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rstehwien

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Posts posted by rstehwien

  1. Re: 5E Fantasy Hero hardcover

     

    Never sold a thing on E-Bay. Last time I tried (which was admittedly a few years ago) it didn't think my zip code existed.

    Zip code datasets get updated periodically... yours might have been fairly new and they had an older dataset and couldn't confirm. Worth trying now.

     

    .... I know this because the app I write has an older zip code dataset and some clients are using zip codes created in the last year and wondering "why can't you map it exactly on the map".... we get the closest lat lng but not the boundary of the latest zip.

     

    Anyway, I've had good luck setting rpgs on ebay. Need to go through and prune my collection again.

  2. Re: Hero System Sixth Edition Concise

     

    I would have been more interested in 6th edition if it didn't look like they wanted me to buy 2 books to do what I'm already doing with 1.

    I've bought in heavily to 6E because it had many things I've wanted since 1E (well some of those things I only started wanting as the hobby evolved and I didn't get all the things I've wanted)... but I'd have a hard time selling the 2 books to my players to buy to "try the system". The basic book might be the way to go but it still would be nice to have one book that has it all like I did with 4E and 5E (more for 4E because the book wasn't so intimidating).

     

    I defently agree...less books on core rules, more books on settings and adventures and the old 'Enimies' books (hay, remember thoes...thay were the fast way for some newbie to get published in Hero after Adventures Club and before Digital Hero).

     

    How many people would love to see an Advance Player's Guide 3?

    I buy alternate rules books and would dearly love a "Complete/Concise Single Hero System Book" plus a "FAQ + Optional Rules Book(s)" that go more in depth to explanations and rationale. But an APG3... depends on what is in it but yeah I'd probably buy that. I've liked much of what is in the other two. Nice to see how to extend hero.

     

    Love to see more exploration of simplified hero (no end for example and how that would effect things like charges and the like) or more on making Skills work like OCV/DCV rolls or Roll High Hero (I was weened on Hero so I get OCV/DCV rolls... but man it is so much harder to explain than OCV+3d6 vs DCV+10 and some people irrationally hate roll low system... I almost do).

  3. Re: Starting a Hero System Podcast .... who is interested?

     

    I wonder if Google+ would be a good place to host discussion. I just don't understand that platform.

    At work (just about everyone in my company telecommutes) we have been pretty happy with Google+ the last couple weeks... seems more stable than Skype's latest UI atrocity and Adobe Connect gave us some trouble (we have a company account but adobe got rid of the managing group and forgot about many of the subscribers).

     

    Google+ has a whiteboard so it is possible to run a game in a hangout using that for a map... I prefer maptools myself though. But recording a game and the map (if it does a video on G+) would be pretty interesting for a podcast extra.

     

    The BAMF/Vigilance Press Podcast has done some nice actual plays (which would be nice to hear for Hero), product reviews, interviews (including with Steve Long), etc.

    http://mikelaff.podbean.com/

  4. Re: 6th Edition Heroic Action Points

     

    On page 415 of 6E1 "TOOLKITTING: HEROIC ACTION POINTS AND COMPLICATIONS" has an optional rule where the characters get their full Total Points regardless of complications but when the complications come into play (by the gm or through approved suggesion of the player) they get HAPs. This is very much like gaining fate points when an aspect is compelled or invoked against you.

     

    I was very pleased to see this optional rule in the core books (along with seeing the HAPs in general).

  5. Re: Hero System Sixth Edition Concise

     

    Do some tactical planning first. -- Someone here mentioned that Savage Worlds sold 400' date='000 copies of their basic rule book at $10 a pop. I have no idea if that's really true, but if it is it indicates that the RPG market is HUGELY elastic right now. People will spend more money at smaller increments than they will in one large one. I know I dropped a bit of coin over the holidays on Steam sales, all at $1.25 to $5.00 a pop. It's a very interesting marketing scheme at least.[/quote']

    It was 40,000 hard copies (not including pdf sales) of the SW Explorers Edition and stated by the pres of the company Shane Lacy Hensley from Pinnacle here:

    http://www.happyjacks.org/?p=1125

     

    They are almost out of the run of SW Deluxe that came out last year (a few minor changes to rules but none of them have really been new versions of the game). So they are doing well.

     

    While I don't like SW (I do like the plot point settings), it is a generic game system targeting multiple genres and the new main book pretty much covers everything but real supers, has tons of equipment, sample characters, bestiary, and a several adventures from different genres. All you need for play just about any genre is in the book but for specific settings you need that book and a setting players guide that may have some setting specific rules.

     

    That is what I want from a concise Hero book.

  6. Re: Hero System Sixth Edition Concise

     

    Love what is outlined and would contribute to a kickstarter for this project. Basically I want one complete core rule book much like my 4E book that doesn't scare the pants off anyone I show it to. An Advanced Guide book could have the optional rules and explanations on powers/interactions.

     

    I'd also love some quick settings/genre guides that focused on rule guides, archetypes, and an adventure (still needs core book) to get people in the action on 100-200 pages. The model works pretty well for Savage Worlds (don't like the system but like the plot point books).

  7. Re: Possible HERO System Supplement Kickstarters From Steve -- What Interests You?

     

    STORMlords - Very interested in this... my interest was so great I posted for the first time in a while and pushed me over the edge in buying 6e (been playing other stuff for a while). I'd pledge $25-$50 for this, maybe a bit more depending on perks (get Storn to do the art and I'll kick in more). Normally I'm a PDF only guy now (iPad works well at table) but for games I'm definitely going to play with visual appeal I get the hardcover too.

     

    Mythic Hero - Sounds interesting. Probably $25-$50 again.

     

    The others dont' interest me that much. Maybe $25 for Cyber Hero.

  8. Re: Sci-Fantasy at the Super level..

     

    Hey all- just curious to see if anybody's done a HERO game in the vein of He-Man' date=' Blackstarr, etc? I'm toying with the idea of pitching such a game to my group once my MBA classes ease off a bit. Any pointers (aside from watching the cartoons in question) would be helpful. :)[/quote']

     

    Once my MBA is finished (July), I was going to pitch a supers level sci-fantasy in the vein of:

     

    Everstone

    http://www.irongolemgames.com/

     

    Dragonstar

    http://www.fantasyflightgames.com/dragonstar.html

     

    He-Man and Blackstar had a combination of items and powers, so power frameworks might be the way to go. I've thought about having a champions style game in a fantasy universe - power frameworks and all. Which would allow you to recast the superhero villans.

     

    Leave fantasy villians the same so whooping up on orcs and the like is trivial and save the real threats for dragons and supervillians.

     

    One thing I've noticed is that players in fantasy games expect to keep the loot (at least at my table), so I probably won't go with the standard super-hero rules where you must pay for all items. Instead I'll use an Artifact Pool (see below) similar to "The Gift" from Fantasy Hero or the resource pool in Dark Champions.

     

    Some of my rough ideas might be useful to you for He-Man or Blackstarr:

     

    Magic will completly replace technology in my game (allows for less worry about the science part - some of my players have PhDs in physics and it gets annoying). I probably won't use power frameworks. Instead I'll use "The Gift" from Fantasy Hero for both spells, magic items, and approved racial abilities or ability packages. I might allow frameworks for some innate abilities.

     

    There will be an Artifact Pool used to pay for items. All magic items require some will or power to activate, but characters can swap out magic items given enough time (immediately if you had enough unused points in your pool and probably about an hour of attuning if all of your points were used - charged items use up points for 24 hours).

     

    Creation of magic items will usually be done by taking time and money (or special materials) instead of spending character points - since the users of the items provide the power. Truly independant items that can be used outside an artifact pool will cost character points or really special materials.

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