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The Main Man

HERO Member
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About The Main Man

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    is Hero Games' No. 3 Heel
  • Birthday 12/16/1985

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  1. I have not quit Hero as a player because most of my group still primarily runs it. If they're comfortable building everything while I just need to make the one character, I'm still game. However, there are a few reasons I've become jaded with GMing it as I approach a crusty 28 years old in December. 1) Character Creation. Powers are the main reason it takes so long. If you go the Equipment route, you still must build it all, putting more front load work on the GM's shoulders. Hero does provide lots of pre-built Equipment, but something about picking Equipment from lists seems to run cou
  2. Re: Converting M&M 3e Advantages to HERO Talents/Perks Yeah, a master list of M&M Advantages and D&D Feats would be great for Fantasy games (more than that, really).
  3. Re: Modern-day Pulp? Thanks for the rep, tkdguy. The idea of inserting pulp into other campaigns first occurred to me as I watched the Doctor Who serial "The Talons of Weng-Chiang." I realized that the Doctor could be made with the Scientist and Detective package deals from Pulp HERO (and maybe even Explorer). His companion, Leela, easily could be made with the "Wild (Wo)Man" package deal. Then I thought of Sarah Jane, the previous companion - Reporter package deal. Ian and Barbara - from the very beginning - both Professors. And Adric, sweet Adric, could use the Goblin package deal
  4. I'm a casual fan of at least the idea behind artistic minimalism, but can there be such a thing as a minimized HERO system? I suspect that it would have multiple facets from minimalist character creation to minimalist skills to minimalist powers to minimalist combat. What say you?
  5. Re: Sci-Fi Melee Weapons: Bat'leth, Lirpas, Lightsabres, Rykk Blades, Koltari, Denn'B *Looks down at signature...*
  6. Re: Modern-day Pulp? This reminds me of how one day I gave up trying to run a Pulp campaign when I can just overlap Pulp style over any campaign instead. It's surprising how applicable the Pulp HERO templates are to campaigns (Fantasy HERO too). Gave me an even greater appreciation for the style really.
  7. Re: Looking For Input On Potential New Fantasy Product Right now I have one of those ideas that is wishful thinking: My first taste of RPGs came in the form of these single player Star Wars adventure books from Scholastic Books. They were basically the same idea as Lone Wolf or Fighting Fantasy but for kids (and Star Wars). When I first really got into RPGs, I believe it was AEG (maybe others) who published adventures in pamphlet form. When I buy groceries, I spot Archie comics in digest size to my side all the time. Archie comics do good business to this day as an impulse
  8. Re: Campaign Damage Caps, Code vs. Killing & Pulling a Punch Hell, for anyone who watched Superman: TAS, it was an even bigger character moment. I'm not sure if it's often cited because it's thought of as license to use full power so much as it was pitch perfect writing, animation, and voice acting. I do now think that it could make an excellent example of what it means to defy a Total PsychComp. I'd put Batman using a gun on Darkseid and The Doctor grabbing a gun to face the Time Lords in that same class. There's doubtlessly more.
  9. Re: Looking For Input On Potential New Fantasy Product Discussions like this make me wish I was even modestly skilled and disciplined enough to write settings and adventures for free. Sometimes I wonder if the RPG industry could use a NaNoWriMo/Script Frenzy style challenge for writing modules in a month.
  10. Re: Looking For Input On Potential New Fantasy Product - Use those "Equal Damage" rules from FH 6e. Seriously cuts down on space for weapons. Do still use the Slashing, Bashing, and Piercing rules though. Also, the idea of 5 or so pages for Weapons, Armor, and Shields sounds very "pick up and play" to me. Now is not the time to split hairs. Just tell the reader that there's a much more detailed Equipment Book available for purchase. - Why not settle for 300 pages? FH 5e and 6e seem to indicate that there is more to Fantasy than Superheroes and I don't think readers will be particular
  11. Re: Alternative Necromancy This thread gave me this thought: Clerics - It's not necromancy when we do it.
  12. For some time I've pondered how my fellow HEROphiles regulate OCV, DCV, OMCV, and DMCV as well as how you reconcile them with Combat Skill Levels, Penalty Skill Levels, and Martial Maneuvers. Usually I can only seem to declare a maximum value for them, but that always seems overly simplistic. Like if I have DCV to max, should I count Dodge? It's free, so perhaps not. Then what about Martial Dodge? From there, what about other Martial Maneuvers? How does everyone else manage them in a fair manner?
  13. Re: Campaign Damage Caps, Code vs. Killing & Pulling a Punch I like this perspective. It gives me something to think about to be sure. It also gives me the idea of placing a standard damage class cap, but for every 5 points in "Code versus Killing" a player takes, they may have +1 Damage Class, but they also must use Pull Punch our else use fewer Active Points unless they succeed with an Ego roll.
  14. Re: What "Pulp" have you read lately ? I can tell you all what my next literary conquest is at the very least: The Shadow in... The Devil Monsters.
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