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Nevenall

HERO Member
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Everything posted by Nevenall

  1. Re: Hero Podcast: What Would You Like To Hear? Design philosophy would be at the bottom of my list. In fact, I would say don't focus on the game itself as much as the people who play it. I would say have one guest per podcast and have a conversation about something interesting. Which could be design philosophy every once and a while. My top interests would be: 1. Conversations with Hero GMs about their games and how they approach their craft! 2. Conversations with the author about new books. (Of course, you'll have to pretend like it's not always the same guy ) I think this would be an incentive to get people to buy, I know it would work for me. Cool theme song, definitely. Regular host, I would say try rotating at first and see who clicks the best and/or has the time for it. Half hour a month sounds fine. I would steer away from "regular segments" like a rules spotlight. If I'm going to listen to this podcast it's going to be because the guest/conversation sounds interesting. Anything else is just irritation.
  2. Re: Noob here... The thing about the Hero System that I really love is that there are no artificial limitations. No character classes or lists of allowable "things." I can, for example, make a character who is both a wizard and a skilled swordsman.
  3. Re: Multipower imbalance There's a paragraph in 6E1 that warns GMs to watch out for Multipowers full of non-combat oriented powers because that gives great benefit without any hindrance. You just need to watch for those kinds of multipowers rather then remove or recost them. In my opinion.
  4. Re: Negatory I agree. Very muchly.
  5. Re: Negatory I think someone drained to 0 EGO is pretty much defeated. Especially considering that the defense against it is less common then the defense against STUN damage. If you want overwhelming defeat you you could always drain them to 0 INT & 0 EGO.
  6. Re: Negatory Depends on what's on TV Seriously though, if a character at EGO 0 has to succeed with an EGO roll every phase to take an action I think that's plenty of penalty for being in that state. I don't see a point to having explicitly negative EGO just to make it even harder to take an action.
  7. Re: Negatory I say this thread has presented a dearth of very good reasons for removing negative characteristics.
  8. Re: Negatory That is true, but what if was your character who had absolutely no chance of a breakout roll? You might as well forget that session and go watch TV. That said, you could always combine your Mind Control with a Change Environment that gives penalties to EGO rolls.
  9. Re: Negatory At EGO 0 characters will follow any order given to them unless they succeed in an EGO roll. No specific mention of Breakout rolls from mind control though. 6E1 p. 44
  10. Re: Negatory These effects haven't disappeared, they apply at 0 instead of -30.
  11. Re: Hero Basic 6th : Destructible FOCUS and Power Armor Just for the record, the rest of that paragraph says "To speed game play, and avoid breaking Foci on a regular basis, GMs may choose to ignore this rule. In such a case, Foci are only hit and damaged by attacks that specifcally target them."
  12. Re: Negatory Also, consider this, is the difference between a 0 STR and a -25 STR Really worth 25 character points?
  13. Re: Traveller Hero I'd buy both if I got the chance
  14. Re: Confusion Field Drain INT. At INT 0 they have to succeed with an INT roll to make any decisions. Should be relatively cheap too.
  15. Re: Post "gotchas" here Considering how much of the utility of STR is damage, I think a -1/4 limitation is appropriate for *most* campaigns.
  16. Re: Post "gotchas" here But that's exactly what the Hand to Hand attack power is now. It's strength with a limitation to represent it's only for damage.
  17. Re: Senses as Superluminal Speeds I bet there's something in the Ultimate Speedster about this I'll look later. Honestly though, unless this is a hard science fiction campaign, I wouldn't worry about it much. Maybe just by Navigation for FTL and call it good.
  18. Re: A Luck Power Does the power have any affect besides in combat? From the description you gave I'd build it as Combat Skills Levels with a Conditional Power Limitation that the other twin must be within 100 meters. The exact value would depend on how often the twins will be together during the campaign. Say maybe -1/2. That doesn't exactly explain the bear, but honestly I'd leave that as a nice touch by the GM to fit in with their special effect. Or, maybe that twin did score a hit on the bandit and used a couple of his special skill levels for damage, the special effect of that being a bear. Bit of a stretch to be sure.
  19. Re: How to Build: Dooms Day Device (6th) I would agree. This is a story after all, not a Magic the Gathering duel.
  20. Re: Desolidification and Knockback? and weirdness It doesn't even have to be an attack bought with Affects Desolid, it could just the reasonably common special effect which affects that form of Desolidification. Desolid is bad fit for indestructable. Damage Negation or Damage Reduction will work far better for you.
  21. Re: Movement between phases If characters are just moving, like in a chase, then it works fine (in my head at least) for that to be broken into segments and for movement to be interruptible by a sudden change of situation, like a Barrier. Where it doesn't fit so well is for Move+Attack maneuvers like Move Through. Then it would be possible an action in a later phase interfered with the attack you've already resolved. So this can be explained like ghost-angel said, by the attacking character being just too fast in the heat of combat to be interrupted. Of course the GM could allow a character to abort to raise a Barrier as a defensive action.
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