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The Main Man

HERO Member
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Everything posted by The Main Man

  1. Re: Do you use Teamwork? If you have a group that uses Teamwork as a skill, well, it's there in the book. If you somehow feel they abuse it (not sure how), perhaps create villains with Change Environment effects that penalize the Teamwork Skill. A better idea than that though is making such a power but giving conditions in which it doesn't work, thus promoting certain team tactics against certain villains. Besides that though, villains and monsters can also use Teamwork. Perhaps give them certain powers that rely on a contest of Teamwork versus Teamwork. Could make for a fun challenge while promoting teamwork.
  2. Re: StrikeForce for Champions I wish I could get my hands on a copy. Is it even in print anymore? PDF? If not, then, well, crap...
  3. Re: What Happened to Force Fields? Yep. Having more than one way to skin a cat is one of the charms of HERO to me.
  4. Re: Something all SF gamers should have. Strength didn't add to Energy Blast or RKA, but check 5ER 479, left column under "Calculating STR Minima." It recommends that "guns, bows, and like weapons" should be built with the STR Min Cannot Add/Substract Damage. I don't know if it is in the original 5e core book - I gave mine away when I got 5ER.
  5. Re: Something all SF gamers should have. I just go with a gut feeling. There are probably more exact methods by looking up materials, but I think weight is easy enough to change as anything else. For example, I figure a blaster pistol, being a more complex machine than a classic firearm, might be a little heavier than a comparable revolver/pistol using mostly the same materials. Not much, but noticeable. Regardless, it's all gut feeling.
  6. Inspired by the thread, "Something All Sci-Fi Gamers Should Have," in which a D20 product involving over one thousand science fiction weapons was brought up and discussed. In response, it was suggested that we meet that challenge by building 1000+ Sci-Fi weapons with HERO as a free resource for all HERO players. It looks like it's up to me to start this thread, so here goes. This thread is for posting the builds. Use the above link to discuss the building of the weapons in the original thread. Follow the format I lay out, but don't be afraid to suggest a possibly superior format. Also, don't be afraid to take what one person builds and modify it into something else - this is HERO system after all. #0001 - Blaster Pistol: A classic, personal firearm for civilians, a typical sidearm for more heavily armed soldiers and criminals. Lightweight and easy to handle, it releases controlled bursts of pressurized ionized gas from miniature canisters. Edition: 6e Power Build: Blast 7d6 (vs. ED) (35 Active Points); OAF (-1), STR Minimum 6 (-1/4), Real Weapon (-1/4), Beam (-1/4), 12 Charges (-1/4), Required Hands One-Handed (-0) Real Cost: 12 CP Weight: 2.0 kg Weapon Familiarity: Energy Weapons (Ion Blasters) If you have any questions, comments, or suggestions, I refer all again to the above link to discuss it. Other than that, we have #1. Let the party begin.
  7. Re: Background Story Rewards 1. If a player wants to have a secret, they can discuss it with me in private. In my experience, a group gels much better and more quickly when they know about each other's characters at least in general. 2. I can't say I ever had such drama over requesting backgrounds. I doubt that anyone in this thread would want this hypothetical player you exemplify in their game because they sound like an immature asshole. 3. Players are free to keep records of their characters at their own leisure. I write my own notes by the session for such record keeping. That said, as a written record of events that transpired in game, I wouldn't give additional points to that player. Backgrounds don't happen in-game and you only get one.
  8. Re: Background Story Rewards Not to stir the pot further, but how does requiring backgrounds for no additional bonus solve hypothetical "that guy" problems? If you require backgrounds, and "that player" doesn't like writing backgrounds, how do you justify not letting them play over that singular issue? Why is it acceptable to ban a player from your game for not writing a background but it is unacceptable to offer incentives to any player who does write a background for you? If I understand the discussion thus far, those are the implications. Of course there is the middle ground: no background requirements, no incentives. In the end, different groups regard backgrounds differently. As I said before though, I also give separate rewards to a player if they at least discuss their character with the rest of the group and myself to my satisfaction - no writing, just talking. That said, writing a background becomes easier if you discuss your character with others. I suppose that raises the question of why I want a written background though. The answer is that I can't rely on myself and the player to remember every little detail of their character as verbally discussed in the long term. I like having a record of the character that I can refer to time and again without calling the player and hoping for consistency. Anyways, carry on...
  9. Re: Hand-to-Hand Limitation Question Sorry if I continue driving this thread off-topic, but I remember Steve Long wanting to "make every CHAR point count" as a design goal for 6e. INT is the only CHAR that fails at that. It is only a means to having good PER and Intellect Skill rolls and means nothing point for point. At least STR and DEX succeed on that level, price be damned.
  10. Inspired by the "Player Tips" and recent "DMing Tips" threads, I figured I would start a new such "tips" thread with a particular focus this time. In this case, Complications and related elements from other RPGs. This can be advice for GMs and players. Let's get this started then. 1. Complications are Contractual. If a player gives their character a particular Complication, they are agreeing to be subjected to it in gameplay, so don't be afraid to use them. In fact, as a GM, consider it your responsibility to invoke Complications game in and game out on your PCs. Your players took them, so you should use them.
  11. Re: DMing Tips. Hold a group pow-wow to brainstorm the campaign and character concepts together. Figure out what you and the players can agree upon for style, tone, power level, etc. Discuss character concepts and figure out everyone's place within the group and the world around them. A little investment goes a long way to cultivating player interest and thus enjoyment.
  12. Re: Background Story Rewards As I said earlier, one of the rewards I give is CP strictly for Background Skills and Perks. They can be comforting as they are never points spent in vain.
  13. Re: Background Story Rewards I think this raises a question: what can players demand of their GM? Furthermore, can the GM demand anything in return?
  14. Re: Background Story Rewards I suppose in my case that it's less about rewarding a player for writing a background and more about me wanting backgrounds from them and so I create an incentive for it. That said, different groups can be differently motivated. Some need a carrot, others don't.As for XP from gameplay, I think players like character development in more than just their storytelling. People can learn new things in real life, so why not characters? A GM doesn't need XP because they are mere degrees from omniscience, omnipresence, and omnipotence - they control everything except the PCs - so they have nothing to personally gain when their every word shapes the world.
  15. Re: Something all SF gamers should have. I think I will add a challenge for myself: make at least one weapon per Weapon Familiarity category. I for one hope to have a weapon ready for at least Friday with full information so we can judge if it is enough.
  16. Re: Background Story Rewards I reward Character Points, Active Points, and bonus Heroic Action Points per game depending on the background and character concept. It makes for nice diversity. General rates are +4% of base CP In bonus CP, +2% in bonus AP, or +1% in bonus HAPs/game. I also reward bonus Character Points that are strictly for Background Skills and Perks. +6 CP for each reward (see below). Furthermore, I give one reward if the player at least discusses their character concept with the majority of the group, one reward for a written background, and they get to choose a reward for completing both to my satisfaction. I offer much to gain to my players if they really think about their characters and discuss it with their fellow players. Nothing like a group of realized characters who have chemistry out of the gate.
  17. Re: Something all SF gamers should have. Well, there's an Earth-shattering Kaboom if memory serves... Certainly bound to be a Megascaled AOE RKA.
  18. Re: Something all SF gamers should have. This thread reminds me of GURPS Ultra-Tech. Shall we keep things limited to weapons? What about armor or accessories?
  19. Re: Something all SF gamers should have. Is HERO Designer a necessary element? Why not just post the build in the thread? I agree that we should avoid the trouble of alienating different edits and agree that one should note the edition used. Besides, all editions of HERO mostly convert with ease. I think tech levels are subjective to campaign though. That said, good point about part levels being unnecessary due to sheer volume. I suppose that there would be organization to be done after a good amount of entries crop up. So what info do we want again? Name, Special Effects, Power Design Notes, Genre? Hm... This probably will all be Equipment, being Star Hero and all, so what about Price, Weight, PD, ED, and BODY? If we include price, shall we assume the Star HERO price chart and further only present the base price (since we won't know how rare or quality the item will be in a game)? Should we find a standard method for determining Weight, PD, ED, and BODY of an object? What if fellow posters/members/players could rate builds, thus separating the wheat from the chaff?
  20. Re: Something all SF gamers should have. It's ideas like that which we need for the HERO system. I say we do it. But first, we need standards and guidelines for consistency. How about we must include all power build information, general SFX description, and power build notes? Should we mention intentions for genre, setting, and the like? Should we agree upon a certain power level? Maybe a set of power level ranges? Let's get this moving.
  21. Re: Has anyone built The Doctor from Doctor Who? Maybe buy some extra END and REC for having two hearts. Also some Self-Contained Breathing with a 10min charge if I recall. LS: Safe Environment in at least Intense Cold, Zero-G, and Low Pressure/Vacuum. You might want to ask your GM if they will allow you to take Universal Scientist (that's in HERO System Skills, isn't it? It was in TUS). The Doctor is a doctor of "everything" after all. Luck is a must; At least 3d6. Um... Mind Link with Any Willing Mind (at least 2 minds) - "Contact" (commence rapid camera cutting) Energy Damage Reduction, Resistant seems appropriate to modern Doctors, but I'm not sure how much or if there should be any limitations. That's off the top of my head, but there's definitely more to it.
  22. Re: A Thread for Random Videos Europe from 1000 CE to the Present Day
  23. Re: Community compilation of powers? I think a more effective method would be something like, "Let's Build X" threads. Let's Build Electricity Powers, Let's Build Plasma Weaponry, etc. You must provide the full build following the WG and must provide a description of the SFX of the power, with notes for build methodology.
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