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Fox1

HERO Member
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Everything posted by Fox1

  1. I've have fun while it lasted. Learned some important HERO stuff as well that was hidden away in the dark pages of all those rulebooks. But this marks my last post on these boards. Good luck all and have fun.
  2. Re: Broad category skills I sort of see your point. Still wouldn't do it that way myself. I like the fine control and think that have too much default to a global skill is just too much defaulting. But have fun with it anyway.
  3. Re: Broad category skills Can't say that I'd like to lose what grain the system does have, likely because this isn't a problem for me. Plus you're giving heck of a cost break. Air Force Combat Pilot? 4 pts Combat Pilot with fam on combat aircraft, small planes. 2 pts Navigation- Air 11- 3 pts System Operations 3 pts PS: US Air Force Combat Pilot 1 pts Wpn Fam: Say F-16 weapon systems. 4 pts Sight PER +2 2 pts Survival- pick one (point sink here, they should have a number...) For starters just off the top my head. Lots more than 10 points.
  4. Re: Anyone combine Champs with Call of Cuthulu?
  5. Re: Vehicle DEX Not in Champions II, Turn is defined completely differently there as I pointed out in the other thread. Here at top speed my example M1A1 could only turn a single hexside every 3 segments. Under Champions II, the max turn rate *period* is 1 hexside per segment, and that only if your segment speed is equal to or less than your TURN value (likely a 3 for our example M1A1). I'm going to post a request to publish the old Champions II vehicle rules on my website. I expect to be turned down, but it's worth the shot I suppose.
  6. Re: Who is the greatest Marksman (or Woman) I recently got a few new players who wanted their own copy of the rules. It's possible to still get used 4th edition copies, however 5th edition included a vast number of rules that were scattered in different books in previous editions. Thus it was a choice for my new players between buying one new book, or a number of used/worn ones. So the one book resource was a *major* bonus for me. There are also a few changes I approve of. STR Min for example needed to split from AP and is in 5th edition. The index is wonderful, the best I've used in gaming bar none. And so on. RPGs do not follow a simple "newer = better". There are things I liked in previous editions, and things I like better in newer editions. I have the freedom to select from the entire published material that which best suits me as well as the freedom to add and take away from that as I wish. Thus life is good.
  7. Re: Who is the greatest Marksman (or Woman) Until 5th edition, it was called a Dodge. HERO (like nearly all rpgs) simply skips much of the natural movement you see in combat in order to keep things simple. If you must reflect the natural movement of a Dodge for your own suspension of disbelief, just house rule a 1 hex movement requirement for Dodge to be taken after the attack attempt is resolved. Greater degrees of Cinema Dodges can be handled with the Flying Dodge maneuver, although again I strongly suggest that you house rule it so that such movement is taken after the attack attempt is resolved. I'm so strongly against the 5th edition changes, that I would not play in any GM's campaign who enforced them. I'd pass it by to go try out someone's D&D game instead.
  8. Re: Vehicle DEX Only for movement. If it has weapons to fire, chutes to deploy, or anything else of that nature it would to do it per the normal SPD rules, which was the lower of the driver/pilot or the vehicle itself. For example, a M1A1 battle tank would have a SPD of 2. This duplicates its real life rate of fire for the main gun. So it could fire on phase 6 and 12. However it could move up to 45 mph or around 10" a segment every segment. In Champions II assuming it had a TURN of 4, it could turn a hexside every 3 segments at its top movement rate. Meanwhile the top machineguns are mounted outside the armor and thus are not slaved to the turret controls allowing them to be fired at whatever speed the crewman has (the same as any other ground mounted HMG). Not perfect, but much better than the 5th system.
  9. Re: Vehicle DEX Or have vehicles move every segment while characters and vehicle weapons/systems/powers act per their SPD. This is, the Champions II method.
  10. Re: Who is the greatest Marksman (or Woman)
  11. Re: BL's Vehicle Movement Streamlining Thread Well... For myself I've just about decided that the Champion II rules are fine and haven't given much thought to differment methods (gojira is smoking something good if he's thinking they're same as the 5th edition rules). I'm sleeping on it a bit longer, but as of right now the chances are excellent that I'm switching back to them for my campaigns. I'd put them up on my website as they're out of Print now, however I think HERO Games may have serious objections to that and for good reason. Combined with my new house rules covering vehicle combat, I'm almost ready to undertake those vehicle heavy games I've avoided. Still want something to handle component level damage resolution however...
  12. Re: Vehicle DEX I've been away from the keyboard for a while, so sorry if this is late... It's on page 364 5th revised. Back in the days of Champions II, this was the base DCV of a vehicle, the driver could get a dodge bonus if he made is combat driving/piloting.
  13. Re: Silly question, How much damage do nukes do As for knocking someone... Long's overdone construction methods means that the supplements now published by HERO are basically useless to me. I lose out on what used to be a good resource (before 5th edition I used to buy everything except Fantasy HERO products), and they lose out because I don't buy their stuff anymore. So call this customer feedback that was presented when the subject came up. Nothing more. It's not like I stated a thread on the subject. As for posting my own write-up... I don't consider any of my write-ups to be useful for members of this board. I have vastly different standards for my campaigns and without context any contruction I'd present is pointless. So I don't post them.
  14. Re: Cell phones don't work underwater... Just to be contrary... Great Magical Dragons shouldn't be called like they were puppies. I'd handle it in one of the following ways: 1. Don't worry about it. He shows up at the start of the adventure on his own. He's cool that way. 2. Danger Sense, brought so that it informs him when Japan (or whatever area he's interested in now) needs his help. Then he can show up and inform his teammates that something is up. 3. Mink Link to his 'pet' human on the team. Make it one way. He'll decide if whatever is troubling his 'pet' is worth the effort of looking into. May want to buy Meta-scale Teleport, only to be used to magically arrive where his team is when one of the above three conditions are meant. To save points, put which of the above options that is decided on into his magical spell multi-power or VVP. That way it's only active when he's switched to that slot/power, generally during 'down times'.
  15. Re: Introductions and a question about jumping. He did look silly in the movie, but he does jump like that in the comics. One of the few bricks in Marvel I can think of off-hand that actually travels that way. Beast counts if you want to call him a brick, but he's really more of a strong MA IMO. I've seen Herc jump, but it's so rare and so silly when he does it that I try to forget.
  16. Re: OCV Penalty on Powers The more you believe "Points means balance", the more problems you're going to have with HERO.
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