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jaws

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Posts posted by jaws

  1. Re: Mass Effect Campaign Setting

     

    Nice find on that D6 resource. It is a great guide for players to read who might not have played the original game. Also it covers all the ground rules pretty well. Heroifiing it is much easier from this starting point.

  2. Re: 6th Edition Character Sheet

     

    I love this character sheet. I do have a minor request though. Would it be at all possible to get a version of the PDF that allows value entry in the blanks, and saving of the modified document?

     

    You know, like our good ol' 1040 tax forms and all? ;)

     

    I would like to second this.

     

    I will Third This. If it helps :P

  3. Re: 6e Discussion: Combat Values

     

    Personally I'd have liked to see PER split off from INT, Combat Order split off from DEX and PRE attacks quietly taken round the back and kicked to death.

     

    Then all DEX, INT and PRE would really do is control skill rolls, and act as a reservoir for targeting by adjustment powers.

     

    But then again, with that, why target them at all if they don't mean that much... adjust Characteristics is not really that attractive now anymore... except maybe STR and Body.

  4. Re: Fortune favours the brave

     

    You might be able to emulate that with Overall Skill levels built with charges and other appropriate 'Faith Based' limitations. Overall skill levels can add to pretty much any roll you might want to make - including damage' date=' and the 'charges' limitation removes them from circulation once used, until the next day/scene.[/quote']

     

    I like it but the number of points is "fixed" so you know before hand how many points you get to add, subtract and becomes totally player controlled, mabie an activation with the number of levels = to the amount you make your roll by.

     

    But then again it is very cumbersome. And you risk geting no points. However it does cost double, 10 points per instead of 5. So I do get your concern where it affects cost effectiveness.

     

    For my campaign it is balance and well costed, i think, but doing the math I can agree with your point of view.

     

    BTW has anything changed with luck in 6e? Might make most of our conversation moot.

  5. Re: 6E: Weaponmaster, Deadly Blow, and Killing dice

     

    Who says? I don't see CSLs as doing that' date=' at least in the majority of cases. Unless they're used for a called shot, perhaps. I'd expect more that CSLs have to do with handling the weapon (or attack) more effectively, such that it does more damage wherever it strikes: hitting with just the right point of the weapon, using an effective stance, applying your strength efficiently, etc. Such differences may very well create more strain on portions of the weapon. :P[/quote']

     

    I agree more precision should be handled with the hit-loc rules. So use those CSL's to hit the head instead of adding DC's

  6. Re: Fortune favours the brave

     

    I like the structure of the faith build as well. But with Luck... I like it loose. One concern I would have with the more structured approach suggested is that it gives too much control to the player, and that makes it look a lot less like luck. Sure, there's luck on the die roll, but getting to choose what the effect is... that just doesn't feel like luck from a roleplaying standpoint.

     

    Maybe it's just me - I like the GM having more control over the specific outcome. Granted, the current RAW for Luck are different from any other HERO mechanic - maybe there's a way to come up with a more internally consistent mechanic, but I'd rather see the GM ultimately in control over what specifically happens.

     

    That is why I turned it in to a Faith power instead of luck. Personally luck is in the dice of the player.

     

    I think Luck (or any similar power) works better off a more defined effect that you can then modify - like any other power - to do what you want. I do not like the idea of luck being used to affect die rolls - that intrudes into the territory that should be occupied by skill levels with limitations.

     

    If the player thinks his character is a lucky shot, well CSL's vs cover or vs hit-locations or whatever to luckily hit the right spot. Or any other enhanced skill, power, etc... luck is just SFX in my book. So I appreciate your view Sean. But as far as adding or subtracting to dice, I like the Idea of a finite random limited availability points to play with as written in the second faith section. SL's with activation don't really do it for me.

     

    I like the mechanic for emulating open ended rare occurring all or nothing powers like my faith build.

  7. Re: Fortune favours the brave

     

    Personally I've always dismissed Luck as a single power and made them buy it as a multi-power with stunts. That's how most people play it anyhow, and when they get it, they tend to rely heavily on it, just like a power pool... *shrug*

     

    I do like the Faith idea above my post...

     

    I don't mind people not liking my Ideas, however knowing why would be interesting. Is it the general concept, the mechanics? Any suggestions?

    What turns you off about it?

     

    I don't want to put words in people's virtual mouths' date=' but I think he said he [b']did[/b] like it.

     

    That's what I get for having too many tabs open and trying to read them all.

     

    Sorry for the mix up. Glad you like it, any comments appreciated as I am in the world building process now and this hasn't seen light yet.

  8. Re: 6E: Weaponmaster, Deadly Blow, and Killing dice

     

    To be fair, it wasn't a core rule, but a genre rule. The only place Deadly Blow turns up in the core rules is as power description: "Deadly Blow, defined as an HKA 2d6, Armor Piercing (+½)" - which is actually one of the ways I did it in my game.

     

    If it had been left as a genre bit that might be appropriate for some games (it wouldn't be out of place in a high powered anime game, fr'instance, where pretty much everyone has super-killy weapons) that would have been cool.

     

    Trouble was, Deadly Blow as introduced in FH, was so unbalanced that players were soon clamoring for it everywhere, so it soon became a "pseudo core rule". I am delighted it's been fixed.

     

    cheers, Mark

     

    Your statements are all very true. Guess it was just misplaced and then over incorporated by players.

  9. Re: Fortune favours the brave

     

    Personally I've always dismissed Luck as a single power and made them buy it as a multi-power with stunts. That's how most people play it anyhow, and when they get it, they tend to rely heavily on it, just like a power pool... *shrug*

     

    I do like the Faith idea above my post...

     

    I dont mind people not liking my Ideas, however knowing why would be interesting. Is it the general concept, the mechanics? Any suggestions?

    What turns you off about it?

  10. Re: [Alera - Furies of Calderon] Advice on Summoning/Elemental Ally

     

    Hmm... Looks like metal crafting can also be used to increase the effectiveness of shields and armor. (See paperback, book 3, pg. 79).

     

    One way to create that would be: Force Field requires OIF (Shield or Armor). I chose FF because it costs end.

    Help me with chapter and context I have the ebooks in my blackberry so page does me no good. However I clearly remember that they do improve anything metalic on them as well as being able to "find weakness" in oponens metalic arms and armor.

    Good point on the distinction between the talent (for base points) and the perk for social status. It's quite conceivable (at least in game :)) to have someone with great furycrafting ability but not a matching social status. (Or at least an unknown social status, i.e. "Why in the world would you think I'm the bastard son of the High Lord of Aquitaine?")

    It actually hapens in the book. I wont ruin anything for you, but I believe Maximus could just as easily be an unknown bastard, uncle bernard is a Stead holder, wo then becomes count but could easily be abit higher in status if furrycrafting relate dirrectly to power.

     

    Not to mention you could easily loose your status, but your power wouldnt go with it. Atleast not all of it. Since you would probably loose some furries that belong the place you rule or what not.

    Two 'military martial arts' come to mind: the dualist / gladiator and the legionnaire. (From Paperback, book 3, pg. 47) (By no means implying there aren't others, just pointing out some of the many. :))

     

    Take care,

     

    Derek

    I agree here, the barbarians don't seem to have a particular amrtial art, but how avbout the Canim, have you goten to them yet? They are somewhere in the 3rd book.

     

    I am sure there would have to be more than one school of sword fighting lying arround.

     

    I am actually integating them all slightly difrent in my campaign but the essence is the same, and the culture extremely similar. I liked the whole concept quite a bit.

     

    Since you are currently reading them it would help if you could use your fresh mind to take notes of important stuff like powers used, status, organizations.

     

    I will probably read them all again to get ready for the final book in november anyway.

     

    Take care

  11. Re: [Alera - Furies of Calderon] Advice on Summoning/Elemental Ally

     

    As far as the actual furies, I'm inclined to think of it as a special effect myself. Perhaps with differing levels of 'visibility'. Meaning some powers seem to have the advantage Invisible. For example, when Bernard uses his earthcrafting for strength, the big dog isn't around. (At least that I recall.) And I don't recall him necessarily looking more muscular. Although being able to lift a gargant (just an example!), no one would assume that was his natural strength I guess...

     

    All crafting is visible by other craters of the same element, I would consider it common enough to be one of the 3 senses required by visibility. Furies do not have to be manifest for power to function. My point was that not all crafters can manifest a furry. Those that cant manifest are limited in their power scope. But a furry need not be manifest to use any level of power.

     

    Allow them to buy reduced endurance (but never zero), or endurance batteries perhaps? Heck, maybe even just purchase standard endurance with the limitation: Only For Use with Furycrafting (maybe a -1/4 if a GM is generous ;)). Heck, maybe experienced users just have more endurance, it's fairly cheap. Those are a few ideas, I'm sure other folks will come up with others.

    Yeah i was considering limited endurance, END pools would break the feeling of exhaustion that comes from crafting.

     

    I was thinking about some sort of Perk (?) which defines the upper limits of a furycrafter's power as well as their social standing. For example: Knights tend to be very strong crafters of one fury (IIRC), so you would have the social limitation of Knight , bound to duty, your superiors, etc. This also defines the AP available. Then you could add the disad "No furycrafting ability." Just the skeleton of an idea at the moment...

     

    I was thinking talent for base power and perk to match, because politics also define social power not just fury crafting.

     

    Hmm... Maybe these should just be packages? So many choices! :drink:

     

    IIRC, Earth crafters also seem to be able to use their fury to increase their seduction rolls...

     

    Packages will make your players life so much easier. :D

     

    Earth crafters can influence calm and languid feelings that calm animals and tend to put people in the mood. ;)

     

    I'm including them in a certain way in my campaign. So I would appreciate any thing you can share.

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