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bigdamnhero

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  1. Like
    bigdamnhero reacted to Scott Ruggels in Ship to Ship combat in spaaaaaaace!   
    I would probably use the old First edition Albedo, starship combat.   Missiles, drones, hyperkinetic weapons. It’s extremely lethal, with a high incidence of TPK, but that would limit such combats. So if two enemy ships show up, one would power down ad coast, and then turn the inside of your ship into a horror survival game for the enemy boarders😄
     
    however BigDamnHero’s vector movement system is so damn elegant I have to use it. 
     
    My intent is the flavor is like The Expanse. So one depressurizes the living spaces and hope for the best. 
  2. Like
    bigdamnhero reacted to Bezzeb in Ship to Ship combat in spaaaaaaace!   
    Hey Bigdamnhero, I just wanted to say thanks for writing up this movement example!!  I see nobody else replied, but i think that's very cool, and will definitely give it a shot when our Star Hero campaign gets to space combat. Standard Hero vehicle combat is okay for ground and air vehicles, but i really was not looking forward to trying to use it in space. 
     
    I'm a firm believer in inertia and the vacuum of space.  Without air under ones wings or asphalt under ones tires, things are be different.  It really annoys me when some sci-fi shows depict space battles as airplane dogfights and i was dreading our space fights looking like that.  So all hail Babylon 5, BSG and The Expanse for showing us how amazing some realism can be.    The movement system you've described looks like the perfect cure, and separating ones movement vector from their heading and using angles seems brilliant...  If you play again soon, would be sweet to see a short video depicting a few turns of space dogfight combat.  
     
    Thanks again and all the best!
  3. Thanks
    bigdamnhero got a reaction from Scott Ruggels in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  4. Thanks
    bigdamnhero got a reaction from Christougher in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  5. Like
    bigdamnhero got a reaction from tkdguy in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  6. Like
    bigdamnhero got a reaction from Amorkca in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  7. Like
    bigdamnhero got a reaction from Bezzeb in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  8. Like
    bigdamnhero got a reaction from TranquiloUno in Ship to Ship combat in spaaaaaaace!   
    I'm currently running a Galactic Champions game, so our space battles also include flying spandex people punching spaceships. We mostly use standard Hero vehicle combat (6ed), but I wanted to use a vector-based movement system with at least a passing resemblance to how objects actually move in zero G instead of looking like the usual WWII dogfight. (Basic concept swiped from the minis game Full Thrust.) We've only had one space combat so far, but it worked really well: the players found it easy to understand after just a couple moves, it played quickly, and really gave the battle a unique feel.
     
    No hexes: freeform movement measured using rulers or measuring tapes. The exact scale is handwaved, but 1 “movement unit” = 1cm on the map. (You could use 1m = 1” but you’ll need a big playing space!)

    We ignored the Z axis and just did everything in 2D. In my experience/opinion, trying to simulate 3D on the tabletop is way more trouble than it's worth.
     
    A ship’s Flight is how fast it can accelerate; there is no maximum velocity. (I mean theoretically there is, but I’m pretty sure you’ll run out of table long before you approach 1 C!) Ships can move NCM if they want, with the usual effects on CV.
     
    For each ship you need to keep track of three things:
    - FACING is the direction the ship is pointing – indicated by the miniature’s facing
    - COURSE is the direction the ship is moving, which may not be the same as its facing – indicated by arrow on a disk or a counter
    - VELOCITY is how fast the ship is currently moving – we tracked velocity using 2d10s (ie a velocity of 24 is reflected with a 2 on one die and a 4 on another)
     
    Ships move and act on their Phases as normal. Movement is a 4-step process:
    - The ship drifts in the direction of its current Course for its current Velocity in cm. Leave the Course arrow in place to mark the ship’s starting position.
    - From its drift location, the ship can then move normally up to its full Flight move in cm. There is no Turn Mode, and rotation is “free” so basically they can move wherever they want up to their full movement. The new Facing is in line from the drift point to its final location, to reflect the direction the ship was applying thrust.
    - Measure the distance from the starting position (the arrow) to the final location (the mini); the distance in cm is the new Velocity.
    - The new Course is in line from the starting location to the final location; move the course arrow up to the final location.
     
    Combat is handled normally after movement. For simplicity, I let ships & character do a full move and attack at one additional range band (ie -2 OCV).

    Movement Example: A ship with 24m of Flight is currently moving towards the right, which we’ll call 3 o’clock; its current Facing and Course are the same and its current Velocity is 10. The ship wants to accelerate. First the ship’s mini drifts 10cm towards 3 o’clock, and the arrow is left in place. The ship then moves normally, and decides to move 24cm straight ahead. The distance from start to finish is 34cm, so that is the ship’s new Velocity. Its Facing and Course are unchanged. Move the arrow counter up to the final location. Note that for linear examples like this you could’ve just added 10+24 and moved the ship forward 34cm.
     
    The next Phase I took pictures! Ship’s Course and Facing are both still towards 3 o'clock, Velocity 34. (The arrow is on the disk under the ship counter, but you don’t need to see it until you move anyway.)

     
    Say the ship wants to turn to port/left. First, the mini drifts 34cm to 3 o'clock, leaving the arrow in place.

     
    From there the ship moves its full 24cm to 12 o'clock. The ship’s facing is now towards 12 because it was applying thrust in that direction.
     

     
    Measure the distance between the starting and end locations, which comes out to around 42cm – that’s the ship’s new Velocity. The angle from start location to finish is the new Course; move the arrow up. (I left the arrow on top so you could see it.) Looking at this pic it looks like the ship counter got bumped out of alignment, but it should still be facing straight towards 12 o'clock.

     
    On it’s next Phase say the ship wants to stop. First the mini drifts 42cm along its current course (call it 2 o'clock). Then the ship moves 42cm (using NCM) back towards 8 o'clock, ending up where it started. Velocity is 0; new facing is towards 8 o'clock, and the Heading counter is removed (or ignored).
     
     
  9. Like
    bigdamnhero got a reaction from Jagged in Experiences teaching people Hero Game system   
    The very first Hero campaign I ever played in was Fantasy Hero (3ed). In fact, I played almost exclusively heroic-level Hero for more than a decade before I got into my first Champions campaign. I think Hero works really well for fantasy, but it depends on what type of fantasy game you want to play. If your players want to play a standard-issue D&D-style game, then yeah the D&D rules are probably better suited for that. But if you want to create your own original magic system(s), or you have a character concept that doesn't fit neatly into clearly-defined classes, or if you generally you want to play a different style of fantasy, then Hero allows you to do that far better than trying to force D&D into something it wasn't made for.*
     
    The best way to hook D&D gamers into trying Fantasy Hero is to ask them "Have you ever had a character concept you couldn't make work in D&D? Maybe something from a book/movie that didn't seem to fit in a D&D world? Let's try building that."
     
    The "other best" way to hook them in is: "Hey, I have this really cool idea for a fantasy game, where magic works a little differently, but I can't make it work using D&D rules. Are you guys willing to try this other system?"
     
    Also note that Fantasy Hero requires much more up front work on the GM's part, particularly in terms of designing magic systems, world building, etc. In general I find the more work you expect new players to do, the more frustrated they're likely to get. Depends on your players, of course. Some will enjoy creating their own spells, so you can hand them the rule book and let them go nuts. (Subject to GM approval, natch.) Others will have a concept in their heads, but would prefer to let you handle the mechanics of building it. Other just want you to hand them a list of spells they can choose from.
     
    The other things that drew me to FH immediately were the rules mechanics "fixed" several things that had always annoyed me about the D&D system (armor making you harder to hit; whittling away Hit Points by death from a thousand cuts; etc). And lastly - and this is entirely subjective - D&D characters always felt more like a 2-dimensional framework to hang magic items off; whereas Hero characters felt much more 3D, with magic items enhancing character abilities rather than supplanting them. YMMV on the last part. (On all of it, really.)
     
    * BTW, this was my chief complaint with most of the published settings for Fantasy Hero. Turakian Age in particular felt like it was trying too hard to be "How to run a D&D game using Hero," as opposed to Tuala Morn and Atlantean Age which gave you something different and original that you couldn't do in D&D.
  10. Haha
    bigdamnhero got a reaction from Christopher in Quote of the Week from my gaming group...   
    From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up...
     
    GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up.
    Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for.
    GM: Great, make me a High Society Roll to see how badly you step in it.
    [Geralt rolls a natural 18]
    [headdesk]
    Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?"
    ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in...
    Geralt: ...And I deck him!
     
    And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  11. Haha
    bigdamnhero got a reaction from Lucius in Quote of the Week from my gaming group...   
    From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up...
     
    GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up.
    Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for.
    GM: Great, make me a High Society Roll to see how badly you step in it.
    [Geralt rolls a natural 18]
    [headdesk]
    Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?"
    ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in...
    Geralt: ...And I deck him!
     
    And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  12. Haha
    bigdamnhero got a reaction from Tom Cowan in Quote of the Week from my gaming group...   
    From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up...
     
    GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up.
    Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for.
    GM: Great, make me a High Society Roll to see how badly you step in it.
    [Geralt rolls a natural 18]
    [headdesk]
    Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?"
    ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in...
    Geralt: ...And I deck him!
     
    And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  13. Haha
    bigdamnhero got a reaction from Steve in Quote of the Week from my gaming group...   
    From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up...
     
    GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up.
    Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for.
    GM: Great, make me a High Society Roll to see how badly you step in it.
    [Geralt rolls a natural 18]
    [headdesk]
    Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?"
    ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in...
    Geralt: ...And I deck him!
     
    And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  14. Like
    bigdamnhero got a reaction from Ninja-Bear in Quote of the Week from my gaming group...   
    From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up...
     
    GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up.
    Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for.
    GM: Great, make me a High Society Roll to see how badly you step in it.
    [Geralt rolls a natural 18]
    [headdesk]
    Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?"
    ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in...
    Geralt: ...And I deck him!
     
    And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  15. Haha
    bigdamnhero reacted to Ninja-Bear in Quote of the Week from my gaming group...   
    Duh,, (to myself) Jericho! Joshua with the trumpets and the walls came down! (Well there is more to it than that)
  16. Haha
    bigdamnhero reacted to Lucius in Quote of the Week from my gaming group...   
    "I am Barbie of Borg. You will be accessorized AND assimilated. It'll be fun!"
     
    Lucius Alexander
     
    I am Palindromedary of Borg. You will be assimilated coming and going.
  17. Haha
    bigdamnhero reacted to BoloOfEarth in Quote of the Week from my gaming group...   
    Last night's D&D game, our party finds the cavern where a white dragon is hanging from the ceiling over his (frozen-in-ice) horde. 

    Player 1:  Does the dragon see us?
    DM:  Yes.  It's looking at you.
    Player 2:  Should we roll initiative? 
    DM:  Not yet.  It's waiting to see what you're going to do.
    (long pause as nobody wants to set things in motion and get us all killed)
    Player 2:  Okay, well, maybe I should walk into the room.  (bored tour guide voice)  And here, we have the dragon's chamber.  You'll note the horde - feel free to add to it as you go through.  Next on our tour is the southern tunnel...
    Player 3:  And we're walking... we're walking...
  18. Like
    bigdamnhero reacted to Steve in Quote of the Week from my gaming group...   
    Since the City of Babylon is described as including fictional places like the City of Oz and associated characters, I threw Star Trek and Star Wars pop culture references into a blender to get a Ferengi used starship dealer in Babylon selling stripped down copies of the Millenium Falcon to tourist rubes from Earth. Warp drive was too slow.  
     
    They just now have to figure out how to get it from the City of Babylon's dimension to Earth and hope it actually gets them into hyperspace.
  19. Haha
    bigdamnhero reacted to mattingly in Supergirl   
    After rewatching the Retro Encabulator recently, my technobabble threshold is reinforced.
     
  20. Like
    bigdamnhero reacted to Ternaugh in What Have You Watched Recently?   
    Blade Runner 2049 -- Serviceable extension to the Blade Runner setting, suffers some of the same flaws of the original with pacing and story development, but is visually and audibly stunning. The Dolby Atmos mix on the 4K Blu Ray is *LOUD*, especially in the LFE (subwoofer) and height channels, and I wouldn't recommend playing this late at night unless you want everyone to be shaken awake.
     
    Halt and Catch Fire -- Finished the first season, having trouble getting into the second season.
     
    The Good Place -- About halfway through the first season. I had stalled on this one in the second episode, until I found an article online that gave me a peek at a plot point in the last episode of the first season.
  21. Like
    bigdamnhero got a reaction from Matt the Bruins in Supergirl   
    That's what it was reminding me of! I couldn't quite put my finger on it! Tho fortunately (my childhood crush on Joan Severance notwithstanding) Annable is both a better actress, and a much more convincing athlete. (And/or has better stunt double and better fight choreography.)
     
    And Brany's hair didn't bug me so much as his makeup job. I'm sure it was done that way on purpose, but to me the uneven coloration just made it look like...well, a bad makeup job.
  22. Like
    bigdamnhero reacted to slikmar in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Yes, but it fits with the movie continuity. Pym told Lang early that the helmet is what helps protect him from the deteriorating madness that infected Yellowjacket, because he didn't have the right technology. It is also why Pym couldn't wear the suit himself, because even with the helmet, the cumulative effect had meant he couldn't.
  23. Haha
  24. Like
    bigdamnhero reacted to Starlord in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Again, I didn't say it was just a movie with a famous black lead; its a quasi-blockbuster with an (almost) entirely all-black cast (usually only reserved for small serious dramas fighting oppression and for civil rights or Tyler Perry-esque comedies) that just broke a record for early ticket sales. IMO this is somewhat of a big deal.  YMMV.
  25. Like
    bigdamnhero reacted to Bazza in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    It may be happening--Black Widow to get her own movie. Writer found to write screenplay. Although Marvel has not confirmed, so I'd chalk this up to a rumour. 
    https://www.thewrap.com/jac-schaeffer-marvel-black-widow-movie/
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