Jump to content

Wardsman

HERO Member
  • Posts

    500
  • Joined

  • Last visited

Posts posted by Wardsman

  1. Ok I want build a system that may used in fantasy or modern urban fantasy.

    Practitioners of the Dark Arts and some haints will vulnerabilities and susceptibilities to consecrated items.

     

    Example: a consecrated item will do extra damage against someone with this weakness or hit a desolid character who has this. It may also be used for other effects.

     

    Example: Practitioners of dark voodoo and their spirits treat lines drawn with red brick dust as force walls with PD/ED/ Ego defense. If a circle is drawn then there is a force globe with respect to the attacker with this weakness.

     

    Question is this cosmetic or minor transformation to consecrate the item like holy water and such?

     

     

  2. I think this is why 5 guys does so well.  You could put their entire menu on a napkin.

     

    However, if you go to a really high end restaurant, the menu can sometimes be quite large, and you can ask the chef to make anything, and they can do it.  So if you want fast food gaming, sure you can get that.  But if you want quality gaming that lets you do what you want?  Different story.

     

    But even most high resturants (definition varies) have an easy selection menu.

    It may be appetizers which in some restaurants can be a meal or specials of the day.

     

    I not saying strip the power out. I'm say create and introductory versions that doesn't overwhelm

    If you started with 2nd, 3rd or 4th edition, would your younger self try 5th or 6th edition if handed to them?

  3.   . . . .

     

    As for the size of 5e (and 6e as well, given that it's essentially larger, split into two books), I never saw the issue. There are some games which can do a single condensed book and have that work well, but for most games, in my experience, the single condensed (or condensed-ish) book design leaves for a game which feels incomplete until a few source-books are released. When comparing a large-but-complete book vs core-book-plus-enough-source-books-to-feel-complete the former is much more appealing. Furthermore, when source-books do come out, it makes me feel like I'm buying something worthwhile, rather than plopping down money for the remainder of an incomplete system. And ignoring that, there are Champions and Fantasy Hero complete, which come in at smaller than the most recent D&D handbook, and (while missing a few things from the core rulebook) feel more complete than that system.

     

    As for the settings, I don't think you're going to appeal to players who like the freedom and flexibility of HERO with a premade setting, the same way that you can with D&D. Having a setting is perhaps a nice bonus (of note, in the case of Champions, the MMO's existence provides the opportunity for cross-promotion, though I don't know how big a factor that is), but setting books have never been high on my list of purchases. As well, I think it would be doing the system a disservice to remove the customization factor. In order to do the system justice with a list of prebuilt spells and abilities, you'd solve the complexity issue of building powers, but run into the complexity issues that face games like D&D with huge lists of feats and spells and the like, and you don't get the upside of the strengths of a truly flexible Point-Buy system like HERO.

     

     

    You need both. You need new players coming in! And a predigested version with a ready made powerset with everything you need to run the game is what you need. Sure you have breadcrumbs that show how the system can do more but you let them get comfortable first.

     

    Tula Morn came close to that in execution. It just needed some evocative artwork to draw the eye

     

    I never said remove customization but Hero as presented now creates a Paralysis of Choice

    https://en.wikipedia.org/wiki/The_Paradox_of_Choice

     

    It is why successful restaurants have smaller menus. It is a current problem with a few fast food chains at the moment.

     

    What you need is begginers box or book with a compelling setting and evocative writing and artwork that makes them want to play that setting. And in side bars or in an appendix you state that this was powered by Hero System which let you do so much more if you choose. And here how you build your own stuff.But they don't have dive in the deep end to play.

     

    What you will get is a pool of regular RPG players and a few proto gamemasters who will take the next step and dive in. Hell if players like it enough they will rope the geeky friends to explore the deeper system. That is how D&D grew.

  4. Um... 5th Edition did not come out 'rathery quickly after 4th' - there was over a decade between the two editions, and a failed reboot system with a Fuzion attempt in between those two.

    And there was about 7-8 years between 5th and 6th IIRC.

     

    These are not exactly quick edition turn arounds. In fact, the distance between 5th and 4th is about the same as the distance between AD&D2E and D&D3E.

    Time blurs . Hell I forgot about 3rd edition.

    But what did think of my suggestion for a newbie friendly spin

  5. I agree with Surrealone's answers except for this one

    I would say a Dispel EDM, Dispel Magic, or some other sort of Dispel. Additionally, one could make the portal collapse upon itself and make it impossible to travel through (Barrier With Transdimesional).

     

    5 edition player so my terms may be wrong for 6th.

    Block with force wall. Fill with entangle. Or the brick can jam rubble into the hole, Gates do have a weight limit and an aperture problem.

  6. In my game the clones don't get rights, because of multiple attempts to take over the country/city/world with armies of clones. If the fingerprints are the same and the signature is the same, your clone can live your life with no one the wiser and there's no way to prove it. Therefore, if you're a clone, you have big problems. And yes, there are characters concealing their cloniness from the government.

    Twins don't share fingerprints and I assume clones would not either.

     

    On the Subject of the moreaus, What about real world efforts to get apes recognized as sentient beings?

      Chimpanzee ‘personhood’ case sows confusion

    New York judge amends an order that animal rights group said granted a writ of habeas corpus to two research animals.

    http://www.nature.com/news/chimpanzee-personhood-case-sows-confusion-1.17398

     

    Legal Personhood for Apes

    http://www.huffingtonpost.com/stephen-wells/legal-personhood-for-apes_b_6378486.html

  7. Here's a build question for you.

     

    Suppose there's a superhero named Sunbeam, and all his Powers are built with gadgets.  He has all sorts of sun-based powers, rides around in the Sunbeam-Mobile, and has friends in wholesome places.  He is only ever seen during the day.  His sidekick DNPC, the Popcorn Kid, naturally only comes out during the day as well.

     

    Then there's Spooky Man, a Halloween themed vigilante, who only comes out at night.  He is also a gadgeteer.  All his gadgets are themed like traditional Halloween items.  His sidekick DNPC, Killer Clown Kid, likewise only appears at night.

     

    But each of the two heroes is, beneath the mask, the same person!  And each sidekick is likewise the same fellow as the other!

     

    Now, it would never do to see Sunbeam using Spooky Man's gadgets, and vice-versa.  Spooky Man would not be well-received by Sunbeam's Contacts, and Sunbeam would never slum it with Spooky Man's.  Finally, Sunbeam wouldn't bother rescuing Killer Clown Kid, and the reverse is equally true.  So never the twain shall meet, and they would never avail themselves of the wrong set of Powers, most Perks, and themed gear.  They're two separate duos, as far as the world at large knows.

     

     

    How do you build it?

    As others stated both characters need some life support to reduce sleep.

    You could just this with some Psych Disadvantages something like split personalities.

    Gadget pool that they must change back at base during the transition from day to night and back again.

    Psych limitations that they don't remember the change over.

     

    I don't see the need for multiform unless they have substantial differences in disads and physical abilities.

    But it is an option. And it could replicate multiple personalities.

    Though given their powers are thru gadgets it could be quite cheap

  8. Heroic level you have packaged deals. Have handouts that give range of skill level, stat level, and power level and how that compares to your setting. What is a noob? What is competent? Seasoned? Master level?

     

    What is low level, Mid  and High in each powerset?

    Do you have required limitations and disadvantages?

    Suggested advantages? What powers or frameworks are off limits?

    Example:I don't like veeps unless severely limited due how past players abused them and slowed the game down.

    What concepts do you allow or disallow?

     

    Example : all superpowers were spurred on by the Carrington Event or Haley's Comet. That suggest mutations.

    Example : all super powers were based on mystical effects. No power suits or gadgets.

    Example: All super powers are based on ESP. No Bricks but you could have powerful Telekinetics.

     

    Hero is tough on a GM because to do it right you have to more world building and do in an easy to digest way for new players.

  9. Re: Genius Tricks

     

    As a complete tangent, for my "Warhammer Inspired Super Heroes" game (aka WISH), one of the SFX (groups of abilities) is called Acuity.

     

    It is a collection of intelligence & perception based Stunts. Many of the abilities could be translated into HERO System terms, and might provide some ideas for your set.

    Your DNS is down.

  10. Scroll down to the Linked Items section on each of these pages to see ALL the supplements produced for each.

     

    http://rpggeek.com/rpg/403/champions-4th-edition

    http://rpggeek.com/rpg/404/champions-hero-system-5

     

    If it wasn't champions based then perhaps it was Urban Fantasy Hero?

     

    http://rpggeek.com/rpgitem/56154/urban-fantasy-hero

    http://rpggeek.com/rpgitem/50513/kandris-seal

     

    :)

    HM

    That's Kandris seal. I'm not sure if that was the version I first saw but that should help Thanx!

  11. I was just going through a HERO thread on RPG.net and an idea popped in my head: if you compare HERO to Unix being run with a CLI, its very powerful but takes some learning. Hard to dive in. This is part of why there's GUIs, right? Do you know of any "front ends" for HERO to make it a little easier to teach folks? Or at least get them through character creation faster?

     

    I'm planning on making one, but at the same time? Why reinvent the wheel, you know? Certainly, as often as folks go for break-points in their characters once they know about them, removing the unnecessary granularity might not be a bad idea in terms of presenting character creation.

     

    Just a set of training wheels, that's all. I've got one HERO group, and another group I play with that is somewhat intimidated by the system.

     

    Thoughts?

     

    Not up on 6th edition but 5th had sidekick which was a nice beginners book for champions.

  12. Wonder if Aglondir got what he wanted? Or realised the interest in the topic!?

     

    I think the SPD chart is a feature of HERO but it is unchanged since first edition. I would love a real game designer to see if it might be improved and properly embedded in the system to give a real action feel.

    What do you mean?

×
×
  • Create New...