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Ndreare

HERO Member
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Everything posted by Ndreare

  1. If they can make some with a more optimistic it helps, like Wonder Woman I would be happy. All the brooding stuff just gets annoying after so many movies. We get it, you like the Frank Miller dark and brooding. But that is not the comics that lasted 100 years and still captures some of our hearts. Wonder Woman on the other hand had a hero being a hero because she wanted to make the world better. Yeh dark heroes are nice now and then, but after 6 movies we get the point.
  2. Why have I never thought of doing that? Your wife is a genius.
  3. I normally chalk these situations up to the following. http://en.m.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  4. I did, and I disagree with you. WHAT’S PERCEIVED As a general guideline, characters define what their Powers look and sound like. “Perceivable” can mean many things, from the perceptibility of the actual power itself (for example, a blue energy beam that projects from the character’s hands and hits the target) to just the source of the Power being perceivable (for example, few characters can perceive a bullet in flight, but they can all see the gun, hear the shot, smell the gunpowder, and see the bullet hole in the target). However, unless the GM rules otherwise, a character who can perceive a Power can determine the following about it: Blah, blah, blah.... The GM has the final say on how perceivable a Power is, and what characters can perceive about it, based on common sense, dramatic sense, game balance, and other factors.
  5. It does follow the rules, you are mistaking special effect for rules.
  6. Simply awesome. I love this and have been in this situation before.
  7. Oh, come on Scott. Don't you agree with the logic that people who are more like us must be smarter? How could it possibly be wrong?
  8. @thewomble My ego approves of this point of view. Especially since I'm the one normally explaining hero to the people we play with.
  9. I had some good luck, using the pre-generated characters and couple adventures I posted in the downloads section. I have used them at a con once, ran my Mom, Wife and Brother through them (my moms first game) and used them for some other groups. Twice it turned into longer running games, with the player customizing the character with their experience as the game grew. Skim it and consider giving it a try. http://www.herogames.com/forums/files/file/210-in-service-to-the-throne/
  10. For me Hero's biggest strength is the ability of each of the Heroes to be completely different. In many games I see the same character run across my lap with 10 different names, while in Hero each character has the potential to be unique. So while all systems do have pro's and con's, Hero is my favorite.
  11. Absolutely, Hero tries so hard to be generic that even setting books feel generic. Fantasy Hero is a good example, they still refrained from setting baseline assumptions and the sample characters are from a huge point range, so you cannot grab and go. With Fanasy Hero Sixth Ed Steve included several grab and go characters as well as generic mobs that should have made it into Fantasy Hero Complete or at least a free PDF download. Something to grab a player and bring them in, after they are grabbed then throw all the utility at them. We do have some books that are grab and go, but they require you to have the main book already. For the record Narosia should be coming out sometime in 2099 or so and looking at it the plan is for it to be a complete book.
  12. I really like Savage Worlds, but it just plain cannot create the same detail for characters as Hero can. It also fails a lot of character concepts completely. Try to make a character with high skill and low power in magic and you fail. But if you are happy with 3 powers your mage can be downright unbalancing in some situations. I have also noticed the assumed starting point of Novice generates a lot of clones, to cure that I suggest starting at Seasoned, then last thing that drives me nuts is the high probability of instant death. I know that is a feature they are going for (Savage Worlds), but it can suck when a Goblin kills you and spending two bennies is not enough to stay alive. Overall I like Savage Worlds for pick up or one shot games, but it does not appeal to me as a long running or campaighn type game because I do not want to spend a lot of time and energy getting invested in a character that will die because I rolled a 1 on my d8 and now I can work miracles (12.5%).
  13. Roll20.net is great unless you are set on face to face games.
  14. Your number five would kill it for most players I know. My players in hero tend to become more diverse with xp, but if they saw me limiting their expenditure by that much they would quit. After all the main selling point of Hero is that you can make anything. The rest of your ideas are pretty sound and I have tried them all with new players. But I also allow after action tweaks. So the at the end of the game night the players can fine tune their characters. This normally takes effect as moving three or four points around here and there the first couple sessions.
  15. Version 1

    392 downloads

    This is a series of documents for new Game Masters and new Players to be introduce to Hero system 6th edition. The set includes 2 adventures designed to be played out in an evening each. Normally after the second adventure the players will have enough to start off on their own tracks and a campaign can develop. As a game master you will need to be a little familiar with Hero system (mastery not actually required) and read each of the files titled IST - 00 X these are the prep files. The IST - 01 and IST - 02 files are the actual adventures. Options: All of the pre-generated characters have some overlapping skills as trained rangers. Some players who are familiar with Hero will want to make their own characters. If a player makes his own characters use the "Heroic" level found on page 35 of Hero system 6th edition. Please enjoy and if you have feed back send it to me on the boards as Ndreare.
  16. I really like the format you choose. It's it an export or manual?
  17. Perhaps you could even throw in a sample index of covered religions, people could see oh this book will be 60,000 pages and cover 72 religions or something. PS: If you do fall short of 60,000 pages I understand. PPS: I don't know if there is such as thing as PPS, but here goes. How many words are you looking at now Steve?
  18. So offhandedly what are the point ranges of these gods? Are their 200 point gods mixed in there with the 3000 point gods? I only ask because some myths I know of their heroes do not seam all that impressive. While others their limits seam endless.
  19. Re: MYTHIC HERO: What Do *You* Want To See? As an example I Remer the second version of New Mellinium had fusion and fifth ed stats.
  20. Re: MYTHIC HERO: What Do *You* Want To See? Have you considered a cross game product? The hardest part of a book like this would be the research and writing. But making it cross game such as Savage Worlds, Fate or D20 stats would broaden the base of pe people. Of course then you have the additional page count and potential fees for lisense. I am asking because I know I personally play multiple games and a single product that could touch them would be interesting.
  21. Re: It's the Little Things.... There are in the bestiary the Djinn comes close and all but the earth elementals could survive, the Giant Space Amoeba would just get ticked off. Once we start looking at master villains it looks like most will survive but be knocked out for a bit. TAKOFANES will be 'stunned' but on an average roll he will be back in the fight after his segment 12 recovery! Doctor Destroyer will be stunned and loose an action if he knows it is coming. Mechanon will be stunned as well and he does not even need to be expecting it.
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