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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. He's great, I like him as an actor and he carried himself well in small bits as Falcon. Not super keen on him being Captain Falcon, but maybe he can make it work. Hawkeye isn't my cup of tea but it does look like they are trying to be really true to the Hawkeye comic run, which is nice to see. Some of the writing leans a bit too heavily on coincidence and convenient timing for it to appeal to me.
  2. Drive Thru RPG does POD, they sell the full print cost of the book then get it printed and sent to you. Anyone can print a PDF if they want.
  3. Dang all that about Skrulls and even mentioning the 3 Skrull cows but no mention of FF annual 17 where the milk from the Skrull Cows caused unusual mutations and behavior in humans!
  4. Amazing writer and GM. He's truly missed in Herodom
  5. I had a look over at my Taming of Tascora module for Western Hero and discovered that it had some errors and a bad map in it. Apparently I'd sent Jason the work version of the file instead of the completed finished version So that's been straightened out and you can get the correct version either here or at DriveThru RPG. If you already got it, you can just download the updated version free.
  6. I think there's still interest in superhero movies but they better be interesting and well written. You cannot get away with a hack film drifting on the momentum of previous well done jobs like Marvel did with several of their later movies. There's no big Avengers Umbrella to pull in fans and people have been burned by meh and even lousy films too often recently.
  7. He was a man in his 70s at least and that's barely a 50% reduction. Much slower than that. And Cap busted Bucky out of jail and worked hard to keep him from being recaptured, that's not a man seeking to see him see justice. He beat his own team mate to soup to keep Bucky from being busted. He went WAY WAY out of his way to make sure Bucky was free, not to get him to custody. That's not something Cap would do, not the one in the comics. His loyalty to his friend utterly negated his sense of justice.
  8. The only weak part of Captain America's portrayal was the end: there's simply no chance in hell he'd abandon his role as Captain America to hang out with his crush. Oh, and the Super Soldier Serum slows aging. Oh, and Cap loved Bucky, but not so much he would protect him from facing justice, cover up his crimes, or beat the crap out of Iron Man to protect him from doing so.
  9. Evans was so good as Johnny Storm, I was skeptical of him in the role of cap but more than any of the others, he really stuck the landing. Yeah probably, but the comics have the excuse of having done 50 years of Spider-Man stories and thinking they have to do weirdo crap to be new. Spidey in the movies has barely been around for more than a few dozen hours of screen time, there's a ton of stories to tell without going interdimensional.
  10. Well, the closest I think the system comes to that is the familiarity system. I'm tweaking that slightly as well: a slightly lower OCV penalty, but adding in that without familiarity, you can only use strike and haymaker maneuvers with that weapon. It takes training to use weapons with special maneuvers.
  11. This is a bit late but I wanted you to know that I ended up with two energy projectors, one blaster straight out of Champions central casting because it is such a classic build and one .... wizard I hinted that this is the Dr Strange of the group but there's not much different from a blaster and a mage other than as you say, special effect.
  12. We played Champions and Star Wars Savage Worlds with a guy from England. We were all together and he was a camera pointed at the game board, over Skype I think it was. Then we all started to stay home and play online over maptools and a couple of other programs. None of them really were easy, nice, and clean enough to truly be great.
  13. I go into considerable detail on this in the Field Guide, but basically the STR MIN might be removed or lessened as part of the magic on a weapon but usually its the construction of a weapon that makes it lighter or more handy in combat. Better and more quality materials allow for more powerful enchantments, but the material the weapon is made out of affects its stats. An iron axe with a hickory haft is going to be pretty normal but a Dwarven Steel or Velune one will be lighter, tougher, and can hold a more potent enchantment. Honestly, most of the treasure characters see in my games has been unenchanted or limited use stuff, because a suit of armor made from extraordinary materials will be much more durable and less heavy and restrictive without needing any enchantment. Its like being in the old west and picking up a .454 casull with a crate of ammo. Its just a gun but its better than anything anyone else is carrying around.
  14. I am rather not, and in fact the older I get the less vert I become. Its not really by nature, its just exhausting being around other people, especially ones I do not know. But I still miss sitting around with my buds and rolling dice and having fun at the table. Online is just not the same.
  15. It should hold up okay, either way printing costs are significant.
  16. Ideally all three, a believable game simulation that makes choosing specific weapons interesting. Every weapon that was used for any length of time was done so because they were effective and useful, at least in specific circumstances. I see the gradiations the same way you do. Fist loads, open hand, and light, small weapons (stilletto, etc) would have either no DEX max or high enough as to be outside normal human range. Pole arms and things like mauls would be pretty low. The trick is to find a way that gives reasonable results without being too complicated or penalizing. Giving an absolute number for the weapon is the easiest to use but doesn't make as much sense. Picking up a Halberd and trying to use it will be slower for a guy with 10 DEX as well as one with 19 DEX. So it probably ought to be a small penalty rather than a max number to simulate this effect. But if you are extremely strong, then the weight and length will be significantly less of an issue, so STR probably should play a part as well. But then you're getting down to a formula someone has to calculate when they grab a weapon: DEX -4 except +1 For every 5 STR over STR MIN, see table 14.6 and include the Coriolis modifier....
  17. Typically weapons in a superheroic setting do not have strength minima.
  18. I would think any superheroic weapon would only have a DEX Max if it was purchased that way (maybe a -¼ limitation). But you could extend this into firearms as well, for some more older or more awkward designs. Even a pump action weapon might be slower to use. I am trying to think of other little things to do to make weapons feel more distinct as well. I have some rules (as does the FH book) for variants on how well a weapon is made already. This one has slightly lower BOD, this one is better balanced and has slightly lower STR Min, etc.
  19. Well maybe sometime down the road, but the problem is that there's no way to print stuff for free. Someone has to eat the cost, to put it out. I can't afford that. I should add that I've finished the work and Jason is looking it over right now. Early responses are very, very promising, thanks to everyone over the last couple years for all your ideas, suggestions, editing, art, input, and assistance. This was truly a group effort and I couldn't have gotten this done right alone.
  20. Yep, CON rolls can be used more richly and interesting, to pull people in to the game more. I'm considering a rule where if you make your CON roll (at a penalty equal to the extra stun you took over CON) to recover faster, so you get a half phase when you're stunned, instead of taking your whole phase to recover. I want more of that in the game, stuff that lets stats mean more particularly now that 6th edition removed a lot of their significance. Just remembered, Bob Greenwade did a terrific 2-3 page bit on how to use Comeliness to give it more validity, meaning, and in-game significance, I'll attach that if I can find it again.
  21. I don't like the idea of limiting speed because while DEX changes are annoying in the speed chart, speed changes are a nightmare for the GM. Plus, there's no weapon that a human can wield that realistically would have that extreme a change on attack speed and combat. You can attack surprisingly fast with even huge weapons if trained well and wielded properly.
  22. The reasons I'm leaning toward an absolute maximum DEX are that it meshes well with an already in use Hero mechanic (vehicles) and that its a lot easier to check at a glance. How fast can I be with this weapon? 13.
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