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Darkhope

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Everything posted by Darkhope

  1. Re: Equipment Pools? Hmm.. First off I guess I was just raised differently on champions than you guys. Cause 400 points is NOT outrageous for a skilled normal. Bruce Lee has a 5 speed easy imo. I myself Have a 15 str according the the book on how much I can bench press. The stats aren't outrageous at 200 pts. In the big champions game thats been running for.... 15 years or so one character is 1900 points, Lady D ( D stands for Death). She has 700 pts in stats. That character started out at book 250 super hero. But back to topic. These characers for years of in game life have been adventuring and developing skills and powers to help them survive. They have been to the abyss, fought demigods, other demi planes with mad wizards and psions. Seen powers that affected them serioulsy in the head like Cythulu stuff. So the fighter having a 15 ego and pre isn't outragous. Him having a 14 con and 18 str isn't ridiculous. A skilled swordsman and shield user he has a 14 dex, he's 6'4" and 250 pounds of muscle, a 14 body and 6pd/ed. Experienced combat veteran he is so he's got a 4 speed. He's got some battle scars so a 8 com. His body is used to pain and healing wounds so 4 pts in recover, 2 in endurance and 1 in stun. Theres 80 pts in stats for a normal fighter/navy seal. Seals have MASSIVE skills, levels and gear. Easily build one at 400 pts. Now as for the FANTASY based D&D game. These guys have powers and abilities that must be addressed. The vampire mage has 240pts in stats and the ability to spend points on stats every game. If anyone has played World of Darkness: The Masquerade, they know vampires are incredibly powerful and limitless in potential. I would put Cain, the first vampire at 10,000 points easy. I think alot of people here look at disadvantages and limitations way to much as an excuse to make stuff cheaper. Take a plunge and crank up the points some. Your players will love it. EDIT: I think this might make some more sense to some of you on the points of my game and why they are so high. I don't use the rule disads take away from point total. To me thats just ridiculous. Its a roleplaying game. Disads are your guide to how your character should be played. Its how you dish out exp on how well they played thier characters. You shouldn't reward them for picking out 150 pts in disads just so they can have a 300 pt character. And I dont use stupid limitations. Your only supposed to use limitations to define the power. If your playing a fire power super hero you can't use the limitation 'does not work in water -1/4'. I mean DUH HUH, its fire its not gonna work. Use common sense and realism and just make your characters and not worry about shrinking points. No where in any champions book does it say to stack on disads and limitations cause your normals can't go over 150 pts. Pshh.
  2. Re: Hand to Hand Attack Over Priced? you guys talk to much about limitations and discounts and cheap prices imho. Just increase the points for the game and points of characters. Theres no limit to how powerful these superhero characters can be. I once played a game where we were Heralds of Galactus starting out at 1500 points. We would go to alien planets and neutralize any threats so galactus could eat it. Was alot of fun.
  3. Re: Character Generator? thanks Is the 40$ worth it for those that have it?
  4. Re: Equipment Pools? Spending the points for some was very hard. The fighter based classes mainly I had problems with. But some of them have up to 200 points spent on followers, the clerics and wizard have 150pt power pools, One character is a vampire mage so he has nice stats, power pool, vampire power elemental control and multipower, skills/levels. One fighter is the race of LeShay. (like an ascended godlike Elf) So he has a racial multipower with dispel vs entangle, missle defelection/refelection only vs magic, telepathy, mind control and teleportation. One character is a psion, so she has a 120pt mental multipower and a elemental control of psionic defenses. No one in the party has over 200 pts in characteristics except the vampire. Most have the NCM and have paid double for points over 20. But theres only 2 with a stat above 20. a couple have a 5 speed. It's really not that outlandish or hard to picture if you compare them to the powerful people in the world. Remember its Fantasy based, D&D world with magic and special abilities. Even in the real world extreme skill can be turned into powers. A Navy Seal is a normal human worth about 4-500 points easy.
  5. Is there a Hero system character generator somewhere out there?
  6. Re: Magic Resistance and Creating Items Thanks guys thats nice stuff. This is where time and money comes into play. Creating magic items is no easy task. Takes lots of skill, time, and LOTS of money. Wizards can't flood the world with magic items this way. And it doesn't take points, its just understood real world mechanics.
  7. Re: Point/Power levels in your game starting out 75pt is like a level 1 D&D game. My game started them out as heoric but through time its evolved into super heoric. I have 800pt hero fantasy characters now.
  8. Greetings everyone, I'm new to forum and am a oldschool player so don't know 5th edition rules so bare with me. I'm just looking for input on how other gm's view certain things with the hero system. I've recently converted D&D characters to champions characters to spice up my game. Game is huge, 20 players all ranging from 25th level to 36th. I decided to make each 500 exp in D&D 1 champions point. So that puts my most powerful character at 881. This just so happens to be the Wizard. He is an item creation specialist. Has all the appropriate skills to physicaly craft the focus's, but how do/did you other gm's build in points the ability to enchant items. From what I see, it costs nothing in points. You just charge him time and money, build the desired magical item and hand it out for whoever to use. Now whoever uses the item has to pay points for I understand. Like say he made a 3D6 HKA AP +1 magical sword. This is 90 active points. Has OAF -1, Str Min 15 -3/4. This will cost a player 33 points. ( I don't use independant -2 limitation cause I think its ludicrous for a player who plays every game to lose character points when an item gets destroyed, stolen, or sold off.) What I'm asking is the act of enchanting the item with these abilities cost any points? Or is it like I think a non system ability that takes time and money. EDIT: Woops I forgot to talk about Magic Resistance. SOme of the D&D characters have magic resistance. I was thinking this would be like Power defense but it doesn't quite fit the full genre. It would translate over as mental defense, power defense, resistant defences, and various other special effects. Was wondering how other GM's looked at Magic Resistance.
  9. Re: Mind swapping Hero 4 would be a weird version of Shift Spirit out of Horrow Hero. 1D6 for 20 pts.
  10. Greetings everyone, I'm new to forum and am a oldschool player so don't know 5th edition rules so bare with me. I'm just looking for input on how other gm's view certain things with the hero system. I've recently converted D&D characters to champions characters to spice up my game. Game is huge, 20 players all ranging from 25th level to 36th. I decided to make each 500 exp in D&D 1 champions point. So that puts my most powerful character at 881. This just so happens to be the Wizard. He is an item creation specialist. Has all the appropriate skills to physicaly craft the focus's, but how do/did you other gm's build in points the ability to enchant items. From what I see, it costs nothing in points. You just charge him time and money, build the desired magical item and hand it out for whoever to use. Now whoever uses the item has to pay points for I understand. Like say he made a 3D6 HKA AP +1 magical sword. This is 90 active points. Has OAF -1, Str Min 15 -3/4. This will cost a player 33 points. ( I don't use independant -2 limitation cause I think its ludicrous for a player who plays every game to lose character points when an item gets destroyed, stolen, or sold off.) What I'm asking is the act of enchanting the item with these abilities cost any points? Or is it like I think a non system ability that takes time and money. EDIT: Woops I forgot to talk about Magic Resistance. SOme of the D&D characters have magic resistance. I was thinking this would be like Power defense but it doesn't quite fit the full genre. It would translate over as mental defense, power defense, resistant defences, and various other special effects. Was wondering how other GM's looked at Magic Resistance.
  11. Re: Trying to make an attack that forces dex roll could have it to where there is no dex roll, targets fall down automatically. Make it an aoe martial art takedown
  12. Re: Equipment Pools? all the players have a equipment pool. I gave it to them based on point total. Every 25 points = 5pt equipment pool. They started out as heoric i guess but through time and so much power its superheoric. Some of them still have the Normal Characteristic Maxima however. EDIT: its fantasy genre, around 700 pts
  13. I was curious on how other GM's handled this. I don't like my players having to pay points for items that can be destroyed/stolen/traded away and losing the points. (i.e. Independant limitation) So I just use equipment pools. The characters are allowed to cary and weild items based on how powerful they are. The more points the total character the larger the power pool. I built it as 100pt Equipment Pool 20pt Control Pool (OAF-1 only change at base -1/2) So they could have a 3D6 HKA AP+1 magical sword, 10PD/ED Full Plate, a Ring of Protection 5pd/ed forcefield IPE All +1, a Cloak of Displacement +5 DCV vs all attacks, and Rod of Lighting Blast which is a 8D6 EB AE 4" Line +1 Thats a total of 98pts filled into their Equipment Pool. The player wouldn't be able to put much more on his person unless it was a very small item (i.e. less than 2 real points) Was just curious as to what other GM's thought of this type of playstyle.
  14. Re: Raise Dead, how do you build? Seems to me building it with the new Healing though is an all or nothing deal. If you don't roll enough dice to equal targets body he doesn't get ressurected. Unless you tack on Cumlative +1/2 advantage.
  15. Re: Raise Dead, how do you build? That doesn't make sense. The target is dead, if you give it the regeneration power with the spell it still can't use it... its dead... lol. Regeneration lets you heal body post 12 and lets you take up to 2x negative your body before your dead. But if your dead when this regeneration spell is cast you can't use it. Can't be done with Regeneration imo. Hmm, I think I should get the 5th ED book. Healing and Aid are different powers all together now? Weird. But I like the added costs for more special effects of the power. Coincides with other powers like Desolidification, Mind Link and Missle Deflection; where the more points pumped into the more it can do, not just more dice.
  16. Re: Trying to make an attack that forces dex roll IMHO your right, a change enviroment. The special effect of the power would cause a dex rollwith a minus, up to GM though on total modifier. But I'm a old champions gm. The new rules may have something more suitable.
  17. Re: Raise Dead, how do you build? Aid for healing? That doesn't make sense, the target is dead. Has to be built another way unless the new book has a higher cost for aid that is a ressurection. Like its 5pts for 1D6 healing aid, but its 10pts for 1D6 ressurection aid or something. You saying new book breaks it down like that?
  18. First off I'de like to say greetings to everyone. I just found this site and information and I've been playing for 10 years. I still use the old books and am not sure on how some things are built. Right now I'm running a fantasy genre champions game but in the Forgotten Realms D&D universe. I was curious as to how a Ressurection power was built in Champions. I built it several ways, a Major Transformation 'Dead to Alive',and a Summon Spirit (this is hard to pay for cause you don't know how many points the person your raising is). I was curious if the new books or some other GM's out there could help me with this. I'de like to put this spell in one of my players power pool. Thanks in advance
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