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SCUBA Hero

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Posts posted by SCUBA Hero

  1. Bought a copy of Western Hero and am reading through it (thank you, Christopher R. Taylor!).

     

    Do any of the Western Herophiles have or are interested in making 6E WH character sheets for:

     

    1.  Marshall Matt Dillon (Gunsmoke)

     

    2.  Lucas McCain (The Rifleman)

     

    3.  Ben, Adam, Hoss, and Little Joe Cartwright (Bonanza)

  2. On 12/18/2021 at 4:05 PM, Beast said:

    battle ranges the to be expanded
    normal in Hero is 2m
    for me that is sword(rapier)range
    next is 1m dagger(mostly stabby weapons, some slash)Swords lose +1 OCV, too close to swing a 2handed axe, etc....

    grapple(closer would be having sex)stabby weapons can only apply 1/2 of normal strength(not 15 down to 10 but 15 down to 8

     

    (Going off of memory here, I can look up references if need be...)

     

    First edition Fantasy Hero had something like this.  There were Short, Medium, and Long weapons, (think dagger, sword, polearm) .  In a fight between a character with a Short weapon and a second character with a Medium weapon, the Short weapon was at -1 OCV until he hit, at which time the Medium weapon was at -1 OCV.  This represented fighting at optimum range for each weapon.  You may be able to use or modify that.

  3. 19 hours ago, dmjalund said:

    so credit is a measure of how far you can 'Push' your weath? does this mean using credit costs END and requires an EGO roll?

    You jest (I think), but this is the concept I'd run with if I was GM'ing a modern campaign...

     

    Well done! 👍

  4. That feels very comic-book to me.  ViperNinja either *allows* Mookbasher's shield to hit (I'd give him a PER roll to see the incoming attack and allow it to hit, otherwise his instinct is to use full DCV against the attack) *and* probably pretends to be KO'd, or uses his DCV to get out of the way of the attack - thereby revealing himself.  I don't have an issue with that.  Heck, even if the attack hits verses full DCV and he doesn't go down, that reveals him as well.

  5. I never did understand the reasoning behind the "you can't buy PSL's to counter the effects of x".  Meh - just buy 5 point CSLs and make a custom Limitation that makes the overall cost come out the same as a PSL.  Technically rules-legal, I would argue, but counter to the spirit of RAW.  Then again, as GM, I would probably allow PSLs on a case-by-case basis (our group looks for balance and exciting challenges and bases decisions on those criteria).

     

    But for my Speedster, AOE Non-Selective simulates his Punch-A-Group! well.  He goes into such a frenzy of striking that he (tries to) hit everything in range.  Perhaps at some point he'll get the experience (points) to buy Selective, once he gains more control...

  6. 8 hours ago, Ockham's Spoon said:

    If you want your character to be really good at taking on a mob, buy an Area Effect attack, with the special effect that it is rapid bunch of individual attacks.

    This is the route I used for my WWII speedster - "Punch a group".  The thing is, he doesn't have enough Active Points in the MP to add the Selective Advantage.  At some point, I think he's going to have to use that on a mixed group of mook allies and opponents - and then turn himself in to the UCMJ for assaulting friendlies.  Hopefully none of the affected friendlies will want to press charges...

  7. On 4/19/2021 at 7:18 PM, Derek Hiemforth said:

     

    I like this idea.  I'd suggest only putting the Talent descriptions and the critical "how this actually works in play" information in the main part of the book.  The "under the hood" details of how the Talent was constructed from other Powers and such, I would put in an appendix at the back of the book (or maybe even put it in a free PDF download for folks who are interested, and don't put it in the book itself at all). 

    Yes!  Very similar to how I make character sheets for convention games; effects are on the sheet, I have the build in case it becomes relevant.  I ran "Nazi Death Zombies of the Congo!" this way.  What the player cares about the elephant rifle:  It hits *hard*.  Accurate at long range. Two shots, then takes time to reload.  So make those shots count.

  8. 9 hours ago, Hugh Neilson said:

    Of course, nothing stops you from making a Called Shot with a Haymaker maneuver...

     

    Well I'll be darned.  You can't Haymaker a Maneuver (other than Strike), and I was sure a Called Shot was a Maneuver... but it's not.

     

    New tactic! 

    On 3/15/2021 at 6:18 PM, Duke Bushido said:

     

    The question, assuming that penalty is 5 or less, is "what would make Haymaker the better option here?"

     

    When evaluating this, keep in mind that a Haymaker misses if the target moves or the attacker takes Knockback or is Stunned or Knocked Out.

  9. On 12/30/2020 at 11:40 PM, Gwarh said:

    I'd like to see some sort of "Grit" stat (not sure what I'd use in HERO for that? Presence? EGO?) on which each part in the duel has to roll against their "Grit" and if they fail they draw their gun. Each round they succeed the next round is at a cumulative -1 to simulate the building tension till one of the parties snaps and goes for their gun.

     

    I'd use Presence vs. Ego for this.  Presence is intimidating the other party; Ego is keeping your cool and not drawing first.

  10. On 12/31/2019 at 2:48 PM, Chris Goodwin said:

    I've been playing Champions in 6th edition, and at the table in play it's just as FUas I remember Champions ever being.

     

    This!  Most of the changes between editions have been in design or clarification, not actual game play.  With a few exceptions, such as "is END 1/5 or 1/10 Active Points?", "is range -1/x" or -2 per distance doubling?", "is it 2xEGO or EGO +10?".

     

    And we do like to debate design (I know *I* do!), but actual play hasn't changed that much.

     

    When I ran Pulp Hero at cons, I had the weapons play specifications on the character sheets that I handed out.  I had the builds  on my side of the GM screen, just in case it mattered, but it wasn't generally relevant to the players.  Also it was easy to describe in words what they did to someone not familiar with Hero System.  "This is a big-game rifle.  You get two shots, then need to take time to reload.  Whatever it hits tends to go down and stay down.  You may want to make sure the two chances you get before reloading hit the target."  Someone with Hero System experience can read 3d6 RKA, +1 STUN, +2 RMod, 2 Charges, Extra Time (1 Phase) to reload.  It worked well.

     

    And of course I have my own preferences, but at the end of the day I'll play whatever Hero edition game is out there, with whatever house rules.  If I'm running, then I'll run my own preferences.  But IMHO the edition holy wars are a BAD thing for Hero Games, especially given the relative scarcity of players.

  11. Hi Chris!  I have backed Champions Now, not sure if it'll fund though... 

     

    Rules question (I have downloaded and read through the playtest doc):  I didn't see anything specific in the playtest doc, but in Champs I-III the X1.5 and X2 damage for Martial Arts were done by multiplying the character's Strength.  By that method, I get 18*1.5 = 27 5d6 Martial Punch and 18*2 = 36 7d6 Martial Kick for Greenstick (like the name!).  How did you derive 6d6 and 8d6?  (Am I missing something?)

     

    -SCUBA Hero

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