Jump to content

LouGoncey

HERO Member
  • Posts

    88
  • Joined

  • Last visited

Posts posted by LouGoncey

  1. My whole "philosophy" behind complications is does the player want blindness as a complication -- does he want it as a weakness that the GM will constantly play off of.

     

    If he does not want it as a complication -- than it is not a complication.  Sell back sight, assume he is going to have another targeting sense, blindness rarely comes up as a problem.

     

    If he does want it as a complication, sell off the sight as the book states, but treat it as a complication.  (If sight is listed as worth 25 points, then lower his total complication from a 400/75 point character to a 400/50 point character.)  Then you as the GM have full range to use blindness as a real problem for the character.

  2. It says it is cinematic right in the beginning of CHAMPIONS COMPLETE -- if by cinematic, you mean "larger than life."  Superheroic seems cinematic (though I rarely play Superheroic).  But what are the guys over at TBP saying is cinematic?  All roleplaying is cinematic -- if it wasn't we would have to make EGO rolls everytime we acted, or we would freeze and/or run.

  3. Using the cards for SPD thing where you place in the number of red cards equal to your SPD, it is the same number of phases per turn, so movement and endurance end up being the same -- the only change is you just don't know when you are going to go in the Turn.

     

    This is just something I like to use because I think some chaos does represent battle.  I am not saying the system is stupid.  I liked it when I first played Star Fleet Battles and I like it now.  Just wanted to try something different.

  4. Just a Post-script kinda thing, but my group and I are using the playing card system.  You take a number of red cards equal to your SPD-1 then black cards to fill out your deck to 11 cards.  Everyone goes on Segment 12, so no card is needed.  For the rest of the Turn, at the beginning of the Segment you each draw a card and a red card means for have a phase this Segment.

  5. After a good night's sleep, I find myself slowly going over to Perrin's idea of rolling for your phases, adding +1 for each miss, and rolling a 12 means you get a recovery.

     

    Maybe that is why Perrin is a game designer and I am just a game player.

  6. If you think GMs hate precognition, wait until my suggestion: Extra Dimensional Movement - Time Travel

     

    He can only go back a minute.  It has Concentration on it -- so if he gets shot he cannot use it.

     

    (I am new to Hero and I play 6e, so I am spitballing here.)

     

    Sounds like one of those powers that Hero can do but it would be a pain in the ass to deal with -- I know I wouldn't allow it as a GM.

  7. The chit system sounds like some boardgames I currently play and I am definitely trying it the next time we play.  Each player will get 12 playing cards with the red cards equal to their speed -- the rest are black.  Everyone will shuffle their 12 card decks at the beginning of their turn, then draw the top card at the beginning of the segment -- everyone who draws a red card has an action.

     

    (This will satisfy the girl who was playing who just complained about her bad luck rolling a 12-sider.)

     

    This is definitely a system I recommend people trying for an Heroic Tarantino style game (which I am currently running.)

  8. I was reading one of Steven Long's DH posts from his 5e days and he was talking about rolling off as an option for determining what segments you act on.  At the beginning of a segment, everyone rolls a 12 sided die -- if it is equal to or less than your speed value you have a phase in this segment.  Then all the players acting that segment roll a DEX roll to determine the order that they go in.

     

    My players loved it.

     

    The only additional rule I added was on Segments 6 & 12 there is no rolling -- everybody goes.  This gives everyone a 'technical' speed of 2 and a chance for greater speeds.

     

    (I should note that I am basically playing Heroic games.)

     

    What are peoples thoughts?

  9. Re: Any ideas for a character leveling system based on experience points?

     

    You could always say that points can only be spent when a certain number of them have been accrued. For example, a "level" might be every 10 Exp. For certain games, maybe a certain amount of Exp are needed to be able to add to abilities. For example, maybe a Wizard needs a certain number of Exp to buy certain spells. Fighters may need a certain amount to be able to buy maneuvers or combat skill levels, and so on.

     

    JoeG

     

    That's what I was going to say -- it is the way Alternity did it. You hold all experience until you have ten, ten spend it in one batch and then start the cycle again.

  10. Re: Minimalist HERO?

     

    My minimalist HERO is only characteristics and very simple powers set up as talents. No SPD (it is dormant), no perks, no skills. hell I might even get rid of energy attacks. Just characteristic rolls & simple power use. Then add in elements as a typical learning progression.

×
×
  • Create New...