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About Arthur

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    High Powered Superhero
  • Birthday 07/25/1956

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    Standup comic and computer geek
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    Tech support
  1. This was from a guy who used to GM Champions (I was a player in his game): He ruled that any damage based on 'v' (such as "+v/3" for a Move Through) was based on distance travelled in the phase so far, not velocity! So if Rhino were moving at full speed but happened to hit his target after moving only 1 hex in the current phase he would get no extra damage from velocity! The really pathetic part was that this guy had an engineering degree. He wasn't a bad GM most other ways (other than still having something of a D&D class-based mentality and refusing to allow characters who didn't fit into his predefined pigeonholes - for instance, he wouldn't let my high-STR character have low resistant defenses and Regen, but he did allow high resistant defenses - "because that's what a Brick is").
  2. As has pretty much already been said: Hit Locations and the Impairing/Disabling rules. An Impairing shot to a limb would very likely be a fracture. Disabling would be either a severed limb or a severe pulverizing, depending on special effect.
  3. I duplicated my last post as a new thread under "Hero System Discussion". I think this is a system-level issue, not just an FH issue.
  4. I've been pondering this very notion - not just for Fantasy Hero, but for the Hero System in general. The cost as is doesn't seem too much of a problem in Superheroic games, as others have pointed out. Still, even there, Bricks can be built somewhat more cheaply than other archetypes. I would still make the change system-wide, for consistency. At 2 pts per pt of STR, you have to change a few other aspects of the game to keep in line: 1. HTH attack: Doubles to 10 AP plus the Lim. Seems to clear up a lot of balance issues with that Power right there. 2. Extra DC for Martial Arts should also double to 8 pts per +1 DC. This is probably the biggest bugaboo. Do we then let extra DC bump up NND and KAs at 1/1 instead of 2/1? 3. CSLs used for damage become more effective. Perhaps they should increase damage at 1/3 instead of 1/2.
  5. Boy am I late getting into this one: HERO 6 (1) Change the cost of STR to x2. This is probably the most glaring flaw in the system. I've seen too many Champions games where every single character had STR 25+. And the problem is twice as bad in Heroic games! If you don't go with a STR of at least 18, you are voluntarily hobbling your character. Some dedicated roleplayers will do that, but why should they have to? (2) Do something to address the END/REC problem in low-point games. In a low-point game, SPD tends to be lower. At a low SPD, the END and REC system breaks down: it's not unusual at all for characters to be tireless. Two possible fixes: A. In Heroic games (or all games), go back to the original paradigm of 1 END per 5 AP. This works out nicely in that 1d N = 1 END. B. Increase base SPD by 2 in Heroic level games. Change the scale such that 1" = 1 meter. C. Increase base SPD by 1 in Heroic games. You wouldn't need to mess with the scale. It would make characters a little faster than what is realistic, but not so much as to be absurd. (3) Define the system that relates KE to damage and stick to it. In 4E, an analysis of firearms showed that you could equate 50 J at 1 DC, with a each doubling of KE being a +1 DC. Put a stop this new notion of picking values out of the air. A lot of us like to game-stat out real-world weapons - arbitrary values make that difficult and inconsistent. (4) Reinstate the +1 OCV for swords. (5) Eliminate "absolute" Powers Invisibility and Desolidification. Replace them with graduated effects: Obscure and Density Decrease (or whatever). Each level of Obscure would be a penalty to detections; each level of Density Decrease would allow you to ignore 1 BODY worth of attacks and 1 DEF worth of objects. Or something to that effect. (6) Make Regen consistent with Healing. Set a default value of "once per day" and charge a +1/4 Advantage for each step up on the Time Chart. For instance, Regen at once per Turn would have to be built with a "Reset Time" of 1 Turn for a +1.5 Advantage. Makes Regen expensive, but it's worth it. That also makes the slower Regen times more appealing: many character concepts call for healing on the order of 1 BODY per hour. (7) Use Skill Defaults a la GURPS. (8) Reduce the costs of Immunity to Poison and Disease to 5 points each - tops. How often are characters exposed to disease? I could see 3 for all diseases and 5 for all poisons. (9) Here's an easy one: Damage Shield! The old way at +1/2 was fine. (10) Keep Haymaker just the way it is in FRED! That was a House Rule of mine for years before that, anyway. Puts it in line with every other martial maneuver. (11) Write up a list of 0-point maneuvers using UMA and make them optional maneuvers anyone can use. For instance, anyone can make an "all-out attack" at +2 OCV and -2 DCV.
  6. To paraphrase Clarke: "Any sufficiently advanced magic is indistinguishable from technology" That's another issue that the term "psionics" is useful for. It's the scientific form of "magic" (notice how often it shows up as a stand-in for sorcery in SFRPGs). Sure, it's just word games. However, I have to say that your post clarified the point I was trying to make considerably. Nicely put.
  7. Valid points. Probably the best approach to encompass as many different schticks as possible while still staying at least somewhat believeable is the one taken by Wild Cards. Every Wild Card power is psionic. Bricks are really using TK (well, some of their strength does come from body alteration); Blasters are using atomic-level TK, etc. Gadgeteers use Heironymous devices. That is, their gadgets are really just a crutch for their innate powers. Since the dependency is on a subconscious level, it is as "real" as it gets. When your powers come from your mind in the first place, a mental block against using them under certain conditions is pretty solid. According to Authentic Thaumaturgy by PEI Bonewits (the self-styled "real magician"), Psionics and Magic are the exact same thing. The scientific age just needed a different name.
  8. I prefer that sort of gaming. It lets you build the game world from the ground up. You can start with the real world, then add the minimum amount of unreality to allow supers (metahumans, paranormals, aces). Yes, that vastly limits the amount of conflict from other supers (assuming that supers are not too common, which they shouldn't be in this genre). Most of the conflict, especially at first, will be with normals (gangs, prejudice, the authorities). That's fine, and will work well if you follow the primary rule to make such campaigns work: LOW POINT TOTALS. If the PCs are a bunch of 350-point monsters turned loose on an unsuspecting world, then sure you're going to have problems challenging them. Build them on 200 points (I personally allow 75+75, but I run it as a Heroic game with Powers). This is also in genre, usually. Early superheroes tended to be lower-points, but most of their opposition were normals. The power escalation of later eras was a natural reaction to a world loaded with superhuman foes.
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