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Brian Stanfield

HERO Member
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Everything posted by Brian Stanfield

  1. Yup! That's the best part, I think. I don't ever mean to ruffle anyone's feathers, and you'll never hear me telling anyone they're having wrong-bad-fun. I think we'd all do better if we remember that there are no "official" ways to apply the rules, and that all our brainstorming is dependent upon our own personal campaign settings, game baselines and stuff like that. We're just here to draw from hundreds of years of experience in all the members, and to offer some new ways of looking at things. Otherwise, we could just all go sit and read the rules ourselves and we wouldn't need these discussi
  2. Sorry, @Ockham's Spoon, I was editing my post while you reacted to it. I may have added something that you’ll decide you don’t like. Just a fair warning! 😉
  3. I mentioned something about this at the very end of my post. Danger International had a way to spend character points for more money to buy better equipment. It worked great. It seems like a Resource Pool could offer a similar result. The balance standpoint is the only reason I brought this up in this context. So, the “found” equipment (theft, treasure, gifts, purchase) used to be what garnered experience points in D&D (not to defend that game right now). So the equipment was the experience points that allowed one to advance. Fantasy HERO is fortunately set up differently, but
  4. I appreciate your fight against that misconception. I was, of course, proposing an alternative to the equally aggravating problem in Fantasy HERO of who pays, who doesn’t pay? I’m not taking the stance that people must play this way, but several people have already said that the did play this way already, so I don’t think it’s going to kill the HERO System. It’s just a hypothesis on my part. Your mileage obviously varies.
  5. No worries, I didn't take it that way. I already knew what you'd say and inserted it into my mind for you! So I guess I should have been clearer. Multipowers aren't necessary for what I was saying. I'm riffing off of this conversation earlier this year, and I haven't been able to get it out of my head. The whole discussion then was about dividing magic costs or not, a la Fantasy HERO Complete dividing spells by 3 to reduce cost (If I remember correctly). Again, this amounts to Multipower without calling it a framework: you just get the cost benefit for free.
  6. Sorry, not in response to you, just the earlier discussion!
  7. Well, this is another good argument that has me thinking a lot more, lately, that all characters should be built with multi powers, some of which are limited by appropriate circumstances (weapons of opportunity, etc.), and let everyone build to concept without the argument over who pays points. Really, armor, weapons, equipment, etc., are all just special effects anyway, right?
  8. You're most welcome. You'll find that the forums are a great resource! You've got centuries of cumulatively applied experience to draw from. You'll also find that if you ask one question, you'll get 18 answers! The real problem will be narrowing down the choices that work for you.
  9. I think Doc is on the right track here. Because the crystals hold the magic, you’re really looking at a Skill roll, whether it be a science skill, knowledge skill, magic skill, or whatever. You could even have the effectiveness determined on a scale based on how well your roll succeeds. Remember the basic rule of power construction, @vindcara: The mechanic and the special effects are separate. The crystals and the bombs are the special effect, while the driving mechanic overall seems to be the creation of runes out of the crystals. This is clearly a good fit for a skill roll,of some kind.
  10. The nice thing about low fantasy is that mundane weapons, STR minimums and CHAR maximums, etc., will make the damage doubling less of a problem. If you were going to play all-out animé fantasy with ten foot flaming swords or whatever, it's a lot harder to cap the damage. The magic that does exist in low fantasy is more ritualistic in nature, and is also inherently limited by extended time constraints, rituals, etc.
  11. That's kinda why I do it as well. I'm a first-time GM for HERO, and need to reinforce everything I can going into each session!
  12. I forgot to mention this before: pages 6-12 of the HERO System Basic Rulebook are an excellent introduction to the HERO System. Those 7 pages are a lot more useful than the "HERO in 2 Pages" document. It explains all the basic concepts, but also includes a guided tour through the character sheet, which I always find immensely useful for new players so they can become familiar with what they're looking at. As @Duke Bushido said, the Resource Kit is perhaps the best summary/introductory document HERO ever did, but it's for 5e. Most of the material is the same, but if you're commit
  13. Without going through the entire document again, I'm guessing it may be an Activation Roll for armor, which is a pretty common strategy for creating sectional armor that may sometimes "fail" to cover an attack.
  14. There is a doubling rule for gadget pools. I haven't really worked it out in full, but I was brainstorming something about charges, time delay between charges, etc. etc., for an additional 5 points per doubling. I'm not sure it'll get to where you want to go though, so it's a pretty half-baked idea. On the other hand, and this is why I asked my original question, because you're buying the crystals as mundane equipment and then modifying them, you are effectively enchanting mundane objects, which implies all the limitations the other folks listed above (OAF, real weapon, etc.). It s
  15. It’s going to depend, first, on what you mean by “get.” Is the bomb an actual piece of equipment, or part of a gadget pool? Is it a Power that is limited by a focus? Is it a spell that’s been cast in order to enchant a physical object? If you can fill in some of those details (which will obviously be campaign-dependent) it will help answer your question.
  16. Someone brought up Gandalf a few pages ago as an example of an overly powerful wizard, and I forgot to point it out then: we almost never see him actually use magic! It's been too long since I've read the books, but the movies show him use magic maybe 4 times that I can think of off the top of my head. We also see him in a lot of combat with his staff and a sword. So he is a perfect example of a character with no class. (Heh. Makes me think of my favorite Fat Albert joke: you're just like school in the summertime . . . no class). I say this to point out that I think we're trained
  17. By the way, this fits just as well in your other discussion about basic combat rules. I used the same approach as most everyone described, using the Basic Rulebook in order to minimize the technical shit-ton of information a new person has to sift through. This is truly a problem I deal with regularly as I'm teaching complete newbies to the HERO System, as well as some who are completely new to roleplaying in general.
  18. One of the things I devised in a long, complex magic system (which I won't rehash here, but resembles what Chris Goodwin wrote earlier) is a Multipower associated with the wizard's spell book. They could "prepare" their slots via study and skill rolls, and if they ever wanted to change what they had available they'd have to study again and do their skill rolls. This was devised mostly as a buffer against the "just the right spell available for every possible situation" type of problems. Just another bit of gristle to chew on.
  19. I was the same way when I came back to HERO System after 25 years. I jumped from 3e to 6e and my mind was blown. I've found that the 6e HERO System Basic Rulebook is a really good, concise introduction to the rules. It's also what the Complete books are based on, but I use the Basic Rulebook for my new players because it is genre-neutral and doesn't get hung up on setting or genre specific rulings. And it's much less intimidating at 130 pages.
  20. I don’t want to alarm anyone, but that tropical depression appears to have originated at a secret Mexican laboratory, marked “X” on the map!
  21. Yup, Xotl put it together a few years ago after this long discussion. It’s really quite well done.
  22. For what it’s worth, there are a lot of playing aids in the downloads area. I mean a lot! See if there’s anything you like that you could use as handouts. Or get ideas to create your own handout. [Name redacted] is such a nerd that he actually owns a laminator to create player aids as laminated cards to have on hand each game session as [name redacted]’s players learn the game.
  23. I encourage you to at least look at the first paragraph about Kayfabe. Not only is it fascinating as a sociological study, it fits perfectly into a wrestling hero. The audience and fellow wrestlers actively suspend disbelief in the interest of better drama. They’re all participating in mutually gaming the game. Seems to fit into the spirit of your game here.
  24. Thanks, Ninja-Bear. Do you know if this wall of text is from the Adventurers Club #17 that I mentioned above?
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