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MattyHelms23

HERO Member
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    Crystal Lake, IL

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  1. If you haven't seen it yet, backers will now receive PDF copies of Champions third edition and the two supplements upon successful completion of the campaign!
  2. To aid future discussions, should we refer to the restatement of original Champions as Champions Then and the new ruleset as Champions Now? ?
  3. Yeah, I'm more excited about simultaneously coming up with the story, disadvantages, and powers rather than just calculating stats.
  4. I am so in. Having a version of classic Champions built around the kind of wild gaming back in the day before things were too codified, a new rule set, and essays built from play experience and love of the game and genre all appeal to me.
  5. As someone who has come to Hero largely through the two Complete books, I would welcome Star Hero Complete. Some great points in this thread shape what the book would hypothetically be. The default approach would likely be on Space Opera, but there is no reason other sub-genres couldn't be touched in via templates and a few paragraphs each regarding capturing the tone. No need to detail every nut and bolt of a ship, just the bits that affect the story. OK, really this was just a lot of words to say, "Yes, Star Hero Complete please." Will you help me with a question however? If I play Hero using the two Complete books, would I be able to use the sixth edition Star Hero book to effectively run a game? Thanks, Matt
  6. Hey, all: My current tactic to learn the Hero system as presented in Champions Complete is reverse engineering the sample weapons. I staarted with the club because it seems simple and a character I am working on is a taxi driving monster hunter character who uses his cold steel tire iron as a weapon. However, I must be missing something because I can't match the 32 AP/ 11 RP shown for the club in the book. I tried using the 1 CP for 1m reach as both an adder to the HA (method 1 below) and as a flat CP addition on the AP (method 2 below), but I am clearly missing something else! 1 - HA - 4d6 (20 Active Points), 1m reach (+1 adder), reduced END (+1/2) = 31 AP(rounded down from 31.5), Hand-to-Hand Attack (-1/4) , Min STR 10 (-1/2), OAF (-1) = 11 Real Points (rounded from 11.27) 2 - HA - 4d6 (20 Active Points), reduced END (+1/2) = 30 AP + 1 CP for 1m Reach = 31 AP, Hand-to-Hand Attack (-1/4), Min STR 10 (-1/2), OAF (-1) = 11 Real Points Have a missed an adder/modifier or are the AP actually rounded up? Thanks! Matt
  7. It made perfect layout sense in my head I think I've cobbled it together by piecing together information throughout the book with the helpful posts here. I do wish it was clearer in the book. Thanks everyone!
  8. Thanks, Hyper-Man! Is it fair to say that each single DC equals 1d6 of normal damage? Since the Killing Damage only goes up one full d6 every three DC, is one DC of killing damage +1 and two DC of killing damage 1/2 d6?
  9. As that isn't an option, is there a way to figure out this part of the rules using the book that I have?
  10. Thanks for the reply! If I don't have access to other Hero books, is there a way I can figure what the new damage will be if I change the damage class of an attack?
  11. Hey, all- Is there a table or formula in Champions Complete that shows what dice are associated with different damage classes? Thanks! Matt
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