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The Main Man

HERO Member
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Posts posted by The Main Man

  1. Re: Hero System Power Cards

     

    Well' date=' here's the Word document template for those interested in doing their own power cards. I briefly experimented with some variations on export formats, but I'm not seeing anything that I can cleanly cut and paste into Word, formatting intact. Hope you guys have a great time with it, I'm already creating Star Hero cards, and will post examples here when I get them done. Feel free to post your card examples, modifications, etc.

    Say, could you provide an RTF version of that at all? My version of Word is outdated to the point that it cannot properly load your template. :P

  2. Re: Super Skills as "Stunts"

     

    You just gave me two ideas: First, degrees of success can determine degree of power for the Super Skill stunts. Second, either PSLs or limited Skill Levels can be purchased for said Super Skill stunts. It creates something to purchase to go towards improvement without undermining a straight purchase too much.

     

    That said, a Skill Maximum may be in order. Also, upon checking up on the selection, there are plenty of Super Skills that don't involve SRs, so I think there's a safe divide that allows some to be free stunts while others must be purchased.

  3. Re: WWE Snark-Free Zone

     

    Any 10, Any Era, No Particular Order of Preference

    1. Steve Austin

    2. Ric Flair

    3. Mick Foley

    4. Randy Savage

    5. Bob Backlund

    6. Roddy Piper

    7. Bret Hart

    8. Curt Hennig

    9. Ted Dibiase

    10. Kurt Angle

     

     

    Man, 10 is tough, but if I could have 5 More:

    11. Chris Jericho

    12. Chris Benoit

    13. Shawn Michaels

    14. Scott Hall

    15. Sting

     

     

    Will have to think of my Tag Teams for later.

  4. Re: Super Skills as "Stunts"

     

    One way to work it in is:

     

    Anyone can perform a Skill Based Super-Skill at a -1 per 5AP; Purchasing the Super-Skill outright means a SR at the normal -1 per 10AP;

     

    If you're playing with HAPs, you can spend one to make the SR as if you purchased the Super-Skill (-1 per 10AP).

     

    That way you keep the point cost as listed, no need for divisors like in TA. And you allow anyone on the board to try and perform a stunt.

     

    I think that could work as long as the Super Skill is otherwise the same. But on the other hand, what about a player purchasing a certain SR-based Super Skill in order to more fine-tune it? Like more/less dice, or increase/decrease Modifier values.

     

    To add to your idea though, perhaps a third HAP could be spent to reduce SR penalties to -1 per 20 AP?

     

     

    I think I'll research the various SR-based Super Skills and look at costs versus HAP use. After all, there are plenty of Super Skills that do not involve SRs, so naturally they could not be attempted as Stunts in the first place.

     

    I also plan to incorporate Pulp Hero's Heroic Action Feats as well as Digital HERO's "Fistful of Talents" and "For A Few Talents More" into the mix.

  5. This is an idea inspired by a proposed Fantasy HERO magic system, Spirit of the Century, and a little bit by Mutants & Masterminds.

     

    Basically, what if Super Skills that require Skill Rolls could be performed as functions of appropriate, corresponding Skills at the appropriate penalties?

     

    The obvious problem is that it would undercut those that it removes most incentive to actually buy Super Skills. I think that I have some solutions to that natural result.

    1) Each attempt at a Super Skill "Stunt" costs 1 Herioc Action Point (or more perhaps).

     

    2) As the Super Skills become functions of particular Skills, they are made at the appropriate penalty based on their Active Points.

     

    3)The GM should prepare a list of all Super Skills that fall under this house rule. Furthermore, every listed Super Skill "Stunt" should be predefined and players may not change its build as defined.

     

    4) I'm not 100% sure about it, but perhaps players may purchase (and thus modify) any predefined "Stunt" at 1/3 cost; somewhat like Spells in the Turakian Age.

     

    Thoughts?

  6. Re: ADVANCED PLAYER'S GUIDE II -- What Do *You* Want To See?

     

    I've relatively recently played some FATE and I like the aspects system. I'd hardly ask for a drastic introduction of anything like that to HERO, but here's a few things that I think could be interesting points to touch upon:

     

    The Pros of Complications versus the Cons of Characteristics, Skills, Perks, Talents, and Powers.

     

    We're all used to purchased abilities being generally positive while Complications (and to a similar extent, Power Limitations) are generally negative, but there are times when the opposite is true: appropriate Psychological Complications can buffer against Mental Powers or Presence Attacks in the right circumstances; Foci can be handed off to others (and used if Universal).

     

    Those are mechanical elements of HERO that already cater to the idea, but I wonder if a proper discussion can bring it to light for further clarity in order to possibly improve the quality of roleplaying by promoting players to think more about the greater implications of what they put on their character sheet, most particularly how their character's personality and behavior is affected, if not their backgrounds and greater themes and motifs.

     

    Have I lost anyone with my babbling?

  7. I've wondered for some time how many Doctor Who fans lurk about on the HERO Forums and furthermore if anyone has made any efforts to translate any of it to the HERO System in any way (6e, 5e, earlier; Classic Who, Nu Who, Big Finish Who; etc).

     

    Note: I've checked Surbrook's Stuff but felt unsatisfied with its offerings.

  8. Re: Using INT in Combat

     

    The Star Wars RPG had a similar mechanic of declaring actions vs. performing actions; it's an interesting idea' date=' but it tends to bog down the game even more than it already is and I can't imagine that working too well in a game with 8-11 people.[/quote']

    Yep, going into the idea that's one of the first things I thought of. I will say, again, that the original intention is to help organize combat. Perhaps something different would work better.

     

    And I still intend to check out that SW RPG.

  9. Re: Using INT in Combat

     

    OOPS - typo'd my post. Fixed now - he wants to dodge instead of blast after declaring he would blast, but before blasting.

     

    May as well always declare an attack and change your mind if it becomes advisable to take a defensive action instead. In fact, why not announce "I will delay as long as possible and then Blast". If I have the highest DEX, and the lowest INT, I announce that first, but I can always change to a defensive maneuver if need be.

     

    There's no question this approach would make DEX much more valuable. If my target is KO'd or knocked well back before my action, I now need to make a DEX roll to change my target.

     

    I used a DEX roll in the example to avoid verbosity - I cut to the chase IOW. I stated that the GM may choose between DEX, INT, or PER rolls, depending on the situation or perhaps whichever is highest.

     

     

    I'd like to discuss your other position though. Am I correct that your central point is that higher DEX characters can game the process by holding their actions?

     

    That is, if a character happens to have a lower INT but a higher DEX, they can declare that they will hold their action, wait for higher INT characters to declare their actions, and then declare their own action? That's what you're saying, right?

     

    Sorry for the delay by the way. I lack internet access from home and I prefer not to make long posts from a cell phone.:P

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