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dropblack

HERO Member
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Posts posted by dropblack

  1. Recently we played our first Hero game ever. I didn't impose any restrictions-- basically let them spend their points however they wanted. The resulting party was a little unbalanced. From what I can tell, it's best if a party is composed of characters with OCVs, DCVs and Speeds in relatively the same ballpark. Are there any other considerations more experienced Hero gamers might consider? (PD/ED maybe?) Thanks.

  2. Re: Fur, you know, just to keep you warm

     

    Thanks for all the responses. I'm running a game set in a castle garden where mankind has been magically shrunk down to diminutive stature (about the size of squirrels) and the wildlife has developed human-like intellect (heh, I know, I designed it for my daughter...). I figured squirrels, mice, etc. would be more suited to colder weather, simply due to their fur coats. Extreme cold weather would still force them to seek shelter. None of this of course keeps them from wearing stylish, finely woven jerkins of ruff and lace...

  3. Re: Fur, you know, just to keep you warm

     

    I looked for Power Trick in the index and couldn't find it. Power Tricks are little extra abilities based on Power Special Effects or character concepts? In this case, said anthropomorphised mouse gets his coat for free (just because he's a mouse and the effect isn't really all that ground-shaking)? Makes sense.

     

    Off the topic, I think I've seen your avatar on the GURPS forum-- do you play GURPS as well?

     

    Thanks.

  4. My gaming group is in a lull right now and I'm going to take the opportunity to try Hero out on them. I've decided to run a game set in the classical period (between 300 BC to 300 AD), probably encompassing both Bronze and Iron age weapons and armor (this will be my first game with this system). The problem is, I'm not entirely sure how to build these (for example, a Roman legionnaire's cuirass)... Can anyone tell me if there's any information or ready-made prefabs out there I could use? I have Fantasy Hero and am considering using hit locations. I also recently downloaded Hero Designer v3. Thanks.

  5. So I've been reading Sidekick in an attempt to finally get comfortable enough with Hero to run a game. Page 88 'Beginning Combat' says "Combat always begins on Segment 12. This gives everyone a chance to act and then take a Post-Segment 12 Recovery."

     

    But what if you have a Speed of 1? According to 'The Speed Chart' page 87 a character with Speed 1 has his Phase on Segment 7--so according to the Speed Chart-- for everyone BUT Mr. Slowpoke Speed 1, combat starts on segment 12. Speed 1s wait until Segment 7.

     

    But then the 'Speed Quick-Reference Table' right below the 'Speed Chart' says that having a Speed 1 gives you a Phase on Segment 12. I've checked the Revised edition and found that the 'Speed Quick-Reference Table' in that book puts Speed 1s on 7, not 12.

     

    So the questions are

     

    In a normal turn does someone with a Speed of 1 have his Phase on segment 7 or 12? (I'm assuming 7).

     

    and

     

    When beginning combat does everyone start on Segment 12 including those who have a Speed of 1 (even if in a normal turn they have a Phase on 7)?

  6. Firebrand, the sample character on page 14 of the Revised Edition has a PD of 6, Resistant PD of 20 (due to his fire aura 20 PD/ED), but a total PD of 23. His ED adds up the way I'd expect it to. Can anyone tell me what detail I'm missing and how it effects the math?

  7. Re: That number in those brackets

     

    Here's where my confusion was--

     

    As I've never actually played this game before and I don't know anyone who is familiar with the rules, I've been using monster and NPC stat blocks to verify what I'm reading in the Revised text.

     

    Originally I read that END cost is based on the point cost for the STR value, not the value itself. Not knowing that I'm supposed to add 10 to the point cost in order to do this calculation, the math wasn't adding up in the monster/NPC stat blocks I was referencing.

     

    Then I read on page 12 that it is based on the STR score (which I hadn't realized, but now understand is the same thing as the point cost plus 10). All is made clear.

     

    But I have another one for you guys...

     

    The war demon in MM&M p.25 has a STR of 35 and an HKA worth 2d6. The description says it does 3d6+1 with STR, but isn't a STR 35 worth 2d6+1 killing damage on its own? Understanding that you can no more than double the damage with STR wouldn't his damage be 4d6 instead of 3d6+1?

     

    Thank you for playing.

  8. Re: That number in those brackets

     

    I think in the Powers column that's correct, but I was referring to the Notes section (after Lift and dice of damage), on the same line as STR's value, cost and roll. I'm looking at the Monsters Minions and Marauders book as reference, though I think the same format is generally used throughout.

  9. Here's another question I'm sure everyone but me knows the answer to--

     

    When looking at the notes section for an NPC or monster, what does the number in brackets after Lift and xd6 represent? I'm assuming it's the endurance cost for using Strength (which is calculated 1 for every 10 active points right?). The reason why I'm unclear is because in some of the examples I've been referring to, the math doesn't seem to add up.

  10. Re: +? Disadvantages

     

    Ah, thanks for the illumination!

     

    In regards to the Agathodaemon (if you happen to have Monsters, Minions And Marauders handy) can you guys tell me why it has a 195-point disadvantage called Experience Points?

     

    Also, its total Disadvantage Points are listed as 300, though I only count 225 (not including the 10 for STR 0 and the 8 for BODY 6). Further up it lists Total Cost: 300. Is this the same?

     

    Thanks again.

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