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Catseye

HERO Member
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Everything posted by Catseye

  1. Re: How do i introduce new plyaer? *shrug* Its something I've seen repeatedly. May just depend on how seriously "game oriented" your players are. In general, I think a rule of thumb I posted to MudDEV a logn time ago applies here to general game design. Never make it possible for one character to acquire everything they need to be completely successful on their own. If you do, then achieving that state will become their focus rather then working together.
  2. Re: The cost of killing damage Well for stunners.... I was always partial to the dart gun built as a 3D6 NND KA. I can't really explain it mathematically, it just seemed to me to be the most effective. *shrug*
  3. Re: How do i introduce new plyaer? For Champions, I always did character creation myself as a the GM. I asked them to describe the character they wanted to play and I built it. This has some real advantages. It means all charcters are "min/maxxed" to the same degree. And it means you don't have rules lawyers slipping fast ones by you. For my house fantasy setting, I'm actually working on something like KS's system but extended to create real psudo classes and levels. Yes, sacrilege I know, but I actually *like* classes and levels. I think they help promote a degree of uniqueness and cooperation amongst the characters. That may seem contradictory, but my long experience with Hero has led me to see the "Swiss Army Knife" effect where players start copying each others best areas of efficacy as they advance. I want to enforce some archetype based character separation and, frankly, I like the character growth arc that a class system creates. So, I'm still using the power of the system, but *I* use it as a GM to create the "class and level packages." If you want to play an archetype I haven't built yet, fine, describe it to me and Ill build packages for it.
  4. Re: 6th Edition Hero System Well... that wasnt Fuzion. Fuzion was an attempt to cross Hero with another system and at the same time slim it out a bit.
  5. Re: 6th Edition Hero System A reset. Which is to say, a total rethink of the system from ground up without worries of backwards compatibility. I love HERO, but it has really grown unwieldy over time as it has evolved to be more and more functional. I think its time to take the lessons learned, take a serious look at all the odd bits, and come up with a new true core system that everything else can be built up from. Some personal annoyances include: + Powers that seem like they should be related, but don't work out numbers wise if you try. For instance, it seems like armor aught to be the same as a 0 END forcefield, and the same as PD or ED, but it doesn't quite reduce this way. + Arbitrary combat maneuvers. I loved the way maneuvers worked in the original rules where they were regularized into ocv effect, dcv effect and damage and how that all mapped into the martial arts system. Now we have things like "blazing away" which, as near as I can see, come from nowhere in the base rules but are just tacked on arbitrarily. + Too many powers in general. It seems to me a lot of the power list today could be reduced to a base set of effects-on-character or effects-on-environment. There's nothing wrong with a big pre-built power set for doing things like making superheroes but in my ideal system that would be a second genre specific layer that was built from the core system.
  6. Re: Quick Limitations Question So, I'm a bit lost What is the suggestion, that I lump all the limits on spells in a given magic system together and just call it "spell -1/2" on the basis that some limits will be more limiting then others on any given spell?
  7. Re: Quick Limitations Question Where is that, Fantasy hero? (I started this project back under 4th ed and although I have 5th ed FH I haven't had time to really do a detailed study of it.) I see a list in the index for spell(limitation) on page 246 but I don't actually see anything on 246 that matches...
  8. Re: Quick Limitations Question In this case its a serious limitation for two reasons: (1) Mages are not allowed to have 0END powers or Endurance Reserves. So END management is a significant issue, particularly in a longer combat. (2) Mages have to make a skill check with nasty side effects on failure. The play-problem I ran into in fact was here. A clever player was dialing down his spells to make them relatively safe to cast but I *want* magic to be dangerous.
  9. Re: Quick Limitations Question Your right, thats close. Probably close enough. Im still learning where things are in the FRED. Splitting limitations up in multiple places mildly confuses me 8)
  10. First all, Welcome from the East Coast,as I've been relocated to Boston, MA. I miss all you guys even though I havent made the cons for a few years anyway due to job stuff. I'm back to working on my pet Fantasy Hero setting. From con-runs Ive realized I need to add a limitation to my mage spells. Its one of those things I would have thought would be in the book, but I can't find it. The limitation is "Must be used at full power." No cutting back dice on your fireball, etc. What is this? a -1? Opinions? I'd be particularly interested in Steve's opinion as "the man" and killer shrike's opinion as someone who has done work on settings similar to mine. Oh and please don't post "that sucks don't do that" posts. This is *my* setting and I'm going for a specific feel. And yes, mages in this game are a lot more limited then in many other classic fantasy settings.
  11. So, it was established in a previous thread that a "Phase" in terms of time is instantaneous or nearly so. Which is to say that a players' actions all occur in a part of one segment, that segment being their phase. WHich brings up my narrative question. What is being modeled here? Or more directly to the point-- what is a speed 3 character doing on segments 5,6, and 7? Standing still and pickign his nose? Slightly confused, Catseye
  12. Re: Clarification Please: Phase and Stunned Okay, thats what I thought the rules say. Not sure I entirely like it as it means the "dangerzone" is different for charcters with diff dex. OTOH it would be deiffernt for diff speeds if the other were true so maybe ist not that big a deal. I have a DIFFERENT question regarding all this more having to do with the narrative aspect but Ill post it seperately.
  13. Re: Are HERO gamers more wedded to more "realistic" game physics? Simple answer: hero gamers are "wedded" to nothing as the last rule in the Hero rules is, if a rule doesnt work for your game then as a GM you are prefectly free to chnange it 8)
  14. Hey, The 5ER rules state that "A character may be hit by an attack in the Phase in which he will recover from Stun. However, it the character takes any Stun or Body damage from that attack he cannot recover from stun that Phase;" Does Phase refer to only the segment on the speed chart, or the period between the last acting sgement and the one on which recovery occurs? Example: I have a speed of 3. Im stunned on segment 4, after my action. on segment 7 Im hit for another 5 points of stun (less then my con.) Do I get to recover from stun on segment 8 or not? The rules as written would seem to me to say yes I can. But this puts a pretty high premium then on high dexs as if your dex is higher then your opponents you will *always* get to recover from Stun...
  15. Re: Sidekick Spreadsheet? Actually I do have HD2. I was looking for something though that players could use
  16. Hey. Has anyone modified the existing FRED excel spreadsheet charcter sheets for Sidekick? Thanks
  17. Hmm maybe I need to write up one of my favorites..... fertility/infertility
  18. Remidns me of AD&D 2E cantrips. You can find large lists of these on the net, I had a character who used cantrip to make sure she was always immaculately groomed coming out of a fight. Shed pull off her helmet and her hair would wall into a perfect coif, etc. Basically the movie-hero effect
  19. Your spell sounds like a specific example of the general "geas' category. Im sure its been written up many times in Hero but I'd guess its a masssive Mind Control. Which gets back to the comments again that I won't make
  20. I won't make any religous comments... i won't make any religous comments... But just to give the other-side of the coin. A standard "hedge-priest' spell in my games is generally fertility/infertility. Fertility is used to bless the crops and assist couples looking for children. The reverse is commonly used by young people who aren't.
  21. My situation is actually more complex KS. I don't wan't them necc to have high stats but I want them to have *different* high stats. I actually do STAT pluses in my "class" package deals. Heavy Fighters get a plus to STR for instance while light-fighters get a plus to dex (and indirectly speed) etc.. My game is very archetype driven. Siwss army characters that all have all the same fundamental abilities drove me nuts the first time I tried to use Hero. They started out different but as soon as they had exp to spend they started growing towards each other, This is my solution.
  22. I played with that idea. In the end shrike's approach did effectively the same thing to my tastes.. Now i AM toying with dropping EVERYONES NCM down to 15 (I have formulas for the secondary stat NCMs that seem to work reasonably if you want em.)
  23. Hmm, this isn't hero but... I had a character once to whom others reactions were so important that she wuld use the AD&D2d ed "cantrip" spell to ensure that whever she took her helmet off her hair fall into perfect shape and her makup was perfectly applied. (Think hollywood movies, where people slug it out for 10 min and come out as if they jus tstepped off a vogue magazine. or to quote a movie i loved and the critics hated (Last Action Hero): "You know, tar STICKS to some people!"
  24. Spoken like a true min/maxxer In my games you get a lot farther by working towards concpetion rather then crankign the points but to each his own. The Killer Shrike solution though solves all of these issues to my satisfaction. Its a plus. You always get the plus you paid for. If yo uwant a stat of 10, then sell off soem of your starting base to bring it back down. There is an advantage that the plus is not subject to NCM BUT there's also a disadvnatge that it isn't sellable. (eg. If your an elf with a +5 Dex then you absolute min dex is 5). On the whole they balance to my satisfaction.
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