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Rick

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Posts posted by Rick

  1. Re: Internet and cell phones

     

    About Cell phone battery life. Most rechargeable batteries have memory, so from time to time you need to completely deplete you phone battery and than recharge it. If a battery is continuously recharged every 12-24 hours, eventually that's all the charge it'll hold.

     

    The desert dino island example is a good place for a no coverage zone, or worse ROAMING, no one wants to rack roaming charges just for a Dinosaur.

  2. Re: DEX SPD CV Advise

     

    Eosins list is a good start, though he slants to high for my tastes, Gimli I think shold hang around a 13-14 dex, Borimir too. A Generic soldier 12 dex. I like Keeping Dexs lower since there is no quantitative quality for it. So it scales however you like it to. Str, while still arguable, a little less maliable, so I can't argue to much against that list.

  3. Re: DEX SPD CV Advise

     

    As far as speed is concerned, we don't even use it in hero level campaigns. Everyone is a 4 speed. It takes a little GM fiat when someone Haymakes, but it's otherwise very effective.

     

    We keep everything 20 and under, except for certain racial concerns.

     

    Average CV's (including levels) are 3-5, Good CV's are 6-8 and anything above 8 is a very compitent, I've had a character (Ize Zumi in L5R, a magicly Tatooed monk) hit Cv's from 10-12, he pretty much ruled the roost.

     

    But when we GM in our group we're very serious about keeping things like CV's and DC's under control, this makes things more exciting and gives pkayers other options for their eps.

  4. Re: Deadly Blow...

     

    Not you in particular, the entire tangent about whether or not Deadly Blow is good for hero (my vote's yes). The poster asked a rules question about adding advantages with DB, as always happens though (we're all guilty) the conversation evovled into a pro or con discussion about the talent.

  5. Re: Power Defence... Ugg

     

    Buffeting WInds, Mud patches, Ice slicks, ect ect ect: these all sound a lot like Change enviroment (or MAYBE entangle) to me, not suppresses or drains.

     

    Just because there are a number of ways to right a power doesn't mean every way is going to be a good fit to the system by in large.

  6. Re: Power Defence... Ugg

     

    I've never seen it just called power defense. Most often I've seen at as an extension of a character primary defensive capabilities. So it's part of the armor, or force field or alien physiology they already have.

     

    And you can just buy ED and PD, they are characteristics, the same W/MD and Flash Defense.

  7. Re: If magic cost full price...

     

    I've found that /2, /3 and /5 work out quite well where magic is supposed to be blatantly powerful. And even then the Fighters (W/their Katana in L5R and there rapier & pistol in steam punk) still wupped ass and were a threat to everyone.

     

    The way damage works in hero, with hit loc and body/stun, my sword never loses effectiveness; so long as the GM watches the resistant defenses. Seriously how many people complain in D&D about the difference betweeen a 10th level fighter and a 10th level wizard/sorceror. In hero though the Fighter character not only stands a chance, he is a legitemit threat to the magic user.

     

    I think all of the options brought up will work very well in the hands of an attentive GM. I like the simple and flexable divide by X option. Others like the power frameworks, some like talents and skills and many like to charge full point value. Cool they all work and are all legitimatly "hero". WHat a wonderful system.

  8. Re: Begginner Question

     

    It depends, on how you want wizards. If they are powerful and all others fear them, then you will probably allow them to take Power Pools, or give them point breaks on their spells, or allow them to start of W/more points. Or if you want magic to be rare and hard, and not, intitially atleast, as power as a man and a sword, then you will make them pay full price for every speel and allow no powerpools.

     

    In actuallity spell slingers ussually start W/the same points as everyone else, it's how they are allowed to spend those points that makes the difference.

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