to have that higher SPD and/or DEX' date=' so why not let them buy it? [/quote']

     

    In two words, Game Balance.

     

    There needs to be some sort of balance between Offense, Defense and Speed to balance the characters. Otherwise many characters will run amok maxing out lethal combinations that will make the game less fun for everyone. Trust me I know. ;)

  11. Re: Economics 101: Character Building in a Point-Based System

     

    Why don't we see more 45 DEX bricks?

     

    I think that the reason why we don't see more 45 DEX bricks is due to the fact that most GMs will not allow them in the game. Not to mention that responsible players do not want to step on the toes of other characters. It is not that the game system is economically viable but the diligence of fellow players and GMs that keep the game on an even keel. Soft caps of all sorts are necessary to keep players from running amok.

  12. Re: Economics 101: Character Building in a Point-Based System

     

    I would agree that many players strive to maximize the effectiveness of their characters. The skills/powers/Frameworks that I find to be of most benefit are:

    1)Multipowers

    2)Elemental Control

    3)Martial Arts (10-15 point package)

    4)3 point levels are ubiquious

    5)Breakfall

     

    As for Stats I like to maximize Speed and Dex. High Strength is beneficial to all characters due to high figured characteristics plus being strong is one of the most useful assets in the game both in and out of combat.

     

    There are bargains in the Hero system that many players know about and some that are more obscure as in rl.

  13. Re: Overall Levels are they too good or not good enough?

     

    Just ask yourself the simple question, what's it really worth to add the entirety of an 8pt CSL's functionality to an 8pt SL? Would you honestly expect to pay no more than 2pts for such a massive increase in functionality? IMO, you're gaining a far wider range of ability than a mere 2pt bump in price should confer.

     

    I would imagine that 10 points would be the most that any character would have to pay for a mere +1 increase even if it is across the board. Non-combat skills are heavily discounted in the Hero world. This makes sense as the focus on Champions is being a hero and basically fighting super-villians not using skills necessarily. Thus players are encouraged to improve their non-combat skills as well and are given an incentive to do so.

  14. Re: Overall Levels are they too good or not good enough?

     

    My problem is not with the 10 point level but the 8 point "all combat" CSL. Not that it's abusive - quite the opposite. Why would anyone pay 8 points for "all combat" when they could pay 10 for "all skill rolls and all combat?"

     

    And don't forget "All characteristic rolls as well". Still it might fit certain character builds better but from a points perspective it makes little sense.

    It is basically a level for NPCs or very combat oriented PCs. :D

  15. Re: Overall Levels are they too good or not good enough?

     

    I would say that 10 points is right for +1 to any skill or Combat stat' date=' but would not let it be used for PER or Stat rolls.[/quote']

     

    What makes overall levels interesting to me is the flexibility that they can be used for anything including Stat rolls or even ECV. This in part compensates for their extremely steep cost. 10 points is a lot for +1. Consider that you can get +5 ocv with 5 2pt levels or 3, 3pts levels instead. Just a thought. :)

  16. Re: Overall Levels are they too good or not good enough?

     

    I think that the cost should be more exponential' date=' but then I feel that way about most everything in the system.[/quote']

     

     

    Gurps uses an increasing cost system for skills which is more realistic and gritty. I prefer HERO straight cost for skills and powers although I can see where others might differ especially in a darker or more realistic setting. An incremental cost increase of skills, abilities or powers is in essense anti-heroic and encourages the building of generalists as opposed to niche players.

     

    Back to the original questions. Are Overall levels too cheap or not and do you use them often?

  17. Re: The Munchkin Build Contest

     

    The Fuel charges are one of my favorite "limitations" of the Hero system. In fact I find charges a great way to conserve end, save points and basically improve the combat versatility of your character. I like your builds Super Squirel.

  18. Re: The Munchkin Build Contest

     

    One of my favorite Munckin builds:

     

    It's even better with a ranged martial art style (A Disarm, Defensive Strike, and a trip) with a MP of trick ammo...

     

    This is nice and would probably pass by completely unnoticed as Munchkin by the majority of GMs. Nice work. :thumbup:

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