Jump to content

Ndreare

HERO Member
  • Posts

    1,833
  • Joined

  • Last visited

Posts posted by Ndreare

  1. Originally posted by Lord Liaden

    I respect your preference, although there really is no "account" on eBay as such; once you register your transactions are wholly between you and other members in terms of payment, shipping arrangements etc. But Noble Knight games is an efficient and respectful operation, and you can be confident that you'll get what you pay for. :)

     

    That is something I did not know. I may decide to get one after all. (I was under the impresion you had to give a credit card number or something that just sat in their database.

     

    Originally posted by Steve Long

    We'll be reprinting the Bestiary soon, so you should have no trouble finding it in game stores (both physical and online).

     

    Well I like this information and I recal you saying something to the effect before. But I did not know how long I would have to wait.

  2. How about an adder simmular to the ones applied to movement powers were a character for five points can double his "Non-Com" throwing distance. Meaning by spending a full phase and dropping to 0-DCV they can increase the throw?

     

    I personaly think mega scale is just a little to over the top and have yet to see a situation other than space were I liked it.

  3. For people comenting on the HERO throwing rules (The worst thing about the system) what other options have you come up with?

     

     

    I will start.

     

    1: A chracter may throw an object weighing up to his max lift 1 hex. For every five points over the requiredstrength to lift the object the throwing distance doubles. (Simple but does not include limits like rea life.)

     

    2: a Character may throw an obect a distance equal to remaining Strength/5 Squared. (Again simple but does not include limits like rea life.)

     

    3: Include realistic limitations if you want by saying no throwing range may exceed Base STR/2 Squared =10 STR - 25 hexes, 30 STR - 225 hexes.

     

    Then allow the character to add Skill Levels to STR for range Calculations.

     

     

    Now its your turn. Tell me what is good\bad aboute my system and show me yours.

  4. Re: We're on the same side

     

    Originally posted by Nightshade

    where people seemingly don't read each others' posts (I admit that I am guilty of this as well).

     

    Nightshade

     

    I read the post.

     

    For the record we may read the post however sometimes people become more serious than we want to be.

     

    I also feel however that a few people have touched on as things that make sense to them and they are the very things that frustrate me.

     

    As the original poster on this topic I was complaining about a mentality that seems all too common. For gods sake if one or two people actually read a book not based on DAD then they would probably see were I am coming from or tell me how stupid both me and the crazy book are. Look at the list of books recommended by the big Steve Long, how many of those can be emulated with the class system DAD lovers use?

  5. Originally posted by Blue Angel

    Any ideas out there what RPG has the best skill system?

     

    Hands down the best skills system I have ever seen was Fuzion. I know the people here don't like it but this must have been the most user friendly system ever. If they had gone all the way and fleshed out the rest of the power mods I would never have made it back to HERO System.

     

    Fuzion was hands down the best game ever at simulating Anime also.

     

     

    P.S.: Yes I read power core but it took the simplicaty out of the game.

  6. Well in all blasphomy of the game I have thrown out the speed chracteristic completly every player/significant baddy has 1 action every three seconds. If the players want their characters to have more actions each one simply takes a -2 (for each) penalty to all rolls. So "QuickNslick" with 30 dex wants four attacks he makes all rolls at -6. I have found it to be quite simple and it works for me.

     

    But unlike the normal sweep manuever a chracter can still move a half move. (I still hit on the DCV penalty though.

  7. I have found that the amount of role playing I get out of a group is determined by the players and the me (The GM) alone. I am currently running three games with two different groups.

     

    1: First Group; 650 point characters 2 genetically engineered to be the pinnacle of human ability one has TK the other Telepathy, the third player is a 612 wizard. The campaign is based on the Rifts “Roll†playing game. These players are in a world of such extremes that they can easily annihilate 98% of all challenges with their raw power (little to no tactics needed) yet the have backed down from a town mayor that was completely normal and we spend 90% of the night talking and role-playing.

     

    2: First Group; Players are Mercenaries running a black operations type game. These guys are smart yielding to tactics almost always even when their fighting skills are what I wanted them to use sometimes. (I like the play style)

     

    3: Second group that actually has the one shared player. Group one considerers him gung ho group two considers him contemplative. ; Standard 350 heroes (witch is questionable) these guys know how to do nothing but attack. The first reaction to any perceived slight or disrespect is to attack. When the players see the Uber Bad Guy who just got out of his forty year prison sentence fly by they attacked instantly knowing he has done his time and they were breaking the law (I told them twice). It is the players who set the pace and the game master who allows it. (I don’t mind as long as when I go in I know what I am going in for.)

  8. Since transform is an attack power that heals back would it not be more appropriate to have to use healing to reverse the damage.

     

    Dispelling Transforms seems akin to Dispelling HKA. (Unless it was a situational transform.)

     

    P.S.: If this is an inappropriate question just say so I will get over it and repost on HERO System.

  9. Re: Big Blindspot in Skill Ranks?

     

    Originally posted by Rene

    Hello, folks.

     

    I've become a big fan of the HERO System. Simply put, it's my favorite RPG nowadays because it's the only one where I can get a dozen different novels, genres and comics and have some reasonable hope to simulate all of them with only one system.

     

    Most of the other systems do one subgenre well (sometimes a tiny subgenre, like "D&D fantasy" that is unlike most kinds of literature fantasy published outside of TSR) and even GURPS is too deep into "realism" for my tastes, a realism that isn't found in 90% of the fiction I like.

     

    Still, as great as HERO is dealing with Powers, Characteristics and Disadvantages, I find there is a problem with Skills, so I've turned to you more experienced folks for suggestions.

     

    Problem is, you can have an 8- in a Skill (Familiarity) or you can have Char Roll level or higher. And that is that.

     

    Let's say we're writing up Spider-Man. 30 Dexterity, I guess. That is a 15- DEX Roll. Any DEX-based Skill will be 15- or higher. That is okay for his Acrobatics and Breakfall, I guess. But Spidey isn't so stealthy as that, OTOH Stealth 8- is too low. I'd say 11- or 12- would be about right for him.

     

    A less extreme example would be Wild Cards's Golden Boy. He is a so-and-so actor, better than Acting 8-, but not good enough for Acting 12- (I'm guessing his Presence is about 15).

     

    I find it strange that a system so flexible in most other aspects lacks this quality in the way it deal with Skills.

     

     

    As a side note have you read how the skills work? Having just one skill at a high level is less indicative of talent than having complimentary skills. So the actor may have his acting at one level a persuasion skill (to help convince you of what he is feeling) PS Acting (representing he can do it professionally) and a PS Actor (knowing the ins and outs of the business).

     

    One skill does not make a character.

     

    P.S: On the other hand I think Spiderman would have a very high stealth skill.

  10. The correct way to build the power would involve the application of common sense and following the rules as they are in the book.

     

    +10 Dex; Does not Affect Figured Characteristics -1/2, Does not Affect Skill Rolls -1/4= 30/1.75 = 17 points.

     

    (If you want the speed back you pay the 10 points for the speed and now it looks like you got three points for a skill penalty level.)

  11. Actualy I have been rereading my copy of Cyber Hero as I will soon be GMing a Black Operations game (starting sunday). But no for your apparent needs I do not think a ten year old book on Cyber Tech will be very usefull as most players will be more interested flying space ships than siting at a computer. (But there is some decent looking hard ware in there for a 1/2 ciborg type character.)

  12. Most "Normal’s" have a speed of two yes but when compared to G.U.R.P.S. I think this is still more realistic. In GURPS a character may make actions every second with some things taking little less or more time. (From participating in and watching martial arts tournaments) I know this is not true people spend a lot of time hesitating, catching their breath and other things like that. Even when in a street fight the amount of hesitation is pretty extreme.

     

    Now a HERO character with a speed of two actually gets four actions in 12 seconds meaning they may move and attack stand still and go all out offensive (Sweep Maneuver) or start dodging. When compared to other games this is still considered a lot. (Palladiums System uses two attacks for norms as a default in a 15 second turn, D&D uses one per six) really the only system I can think of were the average person moves like lighting is GURPS.

     

     

    (If you would like to see some “Real†combat in real time go to an SCA event and watch them fight. Only the best and most practiced will be taking tons of attacks. Plus if you’re into it, it is a good reason to get together with some friends drink and play live action.)

  13. I personally would recommend you get the Star HERO book and The HERO System 5th edition. The rest is nice but hardly necessary as all the rules you need for a game are included in the main rule book. However if you are financially stable then I would recommend Terren empire and The Ultimate Vehicle Guide possibly even the HERO System Bestiary as even it have some pre generated robots doomsday machines and alian monsters. In total I would say I have yet to buy a HERO product that I thought was bad or I lost money on.

     

    As for G.U.R.P.S. it is in my opinion very good at doing gritty genres like Starship Troopers and Horror like Cathulu however if you want a cinematic feel to your game like Star Treck or Star wars then nothing does it like HERO.

     

    From my past experiences with games (and have played dozens) the only thing HERO does not do really well is the Dark and Gritty. That is not to say that HERO cannot do it just that it is not done really well.

     

    P.S.: If for some reason you want Gritty in HERO where players are as likely to die as thugs then all you need to do is limit the max resistant DEF and have bad guys use killing attacks.

  14. That is funny this whole time I am sitting here thinking I must get this program and when I go to look at it I realize I have had it on my computer for over a year as “Creation Workshop†and “G.U.R.P.S. Character Creatorâ€.

     

    I think I will down load the plug in and see if it works for these versions of the program.

  15. Originally posted by American Valor

    Wildcat, I like both designs, but I favor the chainmail more. It has more of a 'techno-norse-berzerkor' feel.

    This is an older drawing of mine, with a little help from a certain 'photoshop fairy' I know who sometimes graces me with a magical assist here and there, they've really made a difference in a lot of my work.

    The character's one of my favorites, a very straightforward energy manipulator with all of his celestial powers in a multipower reserve and the ability to traverse open space.

     

    Easily this is the second best picture I have seen (next to the one someone did of a character made of pure energy looking all contemplative (I believe the file was called corona or some thing))

     

    I like you work you should share more of it.

  16. Nice and Abusive...

    I would have you build this as follows

     

    Cost Power

    70 Selective Invis.: Mental Illusions 14d6, Reduced Endurance 1/2 END (+1/4), Area Of Effect (70" Radius; +1 3/4), Selective Target (+1/4) (227 Active Points); Limited Power Only to Make Self Invisable (-1), No Range (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4)

     

    20 +10 with Metal Illusions

    Powers Cost: 90

     

     

    P.S.: If I were you GM I would make fun of you thinking I am crazy enough to allow this.;)

×
×
  • Create New...