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Ndreare

HERO Member
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Everything posted by Ndreare

  1. If a player can not look at a picture or two and read a single page to get the feeling for the setting. Then it is marketing decision. The games you mention can all be communicated very quickly and easily. IMHO A lot of Fantasy Hero skips the setting it buries it in pages of text a new player is not motivated to find. The effort to make it generic at the cost accessable feelings. Even D&D is 90% marketed by art, a player sees the art and says I want to be that. The mechanics of most versions of D&D do not support the books that are popular, but they still sell because of the art. Meanwhile this very thread was started by someone who has trouble finding the basic fantasy tropes of races and classes. They were in the book, but nothing brought his attention to them. Hero is a working GMs game. To get it right the GM has to build his world and market it to his players.
  2. What races did you expect to find? Perhaps we can help make it.
  3. I believe I will edit this a bit and steal it. "D&D is to roleplaying games what McDonalds is to cuisine. It's quick, rarely satisfying and there is often far better fare just down the street." Can I still attribute it to you?
  4. In my experience the only indispensable character is the magic user. It seems like every Adventure there some magical trap reward that basically gets life threatening you if you don't have a magic user to disable it or dispel it. But that is just other people might have another character they consider key.
  5. I still hold by that it balances out as a +0 Advantage. It is not really that complicated, a +1/2 and a -1/2 cancelling each other is not the uncommon.
  6. I have allowed it as a +0 Advantage. Basify based off of +1/2 0-endurance and -1/2 minor side effect occurs every time balancing each other out. I did it like this for minor blood magic in one game, and major blood magic took body to power.
  7. I use a trimmed down version of a Hero Designer export. The output fits easily on a 4x6 card in portrait layout. I would attach a image, but I do not have it hosted on the web. If you go to the following link and download the file titled "IST 01 - What About The Goblins.pdf" you will see the Goblins and Soldiers fit easily on a card with room for a picture. http://www.herogames.com/forums/files/download/210-in-service-to-the-throne/
  8. Thank you, It is always cool when someone likes what you have made.
  9. I built them a long time ago, but click the download and you will find the bottom item is a list of just what you are asking for. http://www.herogames.com/forums/files/download/210-in-service-to-the-throne/
  10. In any game system I find more than 4 players to be obnoxious. When I was younger I loved it when I had nine people at the table, but now days it is just to much. If you want to have time for everybody to participate you will have to tell some of the people that initially accepted, sorry but the table filled up when you were unavailable. PS: This is of course all 100% opinion as everyone has their own style, but mine focuses less on combat and more on out of combat scenarios.
  11. What makes the math frustrating is the reroll can be a 1,2,3,4,5 or 6. I do not see the 2d6 killing attack suddenly doing 10 body every time, but I do see the plate mail wearing tank taking 2 or 3 body from the week placed blow.
  12. I think I instigated this topic based on my comment in another thread. What we have done is simply allow the player to reroll and die that shows less than the characters Margin of Success. The character may reroll only once. Effectivity I see a lot of dice showing a 1 or 2 getting rerolled but players normally are not willing to risk getting less than a three. For those of you good at math I would be curious what the statistical curve is on that with 6d6 as most of our heroic characters run in the 30 ap range.
  13. I have found one way to guarantee a player will not play a system again is to follow the rules so strictly during their first few games that their character cannot do the basic stuff they expect. If it is a first time player all the way around they may just abandon the hobby altogether. I had pathfinder experience like that and it is one of the reasons I hate d20 styles games.
  14. Normally I see builds like this with a TK only versus technology built into the multi-power. The TK works as an effective grab or just like strength for all those things like s=toasters and cars (which is exactly what the play has in mind 99% of the time when designing the power. As a GM I would allow him to reallocate 4 points into a multipower slot of TK -1 only to control machines.
  15. Yes that is what the rough mechanics reflect, although with roles like Critical Hits included even that is questionable. I am saying the RAW on this is absurd. I have house rules ruled in many games that players may reroll (once per die) any damage die showing less than their margin of success. It worked awesome and made combat go faster while also rewarding characters who were skill based so they were not at the mercy of tanks do often.
  16. Which is an absurdity of common game mechanics, not a simulation of reality or fiction. The more skilled you are in real life and in fiction, the better you will land your blows. The amount of force you put behind a blow is 99% technique.
  17. Steve wrote the book to reflect how to represent typical members of that race, without the assumption you will be playing superheroes or routine soldiers. Also look at the templates that races have and consider an epic character should be able to mow through most threats in direct conflict if the bad guys lack subtly. If you give you characters 75 AP attacks don't expect default templates to keep up. Think about the damage they are laying down, look in the book at what a .50 BMG does. The villains most appropriate for epic challenges in my games are usually one of four creatures. All of which have power pools that can boost those listed defences. 1: Humans, these are my favorite villains and really they have the ability to stand out in a way villains never do. 2: Demons, with high defences, power pools and damage reduction gear is in order. 3: Dragons, like Demons, Dragons can lay down the pain and take it as well. 4: Fairy, the fey creatures are virtual gods with power equal to or exceeding Dragons and Demons.
  18. Well said, especially that last part.
  19. I reread your previous statement in post 14 and realized I misunderstood it. As a note to the conversation in general. I believe dive for cover has an inherent penalty equal to the distance you have to dive /2 in meters. (example diving up to 2 meters is -1 diving up to 4 is -2). Dodge gives a player +3 DCV, but it will not help versus area of effect because a characters DCV is irrelevant.
  20. I don't understand how a 2 meter wide car could not be considered an AoE attack? Normally the only defense versus an AOE is to dive for cover.
  21. Dodging the car should be hard. I would consider it an Area of Effect attack and let's the thugs roll to dive for cover. It would take a Dex roll and cost their action.
  22. This has me thinking, and it would seem to me that forbidding it for ranged attacks while still allowing it for melee attacks is another case of special effect determines game mechanic. I see it all the time but in this case it's melee guys get extra Maneuvers allowed and ranged guys get restricted based on the Gamemaster concept of the special effect. Would you allow a blaster to handle his power? It happens all the time in books and comics. But out Hawkeye chose a special effect the game master chose to penalize?
  23. Lol, the context sounds very dirty, I will edit it when I get home. Yeah that should have read haymaker not gay maker. That was spell check.
  24. I have in the past treated Hay Makers as simplified called shoot mechanics. So a sniper making a haymaker is actually taking extra time to go for a soft spot. I also allowed players to reroll dice that till less than their main of success on a roll. (Each die can only be rolled once). Note: I do not combine this concept with the hit location rules.
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