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Fox1

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Everything posted by Fox1

  1. Re: Firearms granularity They don't really have different calibres. There are basically only three. 5.56x45mm, 7.62x39mm, and 5.45x39mm All western nations use the 5.56x45mm. All 'eastern' nations use the 7.62x39mm or 5.45x39mm developed by the USSR. The 5.45x39mm was intended to replace the 7.62x39mm however there are so many of the old weapons out that and new Russia production is so low that 7.62x39mm will be around for a very long time. Many nations have different designs, often out of national pride or the need to maintain independence of production. Sometimes this results in the use of greatly inferior weapons like the English L85 or French AAT Mod.52 (I think that was the model). If you ever had to carry the weight of one these throughout your entire work day, the primary reason would become apparent. In addition consider low ammo capacity and recoil/flash levels beyond what most part-time shooters can handle (most cops are very much part time shooters), and the question is answered. There are a long number of different needs and requirements that drive weapon decisions. Not all of them are rational. Now we're just considering HERO system Firearms. The official rules show far less differences between weapons than my own house rules (at the website in my sig), so there will of course be less reason to choose between different models. Given the differences, I'll only answer your question with respect to my own game and rules. There one handled use of the Desert Eagle .44 Mag requires a 17 STR as I base STR upon recoil. I'll run through one group of characters in my Shadowrun campaign (I'll use modern weapon names to represent their choices). Donovan has a 18 STR, even so he still prefers using two handguns of a size that is somewhat concealable. Thus he has selected twin Colt Delta Elites in 10mm. Casey selected a Browning Hi-Power in .40 S&W. Slag uses a S&W .500 Mag Revolver or a Ruger Alaskan Revolver in 545 casuall. Oagato doesn't use any firearms, carrying blades, thrown weapons and bows instead. Olivia and Dallas each use a 9mm Walther P5 Compact for low required STR (7 in this case). Ty uses a Walther PPK .380 for concealability. The general rule in the game and real life is to use the most gun you can: a) carry at all times can comfortably fire (i.e. STR Min). Point 'a' is influenced by concealability and weight. There may also be requirements (such as some law enforcement agencies or the military). Point 'b' is influenced by primarily recoil although total weapon weight has an impact in some cases. Ammo capacity has a significant impact here as some people think it's better to put out a higher volume of fire than it is to put fewer more powerful shots. Lastly, some weapons just shoot better for some people than others fitting their personal style better and that may influence their choice.
  2. Re: Damage Reduction While I see the appeal of your proposal, I'll have to pass on it. I find that constructing a character with the enhanced CON, BODY, and STUN with the needed limits to be too clumsy. I like the current build with respect to 'normal humans', i.e. a easy way of showing this is just a man with a special ability, not another being with super stats. Perhaps I'd be more inclined towards dropping DR if I thought the current point system was in any fashion balanced. As it is, I see nothing but extra effort for little gain. My suggestion is to control the purchase of DR. If it becomes too cost effective for your game on a specific build- disallow it. There are a large number of potentially troublesome constructions in HERO. They are best dealt with by either controlling character construction or moving to a different game.
  3. Re: Firearms granularity Bad logic on a number of levels. First, the original post was not a call for an accuratate representation of firearms, it was rather a call for granularity in the game mechanics of firearms. One could assume that the post likely desired that the resulting granularity produces a result that ordered in the various weapons in the proper matter. Thus a .45 ACP should do more damage than a .40 S&W which should do more than a .38 special- but the actual damage values may or may not be realistic. Which is the case now matter how much work is put into the mechanics, as the actual effects of these weapons expressed in any objective valuation is unknown to current science. Only relative effectiveness can be judged. Second, in game design is quite acceptable to focus mechanics on only one side of an issue assuming a static condition on the other. It is a neccessary simplification to keep the game playable. Changes in target make-up is handled by how that target is made up in the game. Thus in the case of your "target is already flying by sheer force of will and wearing unrealistic bullet-proof-spandex" victim, the .40 S&W will react with it depending upon its BODY, STUN, and defenses just as any other weapon would. This isn't 100% of course. It's a game mechanic simplification that suits some people. But those who whine about peoplle wanting a little more realism in their game fail to understand a very simple point. Realism is not a on/off switch, it's a continuum that ranges from None to Complete. Individuals desire different points along that continuum. At no time does a desire for more realism in one part of that vast range force an individual into more realism in other areas. That's a straw man put up by biased and ignorant people who can't let a poster ask for something as simple as Firearms Granularity without attacking them.
  4. Re: Vehicle Search Unless the character in question typically to be disguised (a tow truck is a rather good disquise itself in many cases), it's not a disadvantage. A tow truck by itself has no reason to disguise itself and every reason not to. Avoiding collusions or being ran over on the road is is certainly a common advantage. The cost is cheap, pay for it.
  5. Re: Firearms granularity Odd that then the many current in the Army and Sp Ops specific are calling for changes in the primary rifle caliber due to their personal experience in the current war. But I guess they "never needed to actually shoot at people".
  6. Re: Firearms granularity HERO is somewhat limited in granularity due to its EXP progression. However it is still workable with effort. You could check out my website listed in my sig. It's shows more significant differences than the official HERO system rules (including the exceptional poor work in Dark Champions) assuming you're willing to take into account armor effects and stun modifiers as well as base damage.
  7. Re: Prone Problems Sadly, not a very good rule. The core concept in HERO is that you gain a -2 Modifier for every halving of apparent target size. Your rule far exceeds that (assuming I'm reading it right).
  8. Re: Lack of Fully Developed Worlds They claim there's no money in them and that as a result writing them takes them away from other money making efforts. I have no source of information to prove or disprove that the claim. All I know is that the lack of adventures is one factor that resulted in me losing all interest in anything besides their core rulebook and the ultimate products.
  9. Re: Bluffing Skill Actually I see a lot of people making something that was intended to be (and in fact is) easy difficult.
  10. Re: Lack of Fully Developed Worlds Perhaps I will after Steve Long has moved on and HERO has changed direction. The truth of the matter is that I found all the money I spent with HERO after UMA was published to be either largely or completely wasted (UB being a partial exception). I feel no need to support a line of products that fails me.
  11. Re: Purely Positive Thread I use the core rulebook for non-fantasy games and have since the 1st edition. These core rules are amoung the best rpg rules ever published. The idexing and layout work of the newest edition is first rate and a pure joy to use. Since I can't say anything good...
  12. Re: Lack of Fully Developed Worlds HERO used to publish adventures in previous editions. I or my fellow GMs bought and ran every one. In 5th edition, the other GM in our group brought Champions Battlegrounds, but only found one of the five adventures to be worth the running. After that experience and the general declared HERO statement of "we're not doing adventures"- no further money was spent.
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