Jump to content

GradonSilverton

HERO Member
  • Posts

    221
  • Joined

  • Last visited

Everything posted by GradonSilverton

  1. I understand your point DarkGreen, but I must agree with this...I will not allow PSL to offset anything more than Range and/or Called Shot with a +2 MAX.....balence issue in my eyes...but you do make a good point.
  2. One things that I've seen from the ideas here is that most allow the "Karma" to effect offense without and danger to the character. I've been involved with a system (which I found acceptable but wouldn't run in my games) in which the Karma points weren't handed out prior to playing....I a character need something they would request it before a roll for offense and after a roll for defense.... Every time someone used Karma points, they kept a record...before each session, the GM would roll 3d6 for the Karma points per character, if the GM rolled lower than the Karma point total a character had, then the Scales of Balance would have to be tipped back against the Hero...IE, bad stuff would happen to you today....You might miss a attack that was at a critical point....etc. This depended on what the GM rolled under your score by (Ie someone with 6 Points and the GM rolls a 5 might have something small happen; but if you had run up say 12, and the GM rolled a 4, then the Character better be away from this guy when the virtual hand of God spanks him!!) When the GM rolled under your point total, you lost the points you accumilated and returned to zero..... Again I personally dont like the use of these things for Offense (see my Luck Point Post), but if that occures there need to be side effects.
  3. I agree with DarkGreen in this that I see no problem...the only tweak I might suggest is No Conscious Controll....that allows GM controll over the balance, and give a little flavor to the ability.
  4. You sure? I've seen a Two Weapon Fighting Character with Rapid attack HTH....I've seen him destroy a Fully armored of virtually equal power. Dont underestimate the 2 Weapon Character! Thats when he get ya!
  5. My point on the Xtra math in the creation process is that the ideals behind rule of X is that no powers, defense, ect can excede X. Thus, while creating you have to preform Math outside of the character to make sure you are not violating X. If one insistes on using a formule, I have seen that having a Rule of X for Offense and a different one for Defense is nearly essential. Its hard to have a target number from a formule that says Offensive can be X while Defense can be the same X and remained balanced.... That is actually one reason why I'm not totally against your idea...but not utilizing speed in both is a mistake...I can Use my speed as offensive and defensive... Looking at your example and using the 28d6 attack as my number...your gouy would average 98 on his Move through...using his own defense....thats 68 stun through the Armor/PD....not to mention the amount of BODY on a 28d6 roll... instant end of combat.
  6. Are you refering to the Penality Skill Levels? If so, this must be a GM call. I see Penality Skill Levels as applying to Called Shot, Range, Ect.... not something that Already has a place in the system as Weapon Familiarity... I'm leaving off Firearm type Weapons and have concluded that this would cost roughly 40 points.... I think 9 is REAL REAL CHEAP!!! 1/2 at a MIN is what I'd suggest here.... This can be really powerful as this Character would virtually never be caught without a weapon, and I dont think it should be allowed lightly. As for the Battle Dancer...well, the 3 levels of DCV would actually cost 15, assuming you want them useful against Ranged attacks also, if not then 9 points for HTH... I'm not as concerned about this one, although I'd rather see something along the lines Aborting to Dodge, DFC, ect Bonus. In a fantasy campaign, seeing a character with a base DCV of 5, but an Auto bonus of 3 gives them a 8 base....thats dang powerful. Now that I'm done disagreeing, I like your idea about feets...I hadn't thought about incorporating something like this and now I'll have to work some up myself... Until then lets see somemore!!!
  7. Kenton said "How could you have that 90 point power you gave as an example if the active point cost was limited to 35!? 6d6 AP Ego attack = 90 active! How could they go desolid (40 active minimum?) or have full life support (45) Who wants a chracter that has a max attack of 7d6 normal?" I realized after my posting the I did not clarify this correctly... If you want to allow for Desolid, Life Support, Ect. put the Max for that Amount. If you want someone to Posses the 90 power, then your Max is 90 Active points. What I'm saying is utilize what Hero already has to create your Rule of X. Dont bring in more math and make character creation even more drawn out. Use whats there for you.
  8. Sounds exactly right...if they blow their load too early....kind of sucks for them. But this makes me wonder if the problem is the amount of time or the requirement for regaining the Spell END?? Also is everyone in the world but the "Bad Guys" casting spells? One complaint I've always had about Fantasy games is that people tend to think Magic and Magical Weapons grow on trees!!! Magic should be mystical and not very understood...should it exist? Absolutly! Should Farmer Dan and his 3 year old each be able to cast some sort of spell? NO! Samething occures with Weapons, apparently in the D&D world there is a Magic Weapon factory at every Bed & Breakfast cranking out +1 or +2 Longswords...I despise this. I also like skill rolls to allow the unpredictable nature of magic...I just cast An entangle, now I want to cast a straight up blast...but the question is can I change my thought pattern enough to tap into the correct stream (roll my d6's and find out).
  9. Sure they can....they just cant go Desolid while effecting the real world with the 6d6 Area Effect AP Ego Blast... Bump the Active point cost up if you desire... But this is a simple way to maintain a playablility level without players being able to destroy balance...
  10. What do you mean about the spells overturning the battle? Are you saying that everyone was casting speels and turing it into a psuedo super game?
  11. House Rule here : TK works like a grab (p.147). Thus how fast could you move with a grab of that power? What does the encumberance lower your speed to? Ect...
  12. I like to keep luck simple.... Everyone gets 1 or 2 luck point that can ONLY be used to save themselves from imminent danger (or on rare occasions, save their companions). Just like aborting, no Offensive actions. After they are used, Luck will return as a GM reward when the player does something deserving..Like Exceptional RolePlaying, Giving themselves up for Another, ect.
  13. New research seems to have been put into 5th UMA. Is it much better? Cant really say, but it accomplishes the updates as needed. Ninja Hero i haven't looked through yet (as yet to buy it, since I'm supprised it was published again with the overall usefullness of UMA...yes I know its a campaign book, but perhaps an extra chapeter or 2 in UMA would have sufficed). Dont have the old Bestiary so I cant speak on this one.
  14. Why not keep it simple and just limit a active point cost to say....35?
  15. Currently playing a Fantasy Hero game... Have a weapon that does Base of 1D6-1 Penetrating... Using Martial Maneuvers, I can get 1D6+1 on the weapon... I roll a 4... Is this 4 Body or 5 Body with A minimum of 1 Body getting past the armor? Or am I completely off? I've checked other post and havent seen an answer that clarifies this for me. Thanks in advance for the help Steve.
  16. Real Life Speed 4 vs 2 It seems that you are forgetting the Excessive cost for Speed increase!!! for most people we are talking in the neighborhood of 15 points to go from a speend 2 to a 4. If a human Max game, where 4 is the max number, 15 out of my 100 or so points is a big spend. Does this allow for metagaming? sure if that what you call it. Is it perfect reality? Absolutly. Ask any martial artist who has fought in competition. If they are squaring off against an opponent that is 2X their mass but 1/2 their speed, they know it! And they know how many maneuvers they can probably get in before their opponent can take a whack at them. Whats the down side? When that 2x mass opponent swings, if he connects, it hurts alot more than someone my size hitting me. What happened? He paid the points for strength! He trained his strength via weights, ect. Me, I spent points on speed and quickness. Didnt really have time to bulk up, in fact, it was harder to get faster than it would have been to get stronger (ie the Speed point cost.) I believe that the speed chart is one the most realistic and balanced aspect of the Hero system.
  17. The following have always been my thoughts about Hero and the system and it applies here to some of the previous posts. I've always seen Hero as the Elite roleplaying game. Are the rules simple to learn? Most would say no. Does this allow for more detail in the world? Absolutly yes. Does Hero not putting a world in their Fantasy book hurt? Cant really tell. Will this drive away the new group of teenagers who can buy D&D with the Forgotten Realms book? Probably. Will this bring in the knowledgable GM's with their players that have RPG'd for years? Probably so. Hero System is one of the best, if not THE best, system for you to adapt to YOUR world. It allows me, Joe the GM, to run games in my fantasy world without having to change the Magic system to my spells b/c Necromancers dont exist. It's all about the freedon to use YOUR experienced RPG mind and make the system yours. Now as for things I'd like to see.... 1. I believe a small fighting style section would be benefitial to most. After all, how many of us really know the combat stratigies of wielding a Great Sword in a battle?!?! 2. Specialized maneuvers. One of the things I liked the most of the maneuvers from the previous Fantasy Hero was the ranged Prep Fire Maneuver. It made absolute sense that I could prepare 2 arrows and unleash them. I would like to see more varients of optional maneuver like this. 3. More detail to Weapon Smithing. In a fantasy setting, Weaponsmith is an extremely useful and powerful tool. Expand on it a little to show more detail in process and time. Perhaps I, with a Bow weaponsmith skill, could figure out how to make poison tipped arrows without killing myself, but how much time of research should I put in? 4. Mounted combat/maneuvering can always use more time in any Fantasy Game. 5. A picture of Steve holding a bastardsword, which has impailed a 3rd Ed D&D Book, giving us a thumbs up!
×
×
  • Create New...