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Robyn

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Posts posted by Robyn

  1. Re: The Seduction Skill as a "Lab"

     

    So if this was yet another miscommunication on your part' date=' that's fine--but please spare us the essays on structure, intent, and the usual load of boring detail that follows these incidents of yours.[/quote']

     

    You may skip over it if you wish.

     

     

     

    And its completely irrelevant in terms of your discussion here to someone else.

     

    At the outset yes, but then (at the outset), any background is irrelevant when omitted; usually, we act as if the connotations we are accustomed to will be shared by others, and only delve into such matters when it becomes apparent that the case is otherwise.

     

    For example - you used the phrase "completely irrelevant" without any background to explain your understanding of what it means, but unless it turned out to be a point of confusion between us, we would both pass by that without comment.

     

    The relevancy is this: I have revealed that I never encountered any negative connotations to "fast-talking the GM", which does not weaken your statement that such connotations exist (I am certainly not omniscient), but does establish my original intent. Then, furthermore, I cited a source which put "fast-talking the GM" in a good light, which - in the absence of any sources which provide these "negative connotations" in the context of gaming - does challenge your statement that such connotations exist.

     

    That's just its relevancy, though, not an additional argument for it. A quick Google search just now yielded a usage in other-than-positive light ("a player should not try to warp or fast-talk the GM"). Yet, the same Google search also yielded a higher number of positive usages for the same phrase. In all, there don't seem to be many public sources establishing a non-subjective meaning in the gaming context, so I concede your point that immediate clarity would have been better.

     

    The contrived ratiionalization that follows

     

    Actually, all I did was explain the thoughts and background knowledge that were in my mind as I wrote it. I came up with nothing new, nothing before-then unknown to me; there was nothing "contrived" about it.

     

    is meaningless.

     

    On the contrary - it enables meaning. If necessary (or desired) I can detail such thoughts and background knowledge in their logical sequence, before the words they lead to. I normally omit such exposition to save time, accepting the occasional misunderstanding (and need to explain that subsequently arises) as a necessary evil.

     

    Your statement was demeaning and either you are incapable of seeing that' date=' or don't care.[/quote']

     

    I dispute your assertion, and chide you for attempting to sneak it in as the premise of a false dilemma (which is itself disagreeable).

     

    Still, while your foundation was weak, you may be on to something with the first branch of that dilemma:

     

     

     

    I am irrepressibly optimistic, preferring to see other people as well-meaning and of good spirits, and I decline to live in a world where I perceive hostility or ill-will where there need not be any - that is not a fate I would wish on anyone.

  2. Re: The Seduction Skill as a "Lab"

     

    You attribute his action in a very negative manner--fast talking rarely has a positive connotation in terms of player to GM interaction

     

    I concur that narrative gaming is a rarity.

     

    of being a con artist trying to put one over someone' date='[/quote']

     

    This would be the familiar connotation outside of gaming, but in - as you said - terms of player to GM interaction, I have only seen positive connotations.

     

    My main recollection of the first time I saw the phrase in a gaming context is of TastesLikePhoenix.com's review of AMBER:

     

    I looked over the game when it came out. I didn't have the outraged reaction of the more extreme devotees of dice, but just couldn't see myself running it. Everything seemed to devolve into the players' Fast Talk the GM skill. I wanted more of a system to lean on.

     

    Most systems utilize this mechanic to some degree (HERO endeavors to avoid it), it is the method by which common sense can identify and fix breaks in the system.

     

    and telling him to move on to another system

     

    I did not in any way instruct him in such a manner. Your perception that I was "telling him" to do anything supports my theory that informative statements being taken as declarative results in readers trying to "fill in the blanks" - the flaw with such action being that the statement already is complete, and any information added will only distort (not restore) the original meaning.

    I assure you that, if I meant something, I would say it - with due thought for whether it would get me into trouble. Those who game with me have learned that, when it comes to honesty, I am characterized by a rather blunt approach that values speaking my mind over holding back, even if silence would be diplomatic.

     

    where you say it would be easier for him to do so.

     

    I did not (even attempt to) address ease; making changes is one thing, but another concern is balancing the game through the ripple effects of those changes.

  3. Re: Good-by Brick

     

    Kinetic Rebound Field: Entangle 6d6' date=' 6 DEF, Takes No Damage From Attacks Limited Group (+1/4) (75 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Limited Power Does not prevent Character Movement (-1/2)[/quote']

     

    What is the "limited group" of attacks that the Entangle takes no damage from?

     

    In order to be able to attack others you must break out of the field.

     

    What if they have an attack through one of their Accessible Foci?

     

    To break out is treated like a normal entangle – with backlash!

     

    I hope your GM makes you pay points for that part ;)

  4. Re: The Seduction Skill as a "Lab"

     

    The post would have been great if it ended right here' date=' without the detour into needless insult that followed.[/quote']

     

    I'm still unclear on how it was "insulting".

     

    Baffled, in fact. The two sentences fit together, to my mind's eye, in a perfectly logical manner:

     

    "This is what HERO does. If you dislike this aspect of HERO, be aware that it's on the extreme end of a spectrum measuring that aspect."

    Hrm . . . perhaps I should prefix informative statements with "FYI" so they are not taken as declarative? I have always thought informative to be the default, with ambiguity resolving in favor of that mode, and a difference in this respect could result in trying to "fill in the blanks" for a non-declarative statement.

     

    OSG---One Sentence from Gold0.

     

    Gold0? :confused:

  5. Re: HERO lost builds repository

     

    I'm still trying to reproduce the blue/green colors I saw last time :stupid:

     

    I have the green back, but nothing has changed as far as I can tell . . . tried Firefox without logging in and without visiting the linked-to page, but still green.

     

    I have a sneaking suspicion that the interface is automatically setting color based on whether I have been to the linked-to page before I set it :stupid:

  6. Re: The Seduction Skill as a "Lab"

     

    Could the seduction lab be an area thats aimed at being a workplace where you can reserach one person' date=' find out what makes them tick internally, and thus be better prepared to succeed in the seduction (whataver type of seduction that may be) due to your extensive preparation ? I mean, the seduction doesnt neccessarily have to take place there would it?[/quote']

     

    I've been wondering something similar myself. I mean, the Disguise skill bought as a lab (not for the base to hide itself) would be almost useless if the character had to fool everyone by bringing them to the base. But, at the same time, a character who doesn't have the Disguise skill can't adjust the makeup once away from the lab. So, the lab isn't bestowing skills upon the character for later use; the skill roll is made then, and doesn't take into account changes that may occur later.

     

    It would be wise, then, to keep track of by how much the roll was made by; if a minor change occurs, such as a shifting mood in the target of the Seduction roll, it imposes a hidden/retroactive penalty on the roll, and if the roll was made by enough in the first place, the lab had contingency plans for that change (but the plans still aren't as thorough as the original and main plans, so the Seduction doesn't succeed by as wide a margin). If a major change occurs, the Seduction may fail entirely.

     

    Having the person right there with you, in the lab, may permit a reroll? You still have the facilities there, and you have them on-hand the very moment any changes occur, so you effectively maintain an ability to adapt. Or perhaps just reduce/eliminate penalties? With an option to reroll if a major change occurs?

  7. Re: The Seduction Skill as a "Lab"

     

    If I don't agree with you' date=' then I should play another game? That's just offensive.[/quote']

     

    If you find yourself unable to interpret my words non-offensively, perhaps you should simply say so and explain how you arrived at that interpretation. Sometimes the process of typing it out makes things clearer; in any case, giving others the chance to explain themselves (or at least avoid, in the future, what you find offensive) is fair to them and beneficial to you.

    (For the record, I would find that assertion to be offensive as well. I did not, however, so assert.)

     

    I have summed up what so many of the senior board members have pounded into me: HERO, by design intent, does not leave room for players to "fast-talk" their way around/against the rules. If your GM cooperates you can certainly make room; nearly everyone does; if you wish to do so, however, you should be aware that you are compromising one of HERO's main strengths.

     

    I really don't care whether you play HERO or not. I do, on the other hand, care about whether you're happy with whatever system you play; and when you seem to dislike a core theme of the HERO system, it thusly behooves me to point out that there are other systems out there (gasp! I know, blasphemy, to mention here ;)) which are already built - and, this is an important part, balanced - around the style which you seem to prefer. In those, you don't have to "make room"; it's already there.

     

    Of course, given that many HERO players cheerfully "make room" and it apparently has not brought them any discernible distress, you may be content to bend a system which, despite not leaving room, nonetheless survives the stress when we make some.

  8. Re: Help: Power = Radiant Sight

     

    I'm looking for the most elegant way to create a power that gives a hero clairsentience (sight only) at range (with a megascale version for space travel). The "Sight" would also provide “No Range Modifier” for ranged combat.

     

    Clairvoyance, with Megascale as a Naked Advantage, and No Range Modifier as a Naked Advantage.

    Oh, and I suppose you might want to toss a Linked in there on the No Range Modifier ;)

  9. Re: My Game Concept: Hero Magick

     

    Magick Skill – It is in short the ability to cast spells. Depending on the rating' date=' you will be able to cast spells of greater or lesser complexity; the higher the magick skill the better.[/i']

     

    Spells of greater or lesser complexity? If your rating is "simple", you have trouble with complicated spells, but if your rating is "complex", you have trouble with the "small" stuff, and if somewhere in between, both are manageable but you aren't as strong in it as a specialist?

     

    Might be interesting if people started off at "complicated" and gradually refined their control for "simpler" tasks. Reminds me of how Control Demon is a 6th level spell, but Summon Demon is a 1st level spell :eg:

     

    So let’s pay a visit to our buddy Randor who is in a bit of a bind with 5 heavily armed guards who have taken exception to his ability to breathe.

     

    :eek: You said the over-riding theme was of an impending disaster of incomprehensible proportions, but I didn't realize how bad it was! If people without Verity don't think humans should naturally have the ability to breathe . . . :ugly:

     

    Of course he knows he has no chance of escape because of a recent leg injury

     

    Well what did he expect? Trying to pretend he had an innate ability or right to walk, it's just not natural . . . :winkgrin:

  10. Re: My Game Concept: Hero Magick

     

    I'm not sure if Word is the best format since I want to be sure everyone who wants to read it can if they so desire.

     

    For that purpose, Word can be considered the worst format.

     

    Oh' date=' and if you'd like a document you can attach that everyone can read, I can convert that .doc into a pdf for you.[/quote']

     

    :sick: Plain text works just fine as well, and ASCII is not a proprietary format - nor does it require a special application to view.

  11. Re: Sliding bars measuring each spell's "energy"

     

    Do like spells use the same energy to power them?

     

    I haven't decided yet. I know there will be a lot of different types, but depending on how granular I make the spell system by the time I finish reworking it, there may or may not be minor variants that qualify as different spells but all qualify as the same type.

     

    Would it be worthwhile putting all fire based spells in a multipower' date=' and having that multipower use charges?[/quote']

     

    Almost certainly not; there will be enough different types that multipowers would not singlehandedly model the system, and that means the multipowers would just be an extra mechanic used at the extremely high levels of granularity.

     

    If you want to have a video-game-esque Mana Bar which allows spells to be more powerful when the caster has more mana available' date='[/quote']

     

    Both of your implementations includes pieces of what I'm contemplating, but each drag their respective pieces off in odd directions.

     

    Endurance Reserve, 10 points:
    -01- -02- -03- -04- -05- -06- -07- -08- -09- -10-
    1pt recovers every few hours
    
    Healing spell, 1d6/1pt; minimum 1d6, maximum 10d6
    
    [color=#9932cc]Examples when END Reserve is full:[/color]
    
    [color=#9932cc]3d6 Healing spell;[/color]
    [color=#9932cc]-01- -02- -03- -04- -05- -06- -07-[/color]
    
    [color=#9932cc]8d6 Healing spell;[/color]
    [color=#9932cc]-01- -02-[/color]
    

     

    I hope that clears things up.

  12. Re: Roaming bases

     

    In a fantasy or medeival context I would consider the fact that its mobile offset by the fact that you have to strike base and reassemble it' date=' presumably a task that takes several people several hours.[/quote']

     

    Yes.

     

    The real question is: at what point does a campsite become a base?

     

    Or any "place to stay", really; I've also been contemplating a group of Followers who are trained to adapt to their environment, whatever that may be, and can effectively "set up camp" after just a few hours to familiarize themselves with the nuances of an area.

     

    If its just tents and spikes' date=' then I would be inclined to call it a skill versus skill and/or perception contest. Character A erects his booby traps using relevant skill, while character B attempts to detect and/or disarm said booby trap using perception and relevant skill.[/quote']

     

    I was thinking of spikes mounted on boards (wooden slabs), angled outward and upward to break up cavalry charges. A few of those in the right places could buy a lot of time in case of surprise attacks.

  13. Re: Immortality and progressive diseases

     

    In the book The Mis-Enchanted Sword' date=' the hero of the story was given immortality when he bonded with a magic sword. But because lesser materials were used to craft the swords enchantment (a bronze ring rather than gold)[/quote']

     

    Well, who could blame the old wizard who made it! Tricky to tell the difference between then in the dark ;)

     

    Immortallity could be viewed as four general types

     

    None of which touch on the more important question - how can it be removed?

     

    The immortality will vanish on its own if the vampire does not sacrifice a virgin during a full moon every 50 years?

     

    Only a special ritual can negate your immortality?

     

    You are immortal, no conditions, forever?

  14. I thought about titling this "Spell bars", then realized my own first thought would be "A candy bar you can eat that grants spellcasting ability?" :o

     

    I'm trying to find a balance between "free" healing (and other magical effects) and spells that are severely limited in when (and to what degree) they may take place.

     

    I like the narrative effect of heroes who can push themselves if they want, but have a limited reserve of energy, and only recover it so quickly. The trick is, I want to keep track of each type of spell that they can cast, separately. So, if they've been casting fireballs and forcewalls all day long, they're about exhausted on that front, but still have a full "battery" when it comes to healing.

     

    I'm currently looking at END Reserves - lots, and lots, of END Reserves - for these spells, but some sort of Boostable charge also seems like a possibility.

     

    Thoughts?

  15. Low-tech solutions: the army (assume a medieval setting, with no magic) carries around sharpened stakes with them, and other varied implements; whereever they set up camp, they can analyze the terrain (whatever that may be) and devise a plan for using what they have, then rapidly unpack and assemble their components to establish a defensive perimeter.

     

    This is their base, until it's time to pack up and be on the march again, but they're not tied to any particular area and if you utterly annihilate the physical landmass in an area where they've been, they won't particularly care; it doesn't prevent them from settling down in the area directly adjacent.

     

    Does the difference between this, and a standard base, justify the cost difference between building it as a base and using other mechanics? If you wouldn't build it as a base, how would you replicate the effects?

  16. Re: Gargoyles HERO

     

    Up until the climactic confrontation at Avalon the series gave a strong sense of a major underlying plotline that slowly drew these diverse characters' date=' incidents and conflicts together as it was gradually revealed.[/quote']

     

    After that, it seemed more a question of tying up loose ends. A nice touch for those who wondered what became of the various supernaturals encountered during the series, after they met the gargoyles. If you pay attention to the creatures gathering in Oberon's hall during "Reunion", you'll see most of the supernaturals that were featured during the "Avalon tour" journey. This lends credence to the theory that Oberon's will was guiding them; Avalon sent them, like shephards, to round up the errant members of His flock, aiding each of them with resolving the business they had in the mortal world, so they could return home with no guilt.

  17. Re: Gargoyles HERO

     

    This is an extended-duration Frequency; not measured by game session (which is' date=' really, a meta-game consideration) but when the PC's find a new roost.[/quote']

     

    I'll now give some examples of how I see this playing out:

     

    Then, the Frequency can be rolled every time someone new learns the secret, or every night, or whenever;

    and, if the Frequency indicates that their Hunted has not shown up yet, the people who learned their Secret turn out to be friendly, or perhaps are biding their time and gathering strength for an attack. If the Frequency indicates a Hunted, it can be taken as a successful skill roll for finding them if anyone was looking; or, the information leaked from an NPC ally/friend who already knew; or, an existing friend has become an enemy.

     

    Every night, the GM rolls Frequency on the (Floating) Hunted to see if one shows up. The first night, no. The second night, yes (Xanatos). The third night, yes (Macbeth), but they haven't dealt with Xanatos yet, so that Hunted is presumed to be gathering forces for another attack. Just because they're currently dealing with another Hunted, doesn't mean the first (Xanatos) has been "dealt with"; he just isn't in their faces, right now. On the fourth night, their GM rolls Frequency and introduces a few members of The Pack, but the gargoyles manage to assist Xanatos' fiance with reminding them why they weren't supposed to come back there (ever again), and Xanatos' gratitude extends to no longer being angry at them. Macbeth is still out there, but Xanatos is no longer available for selecting from the villains' roster when a Floating Hunted is rolled. Unless, of course, none of the available villains are appropriate, in which case something may have happened to get him angry at them again.

    Annoyed at how easily their enemies are able to find them (and not consoled by the knowledge that The Pack is unlikely to return anytime soon), they switch roosts to Xanatos' tower, which seems safe enough since he's a friend now. This resets the Frequency; normally, a Hunted would be present for the game session, but with an extended duration, the Hunted only poses a threat to them until the logical cutoff point that said Hunted doesn't know where to find them anymore.

     

    Also, don't forget - Hunted is worth more points not only for power level, but intent (Watched is a form of Hunted).

  18. Re: "Gun Fu" Power idea

     

    Negative Skill levels could work I think.

     

    It helped that I was contemplating a very similar build recently.

    Also, the solution possesses elegance in that it matches the SFX so well: +xDCV would be making your own dodges easier, but your description called for making your opponents' firing difficult.

  19. Re: The Seduction Skill as a "Lab"

     

    I just think there are too many variable to make an actual lab. You can still do things to gain a bonus' date=' but there are enough factors that I don't see you being able to get away with making it a lab.[/quote']

     

    Lab may evoke mental images of "laboratory", and thus science, which has the reputation of being incompatible with subjective techniques (more "art", less "method"), but the roll is really all that's needed to cover this "variable" thing. If you don't like it, there are plenty of games other than HERO which will leave room for the players to fast-talk their GM's into what they think is important in the "subjectively effective" realm.

  20. Re: "Gun Fu" Power idea

     

    Surpression Fire: The character can use his guns so rapidly and so well, he can make it difficult for his opponent to risk getting a bead on his firefight, forcing them evade and take cover and take snap shots instead of aiming accurately

     

    +x DCV levels vs Ranged Attacks FOCUS: Firearm (either OAF or OIF) takes x charges per phase to maintain (limitation level varies according to number of charges used)

     

    Thoughts?

     

    I would want this sort of thing to be useful for the group, not just myself as a defensive measure. AOE or ranged PSL's?

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