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Christopher R Taylor

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Posts posted by Christopher R Taylor

  1. Here's how I handle it.

    Take a 1d6 HKA

    Up to double the base damage Classes (2d6) its straight 5 strength per DC

    Up to double that again, (4d6) its 10 strength per DC

    Up to double that again, (8d6) its 15 STR per DC

     

    and so on.  Otherwise, I agree, the increases get absurd.  Grond could take a dagger and cut down the Empire State Building.

  2. Yeah you pay for gear, but you pay for non-standard, combat gear.  Nobody has to buy LS: cold for their clothes, for example.  These days the cell phone, despite its immense utility, is pretty much standard equipment.  Think of it like a car: you don't pay extra for wheels, but you do for that nice stereo.

  3. Nope.  I think its worth using a "computer link" perk to represent someone who always has a phone or can, say, through their power armor, act like a phone, but its pretty much like a wristwatch now.  Do I need to buy absolute time sense with an OIF and continuing charge to represent that?

  4. What I find to be a drag about the whole premise of Civil War and the argument over governing superheroes is that it renounces the very core of superheroes as wish fulfillment.

    I agree, its a violation of the very core principles of super hero comics, one that demonstrates almost painfully how completely the guys in charge of Marvel right now do not get what they are doing and the legacy they've taken over.

  5. I get what you're saying.  Maybe just a straight up Super Cops or Agents of U.N.T.I.L. campaign book then? Then notes on how you could use this for other similar concept campaigns.  I think there's a market out there for such a book, especially if its presented in an easy-to-load style and approach.

     

    I'm moving more toward that with my Jolrhos Fantasy Hero project.  Once all the foundation sourcebooks are done, the "Player's Handbook" and "DM Guide" will be presented as a stand-alone fantasy game using the Hero system rather than a supplement for how to use Hero as fantasy in this setting.  Stripped down mechanics in the player book for combat and building stuff and then people can use the Hero books for the more detailed stuff.

  6. I think an overall reboot of Super Agents could be a good idea, its a very dated product and there's probably value in putting out a simple "here's how to get into super agents" as well as lots of references to variations (super cops, agents of S.H.E.E.S.H. Supernatural Monster fighters, etc) that could be examined.  Then adventure ideas, at least ten short ideas and one or two adventures.

  7. Alternate or fantastical mounts bring up interesting ideas.

     

    Does that intelligent super warhorse run better and longer, because it can think through what its doing, or will it be too smart to run its self too far, and not go as far?  Does the unicorn's healing ability make it able to run forever?

  8. I see Deluxe around from time to time. Not so many Softcovers, for some reason. But they're out there!

     

    I have both because my soft cover fell apart and I had to repair it with duct tape.  Still got it though. And champs I-III and 3rd edition with the Viper's Nest module :)  I can't keep up with the publishing these days, though. I'm just glad I got stuff like Valley of Mystery and Strike Force when they came out.

  9. Yeah Speed, the stat.  So you move at speed 4 no matter what your actual Speed stat is instead of moving faster because you have a higher Speed.  I mean, a guy with 12m movement and 4 speed (theoretically human max) is twice as fast as a guy with 2 speed.  Its just odd.

     

    And of course all this is about humans and horses.  How fast does a centaur run?  And how long?  What about a Griffon in flight?  A riding spider?

  10. I don't think the concern is unbalancing, but the basic concept and nature of talents is usually not damage (but not always - deadly blow, for example).  But there's nothing that says you can't do it.

     

    When I finish my "player's handbook," it will have Talent-style versions of the spells with all the sausage guts hidden away in the "DM guide" (whatever they will be called).

     

    I think the power roll approach really is the best one, and its damn well gonna show up in the books as well - as Cantrips.  Each school will have some super basic effects that you can do just with 1 END and a magic skill roll.  Stuff mages throw off without effort or concentration.  Like light a fire, snuff a candle, heat their tea, etc.

  11. Sorry, that makes zero sense. Protect your crew from injury, and you are less likely to have to replace them, and releasing a seatbelt takes a fraction of a second. That's like people who don't want to wear seatbelts in their cars because they think it will stop them from being able to get out of the car after a crash - it's the opposite of safety.

     

    Actually it makes perfect sense and that's how the military handles thing.

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