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BeZurKur

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Everything posted by BeZurKur

  1. Re: Elminating stacking problems - and more - with a new approach (credit to Tesuji) The argument that you can easily go across genre books is not necessarily true. That points are a good measure of power level is not true at all. That's why the guidelines also exist, and even with them, it is not an easy task to measure off two characters. In my games I often take characters from different books, but I also make changes to them on the fly to fit my campaign. I don't even consider points because I recognize that they are not good measures. Card Shark vs. The Monster in a cage match: who'd win? So, the argument that characters port over seamlessly across genres is not true.
  2. Re: Elminating stacking problems - and more - with a new approach (credit to Tesuji) Some previous posters mentioned about changing the guideline table to suit the needs of the campaign. I don't think that addresses the points of Zornwill or Tesuji, although if I understand their points correctly, they're not exactly discussing the same thing either. Please correct me, gentlemen, if I'm wrong (I probably I'm): Zornwill seems to be primerily concerned about stacking and whether adding up the advantages or limitations accurately reflect the sum of them together. Tesuji seems more interested in campaign flaver and adjusting costs to suit them. That could mean making some powers more expensives and other's less. So see, changing the guidelines would have no impact. They both propose that the GM can adjust values and have the system support this.
  3. Re: VERY new GM seeking Powers help... It looks like the limitation Side Effect (p. 307.) Buy the points of of the effect as a sort of variable Psychological Limitation, based on the targets current emotion.
  4. Re: Targetting a Hex I'd apply the bonus of speed to DCV. If he misses, figure out where the shot lands as per the rules (p.375.) It is likely that the speedster is still hit if within range of the AoE. This way each character gets a benefit for their power: the speedster is harder to hit and more likely to be outside the effect and the attacker still has a better chance of hitting because of the effect.
  5. Re: Autofire question This is the best way I've seen of handling a burst from a high rate autofire:
  6. Re: Stunt with Option to Buy Wow, I certainly did not intend for anyone to get defensive about their game system of choice. Killer Shrike, I offered a solution for what I saw a problem in the game mirroring a defining element for me in the high-powered genre. I don't refute your point B; I may very well be missing something. That's why I brought it up here. If I am, I'd expect it is common courtesy to have it pointed out. Ghost-Angel tells me there is a similiar mechanic that already exist. I will look into it. However, I don't think power-frameworks are the way to go. Stunts are not defining powers; there are occasional moments of oppurtunity or extreme need that demand creative use of a power. An existing slot encourgaes use of the power whenever it simply suits him. Those are two different situations. Now, this assumes that we agree what a stunt is. If your interpretation is radically different, then we have a case where my needs don't coincide with yours, and Robyn's C choice is absolutely valid. And really, that's okay: I recognize people's needs are different. That doesn't make them wrong. I embrace differences; it keeps us from stagnating. Your point A, however, is flawed. There are also many experienced people who no longer believe Hero is the system of choice. You won't find many of them here, although if you are interested, drop by other message boards. I haven't run any poll, so I can't give you exact figures, but I know they're out there. What I am pretty certain of is that referring to an authority, or even a group of authorities, without reason behind it, is considered weak grounds for a premise.
  7. I've long felt that Hero was not suited for high-powered supers. The genre is too free form and Hero too detailed/balanced oriented. However, I recently picked up the 3rd issue of Digital Hero and there was an article on not using point caps. It suggested building the character as you envision him and then doing away with experience to bulid on that vision. Basically the character is done; after-all, Thor does not get better with each issue of the Avengers. This got me thinking. Perhaps Hero can do it, but I'm not convinced on the zero improvement. One of the ways supers improve in comics is through power-stunts. Hero's stance on stunts is that you can do it with the Power skill, but if you plan on doing it again, you must pay for it. That's still too constricting, IMO. How does this sound: You may perform a stunt after paying 1/5 the real cost out of experience earned. This is the cost outside of any power framework. You are then allowed to make a general 11- roll with -1 per 10 active points of the power. You may improve the odds with basic skill modifiers and by "burning" extra XP: +1 per 2xp. Whether you make the roll or not, the 1/5 goes toward buying the power, so after 5 tries, you basically purchased it. Any XP used to buy bonuses, however, is lost forever. Once the power is purchased it is put into whatever appropriate framework, if any. No more characters earning powers per scenario because of a Multi. The point boon came at character creation and that's it. I like how this sounds in theory and thought I'd share. There are, however, some problems. There is no way to stunt up a characteristic, and there clearly have been examples of heroes getting stronger or faster. Also, in higher point games, where stunts should be more common, the 1/5 real cost entry fee, might make it prohibitive. So although it should be more common according to the genre, the mechanic makes it less so. I'd appreciate any constructive criticism and workarounds the above problems. BZK
  8. Re: As a GM, do you charge for...knick-knacks Just cause you have it, it doesn't mean you must use it. The rulebook addresses that, but it is something we have difficulty grasping. Consider all the characters across different mediums/genres who have stuff and don't use it. Lex Luthor of Justice League Unlimited has a blaster gun as part of his costume and he rarely -- if ever -- fires it. On the other hand, if Jack Bauer from the TV show, 24 were a superheroic character, you can count that I'd make him pay for that cell phone. However, how many other shows is the cell phone a central part of the story? So yeah, in today's modern world, virtually all the characters have a cell phone and can have access to pen lights. The real question is will the characters use it during the game to impact story? If they didn't pay the points, suspend your disbelief, and disallow it. They can use it all they want to check what else they need to buy for groceries, just not to tell them Dr. Destroyer is at the express checkout line.
  9. Re: Limitation or Disadvantage? The spirit goes where ever it is lost spirits go. Every night he returns, it is like a new birth. He doesn't recall where he's been during the day. We even flirted with the idea that he doesn't recall anything before the present night, but we decided against it for gaming coveniance. We deliberately kept it vague for future RP possibilities. Glad you like the idea.
  10. Re: Limitation or Disadvantage? Okay, disadvantage it is then. Thanks for the insight. I knew the answer would materialize shortly after posting. Sometimes one gets caught up in the modelling-effect-circle; meanwhile, the answer is staring you in the face. To answer Hugh's concern, the concept is for a campaign idea with a new twist. The idea came from the realization that comic-books are typically about the one hero confronting the world, with the occasional book about groups. However, RPG's are the reverse: they're mostly about super groups with the occasional solo campaign or adventure. My idea is to run a campaign with multiple GM's and one spotlight character at a time. The sessions would be short and everyone would get the chance to be in the spotlight during the evening. As such, each player has a strong influence over the campaign's and story's tone. Also, because it all takes place in the same city, I'm hoping for it to have a very "alive" kind of feeling. To make this possible, the individual plot lines will be Mythic driven. For more info on Mythic, check out RPGnow.com. I won't bore you with the details, but it will allow the PC to have more influence over the story than typical, so a character like above will not cause any problems. Thanks again. BZK
  11. The character concept is a corpse. I mean dead... dead... dead. However, at night, his spirit returns to the body and he becomes an undead. This happens only at night. During the day the character does not exist as anything even remotely sentient. Every night is a new rebirth, working it's way backward from death to life. I'm not sure how to model this. I didn't think it would be a very difficult effect to build, but now that I'm trying, I having a problem making it work. How would you do it?
  12. Re: Increased BODY Damage and NND So, after kicking this around in my head and going through the books, I decided to treat the Fantasy Hero option as a free 50% Resistant Damage Reduction, Stun Only. According to the power description, NND are still halved. While that answers how to treat the damage, I was still not comfortable with the +1 cost for an advantage that tries to maximize an effect that the campaign rules intentionally downplay. After considering basic DC's and average results, a +1/2 advantage will inflict about the same stun as a normal attack at the same active points. So the answer I suppose was Option 4: Reduce the Advantage cost and halve the damage. I thought I should -- in Hero fashion -- post my findings for prosperity's sake, in the unlikely event it could help someone else. Thanks for reading.
  13. I'm getting ready to do a Fantasy Hero mini-campaign. I've reviewed the books, set guidelines, and set the theme/mood. An optional rule I'm strongly considering is Increased BODY Damage (FH 162). I plan on halving the stun. My question is: how will this affect NND? Considering that the advantage weighs in at a hefty bonus of +1, halving its only damage effect might be too much. Here are all the options I could think of. Option 1 It's not a problem. Halve the damage and move on. Option 2 It's not a problem. Simply DON'T halve the damage for NNDs. Option 3 Increase the Advantage cost and DON't halve the damage. Option 4 Decrease the Advantage cost and halve the damage. Option 5 Forget Increased BODY Damage and go with the rule under Stun Damage and Defense on the same page.
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