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Barton

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  1. Thanks
    Barton got a reaction from Pariah in "A Champions Conundrum"   
    1) handouts - I have found and created some handouts designed to be short and give high level BUT important player info.
    2) pregenerated characters - if at convention use these, you will be familiar with them, make sure they have common powers and complications to illustrate game elements
    3) danger room - IMHO a good way to show off powers/complications in Champions
    4) hero designer software for the the GM - it easily makes characters and save you a LOT of time
    5) explain 3d6 - explain the bell shaped curve and why you want/when to  roll low and low high  
    6) show quick and easy way to count body - group the dice by 1's; 6's, and all others. Then 1 and 6 cancel out, any excess either way adjust the body amount = normal damage dice.
    7) show special effects - complication -> double damage to heat; great way to show a blast is blast; BUT not always depends on SFX.
    8) show players it is easy for them, harder for GM - Show them that playing [by actually playing] is easy; the GM must know a lot more than players. The point is once have a GM who has experience, the players need to know a lot less.
     
    Again, if you want join my game on Saturday please do so.
  2. Like
    Barton got a reaction from drunkonduty in "A Champions Conundrum"   
    1) handouts - I have found and created some handouts designed to be short and give high level BUT important player info.
    2) pregenerated characters - if at convention use these, you will be familiar with them, make sure they have common powers and complications to illustrate game elements
    3) danger room - IMHO a good way to show off powers/complications in Champions
    4) hero designer software for the the GM - it easily makes characters and save you a LOT of time
    5) explain 3d6 - explain the bell shaped curve and why you want/when to  roll low and low high  
    6) show quick and easy way to count body - group the dice by 1's; 6's, and all others. Then 1 and 6 cancel out, any excess either way adjust the body amount = normal damage dice.
    7) show special effects - complication -> double damage to heat; great way to show a blast is blast; BUT not always depends on SFX.
    8) show players it is easy for them, harder for GM - Show them that playing [by actually playing] is easy; the GM must know a lot more than players. The point is once have a GM who has experience, the players need to know a lot less.
     
    Again, if you want join my game on Saturday please do so.
  3. Thanks
    Barton got a reaction from fdw3773 in "A Champions Conundrum"   
    Started with 2nd Ed. Played / GM a lot of 5th ed. and a little bit of 6th edition. Like the Sixth edition [but Complete is great also] due to more detailed examples. I think newer editions are just as playable as the older.
    I am running a game this weekend, fdw3773,
    It is a one shot online game where I have the players CREATE and play a Teen Champions character.
    I would be honored if you  attended  and you could see how I teach newbies [yes this is a shameless plug also]
     
     
    https://www.herogames.com/forums/topic/99999-teen-champions-meyerson-academy-make-a-character-and-play-online-single-session/
     
  4. Like
    Barton reacted to Ninja-Bear in Origins Online   
    Very Cool!
  5. Like
    Barton got a reaction from Duke Bushido in Origins Online   
    Barton Stano events are up:
     
    Teen Champions - Meyerson Academy - Make a Character and Play
    Make a teenaged superhero character using the Champions [Hero System ver 6] then the character will train in the academy danger room. Rules will be taught. Teenagers and children players welcome. 
    cost $0.
     
    FRIDAY at  10am to 4pm Eastern
    and SATURDAY at  1pm to 7pm    Eastern    [the event is now showing Friday, but working on getting that changed].
     
     
    Teen Champions - Meyerson Academy Danger Room Danger!
    Your school has a danger room and today's session gets serious! Rules will be taught. Teenagers and children players welcome.
    cost $0
     
    SUNDAY at  11am to 3pm Eastern
     
     
    ===========
    I will be attending this:
     
    Christian Worship Service
    Come join us for a non-denominational worship service sponsored by the Christian Gamers Guild. We'll read scripture, sing familiar hymns, and hear a sermon.
    cost $0
     
    SUNDAY at 9am to 10am Eastern.
     
  6. Like
    Barton reacted to Chris Goodwin in New to Hero question   
    And to follow up... 
     
    For instance, the GM could set up their magic system so that there are "tiers" of spells.  Every spell falls into one of four tiers: Basic, Intermediate, Advanced, and Master.  A spellcaster buys all of the spells at the highest tier they can cast with Requires A Magic Skill Roll at the -1 per 5 Active Points level.  Once they have learned a total of at least 10 Real Points worth of spells within the Basic tier they can buy those down to -1 per 10 Active Points; once all of their Basic tier spells are at -1 per 10 Active, they can start learning Intermediate tier spells at -1 per 5.  In order to start learning the Advanced spells, they need to get all of their Basic spells at -1 per 20, which then lets them in turn improve their Intermediate tier spells to -1 per 10, at which point they can start learning the Advanced spells at -1 per 5.  
     
    Characters can throw fewer Active Points in a spell and improve their Magic Skill Roll.  Let's say I attempt my Fire Arrow spell at full power (-6 to my roll), but biff it.  My next Phase, I decide to throw it at half power instead (for -3 instead of -6) and succeed this time. 
     
    There are other ways to go about it as well.  The GM might require that all spells be bought at -1 per 5 Active Points, but allow characters to make Complementary Skill Rolls with Knowledge or Science Skills related to the schools of magic, so that a character with a 60 Active Point fire spell, who would be casting at -12, might be able to make SS: Thaumatology and KS: Fire Magic Skill Rolls in order to gain bonuses.  
     
    I've come up with a Talent known as Affinity.  You would buy it as Skill Levels, which can be allocated to any of the following: your Magic Skill Roll, your OCV, Damage Class (at 2 levels per +1 DC), or any mundane Skills relating to your affinity.  So a character might have Affinity: +3 with Fire, in which case they could get +3 to cast a Fire Spell, or they might use +1 of that on their casting roll and +2 on Damage Classes.  They might have spells in a different school that affect or modify fire magic, and the GM might let them use their Affinity with those as well; for instance, Dispel and Aid might be part of the Metamagic school, but the character with Fire Affinity can get their bonus when Dispelling or Aiding fire magic.  
  7. Like
    Barton got a reaction from Ninja-Bear in Origins Online   
    The events are in final submission stage! Events are submitted but times not set yet.
     
    Teen Champions Friday midday and Saturday am -> create your character and then play. Danger Room!!!! 
    Teen Champions Danger Room Danger ->  Sunday midday
     
    Rules will be taught and children are welcome to my events.
     
    I will post details when final approval is done!
  8. Like
    Barton reacted to grandmastergm in Origins Online   
    Cool, I proposed my games and am waiting on time approvals.
     
  9. Like
    Barton got a reaction from BigJackBrass in Origins Online   
    The events are in final submission stage! Events are submitted but times not set yet.
     
    Teen Champions Friday midday and Saturday am -> create your character and then play. Danger Room!!!! 
    Teen Champions Danger Room Danger ->  Sunday midday
     
    Rules will be taught and children are welcome to my events.
     
    I will post details when final approval is done!
  10. Haha
    Barton got a reaction from Spence in My favorite supervillain to run and the players to fight against would be   
    Foxbat - the GREATEST OF ALL TIME!
     
    He is his OWN category!
  11. Haha
    Barton got a reaction from wcw43921 in My favorite supervillain to run and the players to fight against would be   
    Foxbat - the GREATEST OF ALL TIME!
     
    He is his OWN category!
  12. Like
    Barton reacted to grandmastergm in Origins Online   
    I might do it.  We'll see.
  13. Like
    Barton reacted to mattingly in Origins Online   
    Interesting approach. I like it.
     
    Origins Online: June 19-21
    Origins Game Fair: October 7-11
     
    https://www.originsgamefair.com/origins-online-faq
     
  14. Like
    Barton reacted to tkdguy in Fantasy Immersion and the Things that Ruin it.   
    What ruins my immersion? Monty Python quotes, in or out of character.
  15. Like
    Barton got a reaction from Dr. MID-Nite in Shapeshifting plot...   
    Have the players figure out next crime the shapeshifter will do. Then have the Heroes show up [maybe with  a invited reporter]. And of course you have to have to have the "shoot him" / "no shoot him" scene.
  16. Like
    Barton reacted to Steve Long in Absorption of Mental attacks   
    I may be overlooking something here, but the rules don't specifically say, "A character cannot use Absorption on attacks by Mental Powers." All it says is, Absorption only works on attacks that do BODY. Admittedly, few Mental Powers do BODY, but unless the GM ruled otherwise a character could Absorb from, for example, a Mental Blast with the Does BODY (+1) Advantage.
     
     The "way to have Mental attacks absorb and increase a power" is to use the optional rules for Absorbing from Mental attacks on APG 80.
     
    Good luck with the rat ranching!
  17. Like
    Barton reacted to Steve Long in MYTHIC HERO: What Do *You* Want To See?   
    Come to think of it, it's probably time for an update on the project.
     
    I am currently in the middle of the Celtic Mythology chapters (that's plural because there are three of them; it's too large and diverse a topic to handle in just one). Unfortunately things have been at that stage for a long time, due to various distractions and real life what-not getting in the way of what I really want to.
     
    But fortunately, the main distraction actually helps me write Mythic Hero! What I've been working on for most of the past year, and pretty steadily for the past few months, is a nonfiction project:  The Encyclopedia Of Mages, Magic, And The Arcane (or "EMMA" for short ). For years I have looked for a reference book specifically about terms for magic and users of magic. For example, I want to be able to look up what they call a witch or a wizard in, say, northern Australia, or Borneo, or among some obscure African tribe, or in parts of historical Europe. And then maybe I could also read about their terms for magic, how they think spells work, and other fun details.
     
    But unfortunately for me, AFAICT, no such book actually exists. So after decades of looking and hoping, I finally decided, "The hell with this -- I'll just write it myself."
     
    So as I read and did research for other projects (primarily MH), when I ran across a term I wanted to remember, I wrote it down. I began doing this years and years ago in an informal way, but now I really started paying attention. And if I had some spare time, I'd pore through the various encyclopedias of the occult that I own and copy out relevant terms. Eventually I had a long enough document that it hit a tipping point early last year where I finally had to begin focusing on EMMA full-time and turn it into a published book. And that's what I've been doing ever since. I've read dozens of books since then for research, and I have a bunch more I can work with -- but I am also entering the information I get from reading them into my master document. When I have no more books to enter data from, I intend to stop research (no matter how many books still wait in their stacks, as yet unread), and get the book ready for publication (layout, printing, etc.). Otherwise I'll just go on researching until I keel over.
     
    As I like to put it, EMMA is "a reference book listing and describing terms for magic, people who use magic, and related subjects from around the world and throughout history." It's intended in part for writers and gamers, of course, but I think it has some solid academic value as well (since, as I said, AFAICT no other reference book about this specific subject actually exists). Its chapters cover the following topics:

    —Terms For Magic (general terms for supernatural, arcane, or occult power);
    —Specific Magic Powers And Abilities (words for magical powers or spells of more limited scope, such as inedia, the magical ability to survive without eating);
    —Divination (various ways to foresee the future, often called “mancies” because of the frequent use of the suffix -mancy, which derives from the Greek word for divination);
    —Users Of Magic (names and titles for practitioners of magic, such as “wizard” or “karcist”);
    —Other Mystic Terms (any other mystic, arcane, occult, or “weird” term I considered worth making note of, or which I thought I might use someday);
    —Amulets And Talismans (names and descriptions of these enchanted items from around the world); and
    —Mystic Stones And Metals (mythical and legendary stones and metals which purportedly possess special magical powers). 
     
    Naturally, this is a subject I can never fully exhaust. Once the book is published, I'll continue taking notes as I read, and eventually there'll be a Second Edition.  Heck, there's stuff I could add (like more detailed info on Alchemy and Voodoo).
     
    I hope to have it all finished within a few months so I can get back to working on MH, but the fact of the matter is that a lot of my work on EMMA is also work on MH. As I read through my various references, anthropology books, and the like, I come across information on various religions and mythologies in addition to information about magic and its practitioners -- after all, for many peoples, the two subjects are closely related. So I take notes about the myth-related stuff too, and it will go into Mythic Hero. Heck, thanks to all the work I've already done, the MH chapter on Uralic/Siberian Mythology is practically ready for me to start writing! That goes for some other chapters, too -- and my EMMA research has even provided me with enough data to add some chapters (or significant subchapters) to MH, such as Huichol Mythology and Ulchi Mythology.
     
    I am not sure yet how I will publish EMMA, since I've never done anything like this before. It would be great if I could interest an actual academic publisher, but I don't know any and I'm not sure if they'd publish a (largely un-annotated) book by someone with no "academic cred." Still, I may ask a couple friends in that general field for advice about who I might approach for this. Beyond that, if I want to keep it simple, I could easily turn the manuscript into a basic PDF (few/no illustrations or whatnot) and sell it on DriveThroughRPG and other such sites. (And there has to be a well-prepared PDF of the book available; that way people can search it easily and bounce through the hundreds, maybe thousands, of cross-references with a click of a mouse instead of lots of page-flipping.) And of course there are lots of other ways to self-publish -- assuming I can't find a publisher inside or outside the RPG industry who wants the book but will let me keep all the rights.
     
    Depending on how this all works out, I may just finance the whole thing out of pocket -- if I stick to just a basic PDF and only free art, and do the layout myself, it won't cost that much. (And there could be a POD option, too.) But if I have to print a whole bunch of books myself, it may be time for another Kickstarter. Though I have my doubts that a project like this would succeed as a Kickstarter if I asked for what I think the book's legitimately worth.
     
    So anyhow, that's the update on MH, by way of EMMA. I hope you enjoyed it.   If you have any questions or suggestions, feel free to PM me or post 'em below.
     
    And keep on HEROing!
  18. Like
    Barton reacted to Chris Goodwin in Allocation of Combat Skill Levels during Abort   
    Hi Steve, got a question.   
     
    If I have a number of Skill Levels (Combat, Overall, or otherwise) that may apply to both OCV and DCV, and... 
     
    ...for example in Segment 3, during my Phase I attack, with those levels allocated to OCV...
     
    ...and then in Segment 4 I am attacked, and decide to Abort to a defensive action (let's say Dodge for the sake of argument)...
     
    The question is, may I take those levels that were allocated to OCV during my Phase in Segment 3, and during my Abort to Dodge in Segment 4, allocate them to DCV as part of my defensive action (assuming they're applicable)?
     
    (I'm looking at the list of actions on 6e2 p. 23, and it doesn't explicitly say there that levels that were previously allocated to OCV may be reallocated to DCV, which is about the only reason I'm asking.)
  19. Like
    Barton got a reaction from IndianaJoe3 in Anyone know what happened to Steve Long?   
    Foxbat plan is simple: Kidnap Steve Long, force him to rewrite Foxbat's stats to huge values and CHANGE REALITY AS WE KNOW IT!
  20. Like
    Barton reacted to massey in "Drain Actions"   
    First, you've got to understand that what you're describing is incredibly powerful.  With even 1D6 of such an ability, with one action, your character can take out an opponent for up to 6 phases.  For most characters that's an entire Turn.  It's not quite a one-shot knockout, but it almost is.  You can incapacitate opponents for a huge amount of time, and you want it to auto-hit.
     
    In other words, it's going to be very expensive.
     
    So what you're really looking at is building a power that takes an opponent out of a fight with one shot, but has a limitation on it so it operates according to your "roll a D6, lose that many actions" system.  Because basically the guy is hosed for however many phases you roll on the dice.  So you build a power to completely take him out, and then limit it from there.  So let's go over some possibilities (to give a sense of scale, this is assuming a standard 12D6 game, and I'm using 5th edition rules):
     
    The blasty way to do it
    30D6 Energy Blast, area effect accurate (+1/2), no knockback (-1/4), only to "KO" to prevent target from taking actions (-1), target recovers automatically in XD6 phases (-?)
    You knock the target unconscious with your mega-oversized attack.  You knock him to -40 Stun or something and he's in the GM discretion range.  But the limitation means that he's not actually "unconscious" -- he didn't actually lose any Stun, he didn't take any Body, he didn't fly backwards from knockback, he doesn't take x2 Stun if he's hit by someone else, he's still aware of what is happening, etc.  He's only "unconscious" in the sense that being at negative Stun prevents you from acting, and that's the game mechanic you want to duplicate here.  The value of the last limitation of recovering in XD6 phases depends on how many D6 you roll.  10D6 would not be a limitation at all.  1D6 might be somewhere between a -1 and a -2.
     
    The flashy way to do it
    20D6 Flash vs Sight, Hearing, Radar, Touch, Mental, Smell, Spatial Awareness, etc., area effect accurate (+1/2), target still peripherally aware of surroundings (-1/4), target recovers automatically in XD6 phases (-?)
    It's the same general idea.  They get Flashed enough so that they can't sense anything, and therefore can't target anything.  So they can't shoot, can't fight, can't really even move around.  While they could technically blindly fire off energy blasts or something like that, they can't sense their environment in any way.  There's a "peripherally aware of surroundings" limitation which means they won't blindly run into a fire, or fall off a cliff, and if somebody says something to them they might remember it once they can take an action again.  But the power is intended to stop them cold when it comes to actual useful actions.  The final limitation on automatically recovering will be lower than in the first example, because being at -40 Stun recovers far more slowly than does a 20D6 Flash.  Since you're "waking up" faster anyway, you get less of a limitation for a rapid recovery.
     
    The scary way to do it
    +100 Presence, only for presence attacks (-1), only to make target stand still (-1/4), target recovers automatically in XD6 phases (-?)
    Again, we're taking a power that can totally eliminate a target from play, and limiting it so he isn't as removed as he would normally be.  The limit of "only for presence attacks" might actually be too high -- it's in a book somewhere, but you generally don't need +100 Pre to defend or for skill rolls, so it's clear that the only purpose here is for attack anyway.  The XD6 limitation will be very very small, as Pre attacks don't tend to last more than a single turn anyway.
     
    The go-away way to do it
    Extra Dimensional Movement, usable as attack (+1), ranged (+1/2), area effect accurate (+1/2), target can still be seen (-0), target comes back XD6 phases (-?)
    You make them go to a different dimension where there's really nothing for them to do.  The upside to this method is that it's a lot cheaper, as you only need the base level of XDM before advantages.  The downside is that unless you have Transdimensional attacks, you can't hurt them while they're looking at your magic trick.  The "target can still be seen" represents the fact that they haven't really gone anywhere, and it doesn't make sense for them to vanish from view.  Effectively they haven't gone anywhere, but since they've technically been moved to another dimension, they aren't a legal target until they come back.  For some reason nobody shoots at them during this time.
     
    The grabby way to do it
    12D6 Entangle, area effect accurate (+1/2), takes no damage from attacks (+1/2), target released after XD6 phases (-?)
    I think you all get the gist of it by now.
  21. Like
    Barton got a reaction from sentry0 in 2 Player/Character Campaign - Suggested Adventure Modules   
    May I recommend:
    I  ran a game for two high school kids for a few sessions. I had them create two main characters and two sidekicks. Sidekicks where 50% power of the main characters. It worked well .
  22. Like
    Barton reacted to Trechriron10 in Hero-Champions-RPG Discord Server   
    I have stood up a new Discord Server called Hero-Champions-RPG.
     
    You can join with this (permanent) link -->  Hero-Champions-RPG
     
    Goals:
    A discord server focused on the HERO RPG and genre books; past, present and future. A place where folks can schedule and run online discord games. A place where HERO can announce new releases. A place where 3rd Party Publishers can announce new releases. A place where people can share or announce Kickstarter projects relevant to HERO gamers. A discord server that comes up in searches, focused on this awesome RPG!  
    Let me know if you want to be a Mod! I'm happy to add any HERO games peeps as Admins as well (obviously).
  23. Like
    Barton reacted to Hauer in Adding damage class   
    I have Champions Complete rulebook and try to understand. Probaly its easy, but i cant find answer. 
    On page 156 is about damage. I completly dont understand how calculate DC (damage class) to damage dices? 
    For example: how i know how many dices add to HKA if I add 4 DC to attack? 
  24. Like
    Barton reacted to Steve Long in Adding damage class   
    As discussed on CC 156, an attack's Damage Classes (DCs) are determined by its Active Points -- 1 DC per 5 points. So let's suppose you have an HKA 2d6. That's 30 Active Points, which means the attack has 6 DCs.
     
    The methods for adding damage are discussed on CC 157. For an HKA, the most common method is Strength (STR) -- for every 5 STR used with the attack, you add 1 DC. So let's supppose your character has 20 STR to use with his HKA. That means he's adding 4 DCs, so his attack has a total of 10 DCs (6 from the HKA, +4 from STR).
     
    An HKA with 10 DCs does 3d6+1 damage (unfortunately CC doesn't explain this anywhere that I can find, but I may have overlooked a chart or rule). So as discussed on CC 156, you roll 3d6 for the BODY damage and add 1 to the total. Then roll 1/2d6 to determine the STUN Multiplier.
     
    Adding damage tends to be one of the trickiest parts of the HERO System rules, so don't worry if you don't grasp everything about it right away. Keeping working with and using the rules, and eventually it will become second nature. The HERO System Basic Rulebook and Volume 2 of the 6th Edition core rulebook both have more information on the subject, including some handy tables that make calculating DCs easier.
  25. Like
    Barton reacted to Christopher in Getting Better: Tonight's Mistakes   
    I will try to solve your questions. Of course I have the benefit of unlimtied time instead of the streess of GMing in paralell.
    The setting will solve this.
    In Heroic, a 6DC attack sounds like a likely value. WHile +6 DC sounds excessive.
    In Superheroic, a 6DC attacks sounds uselessly small. Unless it has some advantages that affect the DC calculation (so iti s actually a 9 or 12 DC attack), 30 STR is way to little damage. While normal STR + 6 DC should be about in line Characters < 30 STR.
     
    Turning a power off/on usually requires a 0-Phase action. And you can not do that specific "flip switching" action twice per phase. So no turning Desolid "off and on again" in the same phase. You also no longer can take 0-phase actions after an attack. Otherwise Affects real world would be unessesary.
    If he was desolid when starting the move: Turn off desolid before the move or after a half-move. Then Passign strike.
    If he wasa solid before: He could turn it on before/after his half move, but would then jsut pass through his enemy. And turning it on after an attack does not work.
     
    I usually find Multiple Attack to be overly limiting. Way to many penalties in Superheroics to use it.
     
    NND is a form of AVAD.
    In a way NND is both the final step and a lessening of the "Defenses Ladder".
    The rules regarding no body damage are AVAD side:
    "AVAD attacks only do STUN damage (even ifin their ordinary form they do BODY), and the specifed defense reduces their effect as usual. However, characters can purchase the Does BODY (+1) Advantage for them (see 6E1 333). If a character buys an AVAD attack with the Advantage Autofre, he must apply an additional +1 Advantage to Autofre."
    This includes the exceptions for Drains.
     
    By RAW "Draw weapon" is a 1/2 Phase action, with no "can be combiend with 1/2 Move" allowance.
    Of coruse Quick Draw is still an option.
     
    By default Shape Shift is "constant" and "costs end each turn".
    "A character may freely shif his shape as ofen
    as desired; switching shapes takes a Half Phase
    Action. Shape Shif costs END to use, both to shif
    shapes and to stay in a shifed shape. If the character is Knocked Out or Stunned while in shifed
    shape, his Shape Shif immediately “turns off ”
    unless it’s Persistent"
     
     
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