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pandora

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  1. now the HEADHUGGER: PC is an alien crab which controls people's minds when grasping their heads. Will be normally found attached to a human or superhuman host. Besides building a crab like creature (tiny, clinger, etc.) we thought this creature can be simulated with a huge multipower (with alternate combat value) including mind control, persistant, and telepathy (to check out the host powers and abilities). We were wondering if this is correct, and if the headhugger, not having human culture or skills would be actually able to use the host skills and powers, and to what degree.
  2. ok thank you how would you simulate having multiple types of turrets? we guessed with multipower slots, but what actually the player wants to simulate is that once summoned, the turret stays and shoots, while the character is free to summon other turrets
  3. hi everybody, a player wants to build a sort of "real life desktop tower defense nanomachine manipulator", specifically a guy which can "create" (aka summon, i guess) different types of turrets which, once summoned somewhere in the battlefield, would fire independently (and have their own body, like an object, a certain duration). any guesses? maybe for expert players is a simple thing
  4. thanks, i just wasnt familiar with the forums, but of course an opinion of the game creator on the subject would be higly appreciated
  5. well, not really (take in consideration that I'm not completely familiar with the system): if you start in phase 12 the movement order will be fixed, always the ones with higher DEX moving first. I think (and realistically it's like that) that the ambushers should have a real, strongly effective % to just move first. also, beginning in phase 12 (instead than on a random phase), in a duel makes sure that the one with the most DEX just moves, granting a *radical* advantage.
  6. Hello everybody, i will be dm'ing a quite expert group of players in a superheroic campaign, and we decided to use the Hero System. A problem I have noticed is the predictability of the SPD phase charts: everyone's move and initiative is predermined. To solve this, we introduced an optional rule of rolling 1d12 to establish the starting phase of the turn, and this looks quite fine (a speedy dude has more phases so he still has more chances to move first). A problem emerges when dueling "one-on-one", or when a sudden face to face between two characters burst out (a frequent game situation): here the predictability of the phase system pretty much kills of the pathos of the event, as everyone knows when he will move and in a one on one situations the variables are very reduced so moving first constitutes a crucial advantage. In our house system we had initiative rolls, so if the faster one had an advantage, dueling or suddenly hitting someone was still risky (and hence interesting in game terms). I was wondering if anyone has brewed house rules for this kind of situation (I also mistakenly posted this same thread in the Rules discussion, maybe the creator will say something as well...). Another issue is ambush, also a very common action rpg situation. In a system with initiative, ambush is very easily simulated by giving to all ambushing or ambushed characters a bonus or malus to add or subtract from the INI roll... how do you simulate that in the HS? I was thinking of allowing the ambushing party to choose the starting phase of the round, but this does not allow granularity (as in an initiative system I could give +5 INI for a standard ambush, +1 for a sudden attack in an already tense situation, +8 for a carefully planned ambush with good hiding places, etc.) thanks everyone for kind advice
  7. Hello everybody, i will be dm'ing a quite expert group of players in a superheroic campaign, and we decided to use the Hero System. A problem I have noticed is the predictability of the SPD phase charts: everyone's move and initiative is predermined. To solve this, we introduced an optional rule of rolling 1d12 to establish the starting phase of the turn, and this looks quite fine (a speedy dude has more phases so he still has more chances to move first). A problem emerges when dueling "one-on-one", or when a sudden face to face between two characters burst out (a frequent game situation): here the predictability of the phase system pretty much kills of the pathos of the event, as everyone knows when he will move and in a one on one situations the variables are very reduced so moving first constitutes a crucial advantage. In our house system we had initiative rolls, so if the faster one had an advantage, dueling or suddenly hitting someone was still risky (and hence interesting in game terms). I was wondering if anyone has brewed house rules for this kind of situation. Another issue is ambush, also a very common action rpg situation. In a system with initiative, ambush is very easily simulated by giving to all ambushing or ambushed characters a bonus or malus to add or subtract from the INI roll... how do you simulate that in the HS? I was thinking of allowing the ambushing party to choose the starting phase of the round, but this does not allow granularity (as in an initiative system I could give +5 INI for a standard ambush, +1 for a sudden attack in an already tense situation, +8 for a carefully planned ambush with good hiding places, etc.) thanks everyone for kind advice
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