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Tom2405

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Posts posted by Tom2405

  1. Iam wondering how roll modifying complications should be built in 6th ed.

     

    Lets take for example a character who is quite suspensible to being seduced (or persuaded very easily). Thus all attempts at this get a bonus of 2 for all attempts to try this on the character.

     

    And aame example with a variation that this only counts if the character has ingested at least a glass full of alcohol within the last 8 hours.

  2. Hi

    I'm currently working on 2 fanprojects which use hero system and I could use a bit of additional hands there (mostly in terms of gathering ideas and exchanging them).

     

    The 2 projects are sort of related as I want to try to be able to interchange things like species there without problems. Both have 6th edition hero as base.

     

    The two projects are:

    1. A  fantasy setting (currently I'm working there on the magic system and on species mostly dragons atm but also others).
    2. A modern setting where one can play as mortal or as godspawn and take on professions like priests, samurai, shinobi,...

    I'm currently at the stage where I'm creating the rules aka the species / professions, powers (and only at a lesser degree currently what exists in terms of political powerblocks,...). 

     

    If anyone has questions just ask ;)

     

    If someoen would be itnerested in helping me out there let me know either in thread or via pm.

     

    For the mindstorming I'm prefering either skype or IRC chats (due to logs so that I can look up things that were said.....the on site chat here doesn't have that functionality as far as I know sadly). As I'm european timezone I can mostly be on during weekends or early evening my time (whichh would be early afternoon eastcoast US....8 pm here is about 2 pm there).

     

    Note: Posting this in "Other genres" as it is about fantasy and also modern hero and not only one of those. 

  3. Hi

    I've got a question in regards to the growth power. If I want to make it cost a character per minute instead of per phase

    Do I really use these modifiers? Costs endurance only to activate + time limit (1 minute)   Total +3/4th   or is there another way (that is cheaper advantagewise)

    to do so? (currently the way costs me a bit too much in terms of active points so seeing  if there is a way wchich costs less active points or if I'm doing it right there already)

  4. Unless someone changed them when I wasn't looking, Lip Reading and Ventriloquism are bought like any other Skill and work like any other Skill. I have no idea what you mean by "you can either do them, or you can't."

     

    Lucius Alexander

     

    Unless someone chanted it while I wasn't looking, this is a palindromedary tagline like many other palindromedary taglines.

    Probably Stacie meant that without a lvl in lip reading you are unable to do so at all. While without a lvl in acrobatics you are still able to do a bit (although with everymanskills involved acrobatics is clear that its possible anyway, but other things like research could be defaulted to a characteristic only roll if no skill level given. I myself would not allow a nonskilled lipreader to make any roll on lip reading though so my guess Stacie means that there) 

  5. Also a problem to keep in mind with dices is the adding together part. 

    As strange as it is adding 3d6 together is no hassle for anybody and is fast, but if you take 3d10 instead ppl take way longer already and with 3d12+ it only gets worse.

    (no clue WHY that is so, but I have seen it a few times in the past with different groups. If you have a success based system D10s are nice but if you add dice results together d6- are what ppl

    are fastest with and the difference between d6- and d8+ is quite huge  [more than between d5 and d6 by quite a margin). Thus ppl are slower there and also need more concentration which

    normally reduces the fun they have with playing.

     

    Like I said at least my impression so far testing a f ew systems with different groups. 

     

     

    -----------------------------------------------------------

     

    On another note should we have 2 threads maybe? From what I see we have quite a bit of system discussion AND in addition to that a separate background worlds/settings discussion maybe better to split those two discussions up so that it is better readable?

  6. Interesting idea there. also one point there as it wasnt mentioned so far : if the characteristisc are costing 5 points each the higher cost of characteristics (to have some effect) would be better seen by the casual player who doesnt delve too much into rules.....as I've seen time and again ppl using 18 int or 13 ego. it is nice to see nonclones of each other but ruleswise no difference sadly 

  7. That works for strength, but what's the real difference between an INT of 18,19,20,21, and 22?   Dex has slight differences because of Dex order on the SPD chart.

    That is what I had meant. aside from strength (and possibly dex but even there in most cases aside from order of things) I dont see any difference between the attributes having 0,1,2  or 3,4,5 after the 10 or 100 number. 

    (just saw hero designer rounds so 10,11,12 counts as 2  and 13,14,15 as 3 for purposes of skills (talking about characteristic/5 here). ). 

  8. @tasha i know and that is why i was so surprised back then. Did a campaign where we started as hinanborn nephilim in fuzion We had mortal stats and the template. All looked well until the first skillrolls and to hit rolls. With mortal stats we had WAY below 20% chance of succeeding on ANY roll. In the process we then gave up and switched systems (original plan was in the beginning to have mortal adversaries and then after 1-2 adventures immortal ones. But like i said succeeding at a skill roll or hitting in combat was almost impossible with pure mortal stats in that pne fuzion edition at least ( was about 5years ago)

  9. For the fuzion discussion above ive played it a bit and if you are a normal mortal with normal stats you can forget to think of having any chance of succeedibg at a roll. At least my impression back then.

     

    For hero an easier calculation method would be very nice(although balancibg that is queTionsble if it is as good as now then). Maybe a light version with ranks insteaf of cp cost.

     

     

    Else mostly what others said 1 general setting independent rulebook that only has rules themselves, 1 power creation book. And then setting books with fixated values in there and premade powers. That way newbies arent scared put of the options

  10. So in that example the bees are mere special effects but also a -0 limitation so that if he summons them inside a anti pest cloud the blast has no effect aside from dead bees?

     

     

    In this case the object could be summoned back into the hand costing 1 mana (endurance reserve with long time neededd to regenerate). But else power can only be used at half strenghth or double end cost (not decided yet) if the object is taken away. If it is destroyyed it can be recreated the se way as if returned to the hand

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