Jump to content

Brian Stanfield

HERO Member
  • Content Count

    1,232
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    Brian Stanfield reacted to chall in 6th edition hardcovers?   
    Thanks, but I missed Monster Hunters International Employee Handbook and Role-playing game in the original post. I know that was a hardcover. I own it (now, friend had one and didn't want a fortune for it)and the others in my original post but just wanted to see if there were others that were produced other than what I knew of. Thanks everyone!
  2. Like
    Brian Stanfield got a reaction from Ninja-Bear in "A Champions Conundrum"   
    I’m going to put in a quick vote for HERO System Basic Rulebook, like I always do. It’s what the “Complete” games are based on, but is genre neutral. Maybe this is more problematic for you and/or your group, but I’m using it now for a 6e version of Pulp HERO, which never got translated into 6e. It’s working great so far because all the rules are presented in a little over 100 pages so it condenses things down for newbies. But it does require a lot more prep time for the GM, especially if you create their first characters for them (which I recommend) so they can focus on learning the rules before they have to create anything themselves. But I can honestly say the first 10 pages of an introduction gives new players a great overview which is more useful than the “HERO in Two Pages” document. 
  3. Thanks
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    Woo-hoo! 
     
    Okay, folks, Jason has AC issues 1 & 2 now.  I'm just scanning them; I'm not doing any of the clean up or restoration, nor do I know who is.  I am scanning in 1200 DPI and sending them as PNG (my current set up doesn't do vector files.     ) to make sure they get the best head start I can give them.  I would love to do it from start to finish, but there is a serious time problem. 
     
     
    On the plus side, I have been given carte blanche to make better copies of anything currently available in the HERO Store!   It's going to take a lot of time, as I'm working without my good system, and with way less time than I had when I was working my old job, but I'm excited!
     
    I mean, I can't be the only one tired of looking at that weirdly-cleaned up Enemies book or that partially-counterfeit 1e rules book with the 2e character sheets, can I? 
     
    There is nothing on the near horizon (save perhaps my personal 2e PDF, which is ahhh "vahra anahs....", but the one in the store is pretty good as-is (though mine prints better ;).  For the moment, scanning AC is my priority, so don't look for anything any time soon unless it's something I have already done and remembered to submit. 
     
    I just got excited and wanted to share. 
     
     
     
     
     
     
  4. Like
    Brian Stanfield got a reaction from Lord Liaden in 6th edition hardcovers?   
    I don’t believe that Book of the Empress was a hardcover. I’ve never seen it at least. I was sure that is was hardcover until I went and looked on my shelf and saw the paper copy sitting there. Also, you probably won’t be able to find a hardcover of MHI at a reasonable price. Although it does exist, it’s rare. 
     
    Good luck with your quest. It took me at least a couple of years to find all the hardcovers at reasonable prices. I think maybe Champions will be the hardest one to find. You can still get 6e2 right here through the store, so don’t fall for any of those “collectors’” prices. I used to search eBay pretty regularly for a couple of years and I eventually found all the others. It can be done, just be patient and don’t feel like you have to overpay to get a copy of something. It’ll show up eventually. 
     
    By the way, for what it’s worth, you can get a lot of the books through the store here along with PDF copies in the same bundle. The series of blue paperbacks (Skills, Equipment, etc.) are available as POD and they’re much more useful for actual gameplay and are worth adding to your collection. All of these paper copies come with PDFs pretty much anywhere you get them, which is pretty useful. 
  5. Thanks
    Brian Stanfield reacted to pbemguy in Top Secret RPG   
    GM update: The game finished! We completed the module by PBEM! This was an amazing group. The experiment was: Take a Top Secret module and play it with Champions rules, set in the era (in this case 1981).
     
    Success! Thank you to everyone who participated! Highly recommended concept!
  6. Like
    Brian Stanfield got a reaction from drunkonduty in Why NOT use a multipower for magic?   
    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 discussions.
  7. Like
    Brian Stanfield reacted to Duke Bushido in Terran Empire plus   
    I've got to get to bed,
    so if you will accept it at least short term, I'll summarize:
     
    It's an intellectual distaste.
     
    I have no problems with separate worlds / separate universes / no; not a multiverse; it's just a whole different book now, and these two authors don't both write about the same universe--
     
    None whatsoever.
     
    It's not really enjoyable for me when two distinctly different writers tell stories in the same world or with the same characters (might be part of why I never got into comic books; I don't know).  It's somewhat bothersome when one guy steps in and just changes how the physics work.  And of course, there are my own notions of building and progression.
     
    Supers isn't my bag, but I'm not exactly _opposed_ to it.  I can enjoy it, but I'd rather enjoy something  else, given the chance. 
     
    Fantasy is a longing for an age that never ever was.  Sci-fi is a wondering about what may someday be.
     
    Having to accept that it makes some sort of sense that what might someday be is built on a history of what never was makes me throw up just a little bit in the back of my mouth.
     
    And in the case of HERO-- there wasn't even any _reason_ to do it.  None whatsoever.  None.  It wasn't relevant to _anything_ that had gone before, and nothing in the product line up depended on it happening.  You in no way had to even accept the existence of other genres to play any sort of game you wanted, as they didn't step on each other's toes unless you wanted them to.
     
    In effect, Steve put an expiration date on the very birth certificate of every official setting-- every official game (all five or so?  Lucha, Narosia, CC, FHC, MHI.  Wait-- PS 238-- all six) that will ever be published.  Why would my team of barbarians and wizards and dwarves clerics be motivated to adventure and improve the world?  It's going to die and be replaced by pollutants, smog, cars, chain smoking, television advertisements, and people working two jobs just to pay their bills, wondering what the hell "savings" are.   Which will suddenly give rise to superheroes, that will make everything that awesome Palladin ever did look like cold soup.  Of course, that's going to die out too, and for no good reason, and after a bajillion years of magical realms and creatures and magical superheroes and super science all of a sudden we're going to fall back on hard science, real, people-busting-their-brains to make this a reality science--- without the aid of the super geniuses that just stopped existing all of a sudden-- and build these incredible machines that just a few years earlier were taken completely for granted yet have suddenly and instantly disappeared from our collective conscious along with superheroes, and then go off to have adventures among the stars....
     
     
    Seriously.  It's cringe-inducing.  It's like when a six-year-old suddenly wishes all of his favorite book characters lived in the houses on his block.  It's just.....
     
    It's bad, Dude.  It's just really, really bad.  I always feel like I should help him make excuses for how that accidentally got into the rules.....
     
     
     
  8. Haha
    Brian Stanfield got a reaction from Korren9 in Hero Designer (HD) on Apple Mac Desktop or Laptop   
    Wow! That whole process was almost as complicated as making a Champions character by hand . . . 
  9. Like
    Brian Stanfield reacted to Simon in Hero Designer (HD) on Apple Mac Desktop or Laptop   
    Yes, of course....helping someone troubleshoot a bad installation of Java (not HD) means that pen and paper (and keeping track of all of the HERO System rules surrounding character generation) is easier.  Couldn't be clearer.
  10. Like
    Brian Stanfield got a reaction from Korren9 in Hero Designer (HD) on Apple Mac Desktop or Laptop   
    If I recall correctly, I had the same problem on my Mac. I think I deleted every bit of the installed HD files, restarted and reinstalled and it ran fine. 
  11. Like
    Brian Stanfield reacted to Brennall in Tabletop Simulator   
    Just in case you would thinks have not been moving forward ... 
     

  12. Like
    Brian Stanfield got a reaction from drunkonduty in New to Hero question   
    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. 
  13. Haha
    Brian Stanfield reacted to Doc Democracy in Why NOT use a multipower for magic?   
    I think you'll find, Brian, that the phrase is BadWrongFun and has NO dashes.....
     
    😄
     
    Doc
  14. Like
    Brian Stanfield reacted to Panpiper in What are the typical starting point/power levels these days?   
    I'd rather leave the seat open for someone fresh to Hero, so maybe we can gain another convert. We need the new blood. I am already sold. 😉
     
    I sure would like to know their build house rules though.
  15. Like
    Brian Stanfield got a reaction from Doc Democracy in Why NOT use a multipower for magic?   
    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?
  16. Like
    Brian Stanfield reacted to Ockham's Spoon in Why NOT use a multipower for magic?   
    Thanks for the warning.  There are always trade-offs, but the great part of the Hero system is we get to choose which ones we want to make.
  17. Like
    Brian Stanfield reacted to Xotl in Fantasy Hero Primer   
    Thanks for the kind words.  The armour activation roll rules are from 6E2, pp. 210-212, or Fantasy Hero Complete p. 194; I'll add a page reference to this in the next revision.
  18. Like
    Brian Stanfield reacted to Ockham's Spoon in Why NOT use a multipower for magic?   
    I never played a Danger International game, but I am intrigued with the Resource Pool concept as a way to manage 'experience' and money.  I may have to give that a try in my next campaign.  That does make it a little more D&D-esque as you note, but if I give a warrior a big chunk of character points via a magic sword, then I can more easily justify letting the wizard buying an expensive new spell without having to resort to a multipower and trying to balance it.
  19. Like
    Brian Stanfield got a reaction from Ockham's Spoon in Why NOT use a multipower for magic?   
    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 the found magical equipment sets up a different kind of problem, as is always discussed in these forums: now everyone is carrying “free spells” in their flaming swords and exploding arrows and such, so why does a wizard have to pay for his magic? It’s obviously going to depend on the particular campaign setting, so can’t be answered in any “universal” way for all settings. But it’s still another balancing problem which kicks the can down the road. 
     
    This is why I simply hypothesize the “pay for everything” approach. I don’t want people to have to build everything, as Old Man says. That’s a total pain. But the Equipment Guide is pretty thorough, so they won’t have to. But realistically speaking, who pays attention to all their mundane equipment? I’m playing in a D&D game right now where I have a bag full of stuff that I started with. I probably won’t use most of it. Let’s face it, the only equipment people really care about is their weapons, and we obsess over their  capabilities. That’s the quickest way to break a good D&D game, and Fantasy HERO suffers from a similar problem. 
     
    Perhaps I say that if you keep that magic item you stole from the bandit king, then you should pay points for it, which is pretty much the approach that Fantasy HERO suggests in several places. Cool. It’s like a Power Trick in Champions: use it once, that’s ok, use it many times, you should pay points for it. I’d say the same thing with magic items in Fantasy HERO. What about the mundane equipment? Well, that’s why I suggested a Resource Pool. I’ve got my “adventurers pack” full of stuff that I never really think about. I’ve never stopped to lament that I only had ten torches when I should have bought five more. We almost never even us the first one, except perhaps for narrative effect. It’s just there, in the background where it belongs because who really cares about that crap anyway? So, let’s just make the adventurers pack a Resource Pool that I have a set number of points for, and I’ll fill it with equipment worth that many points, but maybe it’ll be rearranged when we get to town. I’m just spitballing here, but it works. It worked in Danger International too, all you have to do is justify how it works (how do you get the items, etc.) Any found item can be added to the pack, but if you want to keep it it will need to replace some other item. 
     
    The “loaned” sword issue is already resolved in what I wrote above: everyone should have their own Attack Power defined with a “weapon of opportunity” Limitation. If swords are defined in my game as 2d6 KA on average, then I take that Power with the “weapon of opportunity” limitation. It could be my sword, your sword, or one I found in the lost temple of Thunder Mountain. If it’s a “magic” sword, maybe it simply adds Skill Levels to your ability to use a sword. Apply them to DCs or OCV, However you want. Remember, the “magic” on a sword is a special effect. I hand the sword to you, you get the Skill Levels that go with the magic sword.
     
    What does that do to our accounting of our Character Points? Well, things get a bit wonky once I start lending out my magical equipment. This is why I suggest a Resource Pool, which is a fancy way in HERO-speak of saying, “I’m going to handwave this.” Seriously. If the magic sword, packaged as Skill Levels, gets lost or is lent to my friend, I’m out those specific points and I’m entitled to replace them with some other equipment of equivalent value. And the borrower would have to lose some points to be able to keep it. If it’s just temporary, who cares? Don’t do the accounting because it’s a pain. And let’s be honest, who does all the nit picky accounting for all their gear anyway? 
     
    My point is this: we all choose to ignore or handwave certain things, and enforce others in our games. That’s GM fiat and not some universal RAW. Some people use Multipowers for magic, others don’t, others allow for a divisor to the real cost. Then they decide what to do about equipment, magic equipment, magic weapons, etc. plenty of different solutions have been offered in the forums. Again, it’s GM fiat, it’s campaign setting-specific, and it’s really up,to the taste of the group. Do we waste our time tallying every bit of weight that we carry around in order to enforce encumbrance  rules? Some do, some don’t. It’s important to some people that they are carrying 15 rather than 10 torches. Others will just handwave the problem away. I’m just offering an internally consistent way to address some of these problems. I don’t claim wrong-bad-fun if nobody else wants to try it out. 
  20. Like
    Brian Stanfield got a reaction from massey in Why NOT use a multipower for magic?   
    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. 
     
    So there's nothing that says you couldn't charge points for everything, as suggested by Doc Democracy in the link, but keep the DCs low. No need for Multipowers either. But the ongoing debate in Fantasy HERO is how to keep free equipment balanced with purchased spells. Simply making everything purchased solves the issue. The equipment builds are all available if you get the Equipment Guide, or any number of sources. Use those guidelines, and add another Limitation: weapon of opportunity, and you're good to go. So a fighter has a 2d6 KA with all the typical data (OAF, real weapon, roll required, etc., and add "weapon of opportunity") and he can use any weapon he has a Weapon Familiarity with. If he loses it, he's without his "power" until he finds another weapon. He can also have an RKA to go with it, with a similar build. Armor would follow the same model, with PD caps based on the campaign guidelines. Make them really low for low fantasy, or really high for Fantasy Champions. Levers, dials and switches to your taste, and we no longer have to argue about how much a spell should cost to "balance" the free sword that requires a WF of some sort. The arguments become moot (ok, who am I fooling? The arguments continue on just because . . .) and we have some internal consistency.
     
    I know, I'm taking this discussion sideways, but it really comes back to the same issue as we usually see: how to balance magic with mundane equipment. All that mundane equipment, by the way, that was built with the Powers rules in the first place anyway. It's all just special effects for the powers. Giant sword-wielding plate-male wearing warrior? Same as a KA casting, Armor casting wizard. Just different special effects. Spell ends? Re-cast it. Sword breaks? Just get another one. 
     
    Ok, that's just a little bit more description for what I'm proposing. Just another way to conceive of it.
     
    One quick edit: I forgot that the discussion I linked was revolving around Resource Pools for magical items and equipment. I misremembered it as Multipowers and inserted my foot into this discussion. Sorry. But the point still holds: once people can start buying magic items in Fantasy HERO, all bets are off as to why we all shouldn’t be paying points for our equipment anyway. 
     
    I actually prefer low fantasy with little to no magic, but it still holds, just with much lower campaign limits. Even heroic level games like Danger International offered ways to use character points to buy more money in order to get better equipment. So why not just eliminate that mediating step and just pay points for equipment?
  21. Like
    Brian Stanfield got a reaction from Chris Goodwin in Why NOT use a multipower for magic?   
    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. 
     
    So there's nothing that says you couldn't charge points for everything, as suggested by Doc Democracy in the link, but keep the DCs low. No need for Multipowers either. But the ongoing debate in Fantasy HERO is how to keep free equipment balanced with purchased spells. Simply making everything purchased solves the issue. The equipment builds are all available if you get the Equipment Guide, or any number of sources. Use those guidelines, and add another Limitation: weapon of opportunity, and you're good to go. So a fighter has a 2d6 KA with all the typical data (OAF, real weapon, roll required, etc., and add "weapon of opportunity") and he can use any weapon he has a Weapon Familiarity with. If he loses it, he's without his "power" until he finds another weapon. He can also have an RKA to go with it, with a similar build. Armor would follow the same model, with PD caps based on the campaign guidelines. Make them really low for low fantasy, or really high for Fantasy Champions. Levers, dials and switches to your taste, and we no longer have to argue about how much a spell should cost to "balance" the free sword that requires a WF of some sort. The arguments become moot (ok, who am I fooling? The arguments continue on just because . . .) and we have some internal consistency.
     
    I know, I'm taking this discussion sideways, but it really comes back to the same issue as we usually see: how to balance magic with mundane equipment. All that mundane equipment, by the way, that was built with the Powers rules in the first place anyway. It's all just special effects for the powers. Giant sword-wielding plate-male wearing warrior? Same as a KA casting, Armor casting wizard. Just different special effects. Spell ends? Re-cast it. Sword breaks? Just get another one. 
     
    Ok, that's just a little bit more description for what I'm proposing. Just another way to conceive of it.
     
    One quick edit: I forgot that the discussion I linked was revolving around Resource Pools for magical items and equipment. I misremembered it as Multipowers and inserted my foot into this discussion. Sorry. But the point still holds: once people can start buying magic items in Fantasy HERO, all bets are off as to why we all shouldn’t be paying points for our equipment anyway. 
     
    I actually prefer low fantasy with little to no magic, but it still holds, just with much lower campaign limits. Even heroic level games like Danger International offered ways to use character points to buy more money in order to get better equipment. So why not just eliminate that mediating step and just pay points for equipment?
  22. Like
    Brian Stanfield reacted to Ninja-Bear in Fantasy Hero Primer   
    Armor roll I’m guessing is just a renamed Activation Roll. And that is in FHC. It’s a nice way to have sectional defenses when you don’t want to use hit locations. One problem I had with it was my my brother couldn’t make an activation roll to (literally) save his life. I would consider at least giving everyone 1 DEF that always works. It doesn’t add to armor but works if the roll fails-unless the poor fool rolls an 18.
  23. Like
    Brian Stanfield reacted to Duke Bushido in Why NOT use a multipower for magic?   
    Ditto!
     
    D&D had me _convinced_ that I hated fantasy role playing even more than I dislike the genre overall.
     
    Our original "hey, let's play fantasy with Champions!" game was something we just sort of _slipped_ into, and I have to say that the difference between "fantasy HERO (cough-cough-*champions*-cough cough) and D&D wasn't just extreme, it was both liberating and eye-opening.
     
    However, I _do_ tend to discourage Lightning Mages from wearing metal armor.
     
     
  24. Like
    Brian Stanfield reacted to Chris Goodwin in Why NOT use a multipower for magic?   
    My own words above are the sort of dismissive drive-by that I normally despise, so I'll illuminate a bit. 
     
    By Fantasy Champions, I mean: tending toward higher power levels, most of the superheroic combat and character options, a bit less GM oversight over world design.   Pay points for everything, generally Power-focused builds.  Characters get built to DC/DEF/CV caps.  
     
    By Fantasy Hero, I mean:  lower power levels, Normal Characteristic Maxima, generally Skill-focused builds, a world and magic system(s) designed by the GM.  Combat options: Bleeding, Hit Locations, Impairing/Disabling, Knockdown, Encumbrance, normal equipment doesn't cost points.  
     
    It shouldn't surprise anyone that I favor the latter play style.  Given that this thread is specifically discussing Multipowers for magic, I'm not going to say this play style precludes their use, and I've been at least partly defending magic as Multipower herein... my tendency as a GM is to more heavily restrict magic as part of a magic system, which means that if Multipowers are used for magic, they fall under whatever those restrictions are.  
     
    I'm pretty strongly against charging points for normal equipment.  I think it's for historical reasons; my preferences were pretty heavily formed by the standalone, Hero-as-house-system games, rather than the universal HERO System.  It's also partly because I don't want to have to work out all of the point costs for normal equipment.  (edit)  It's partly because, if a character's sword, or his sword and daggers, or his sword, daggers, shield, and crossbow, are part of a Multipower, it starts looking more like a "Brick Tricks" Multipower.  (/edit)  And partly because, to me, the combination of lower point values, Normal Characteristic Maxima, Strength Minima on weapons, encumbrance, and so on, seems to give a more organic feel than does building to caps.  
     
    All of the above having been said, I have played in a short-lived Fantasy Champions game that I quite enjoyed.  I hoped it would go on longer, in fact.  
  25. Like
    Brian Stanfield got a reaction from jfg17 in Fantasy Hero Primer   
    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!
×
×
  • Create New...