Jump to content

Marrethiel

HERO Member
  • Posts

    7
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    Australia
  • Occupation
    Accountant

Marrethiel's Achievements

  1. I bought this book and enjoyed reading it a lot. The layout was good and easy to read and the explanations for the rules were great. Can you hear the "but" coming? :/ But, if you are a long time Hero fan it wasn't really anything new, just repackaged material. And... if you've never played Hero and were taking in by the "complete" word that I wonder if it has nearly enough content. For example, the equipment was a paragraph or two, you are supposed to work it all out yourself. I've GM'd a lot over the years and I can assure you I've never sat down and worked out a complete set of arms and armour before starting a game. I can't recall any system where they don't have lots of stuff like this. There isn't even a list of gear with encumbrances and costs. Previous editions had min stats and damages and ranges and more... should a GM buying a "complete" book have to work these out? I felt that I should just go back and use my Fantasy Hero campaign book from 1990 as it is more complete. Now I know hero well enough and can work these things out, but I did feel let down when I read this section, enough that I put the book down for quite a while. I think the font should have been changed to something like Times New Roman and everything compressed a little so that more game ready content could have been put in. Hmmm, looking back at what I've written it is a little more negative than I intended. Let me balance that by saying if you don't already have a 6th edition book, buy this product... it really is great and I can't wait to gently persuade (bully) my group into playing. Maybe they can put out a supplement, or they already have or are intending to. Now I need to ready the super's complete book
  2. The game I am planning will have all magic run through an END reserve that only recovers 1 END per day. This way mages can let lose with some high crunch power but will be crippled for weeks to come. Doing it this way gives me several cool tactical / strategic options, hope. The big bad can have a huge END pool and the players will know this and will have to plan for that. Evil characters can sacrifice (aka Defiling) to fill their END pool, but if they do their recovery goes down to 1 / week. Players will have to manage their END very carefully, it will be my job to tempt them to use it up.
  3. Thanks Nolgroth Some good ideas that I think will work well. Now I have to start the long plotting to get people interested in a game
  4. Awesome, thanks. Do you think I should limit skills based on the characteristic? I could say that they are over skill "maxima" and cost more. This would still allow high skill / low stat concepts. If you later raise the related stat you would get a discount, so that it all balances. I could pitch it as, "well, you can become a clumsy gymnast or not too bright brain surgeon, it will just take some extra work and time to get there."
  5. Fantasy and Champions Also, the 5th ed book and a dictionary was used to prop up my (then) infants bed so that it was on an angle. Which means of course that 5e was best as a reflux cure I joked with my wife that he was resting on knowledge and gaming, so that he would hopefully absorb both by osmosis.
  6. Hi All, I'm keen to get my group to change to HERO but would like to change the skill rolling mechanic a bit. Essentially to make it more like WW but I also like the idea of rolling high across the whole system. I've never loved the roll low for skills and high for power effects thing. I am however worried about skill inflation and its impact on the rest of the game. So I am thinking of something like this: Characteristics do the normal Cha/5 Skills can be purchased up to 5 ranks, the 5 is above characteristic maxima though so costs double. Then you roll 3d6, add this to stat bonus and skill ranks. I could have a rule that skills don't add with characteristics, they are just limited by them. ie , you can't get more than cha/5 skill ranks. My question, for those more familiar with the system is, what if any modifiers will I need to change? For example, hit locations, combat modifiers. The manoeuvre mods, eg Block and Move By would have less impact relative to the standard skill system. Would it be close enough to say that I just add 50% to modifiers?
  7. 2.The system should move toward simplicity. Not simplification that actually makes things more complex (which IS possible to do with the system). The system has a very simple mechanic that should be applied toward everything (attacker value - Defender Value+11 vs Roll on 3d6. Roll d6's of effect - Defense = what happens to target. Actually the one thing I like least about HERO is the dice rolling conventions. I've prefer you roll your skill + 3d6, target rolls their skill +3d6. Highest wins. 15 Pre (+3) + 2 skill ranks is +5. Player rolls 3d6 and adds 5. GM does the same, higest wins. This way the GM doesn't have to reveal skill levels and HIGHER is always better. Both combat and non combat skills should be treated the same.
×
×
  • Create New...