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greysword

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  1. All of my group's characters had skills that were both related to the power set and for background use. However, generally all of them are useful at some point in the campaign. Also, characters choose to spend CP on new skills that may prove useful in the coming encounters, which also inform their backgrounds. In our current game, my character started as a PhD teaching student, so she had Oratory and Persuasion to start the game. Recently, we discovered the team needs a public relations person, so I spent all 8 points from our last couple adventures to add the KS and PS Public Relations and Charm. These will be for non-combat encounters, obviously, but it also informes the character's background and possibly her future career. I hope this helps.
  2. One other thing about the question, "why do we add an 11 to OCV", It appears that in skill tests an 11- is considered Competent: Champions Complete pg. 23 Thus, I think the 11 assumes the hero is already "competent" at using their powers, as they've likely spent time practicing (hopefully, at least 🙂). OCV is then used to increase the attack skill above competent at a cost of 3CP per +1 Attack, much like any other skill (which usually cost 2CP per +1 skill increase). This seems like an easy way to explain why the 11 is in the equation.
  3. This is an excellent set of points! We should write down the "Attack Skill" with the 11 already baked in. My second character was a martial artist, so to keep it straight, I wrote down the "attack skill" for each of the most used scenarios (basic attack, full attack, full defense, etc) with the 11 already added. It made it easy to to simply declare my intentions, roll the dice, subtract the die roll from the "attack skill" and tell the GM that I hit that number of less in Defense. It worked smoothly. However I will say, the hardest thing for me to remember (for some reason) is Knockback! I always forget to do it and then how to find out how much should be applied.
  4. Thanks Brian! That's a great question, so here's my history. So, our group met for session 0 on June 19th, 2016. Here, we learned about the setting and what sort of characters we'd need. Before this, my encounter with Champions (and the Hero System) was 4th edition, where I made a character that was never played. This was back in 1995-ish. So, this game was technically my real first encounter with Hero. We played every other week in our current game through mid November, and unfortunately, our GM had to resign. I took up the mantle of GM for the group for our December 11th game, and stayed in this role for about 10 months. Since then, we've been rotating the GM role, and I've been a player. I don't have the two large blue rule books, mainly because 6E1 was going for about $200 at one point. Now that they are Print on Demand and I've been in the system for about 3 years, it might be time. 😉 Instead, I've just been using Champions Complete as the rule book, Hero Designer for characters (PC & NPC), and the various Villain Books and modules available. Oh, I should say that I've been an on again/off again gamer since the 1980s. Played AD&D and Star Frontier a lot in Middle School and High School, but then mostly stopped. I had a nice run for a few months on D&D 2E in the late 90's, but nothing since then until Hero. I don't think the to hit rolls have been that much of a problem. Myself and all of the other gamers new to Hero that we've collected (about 6, I think) all caught onto the system pretty fast. However, none are casual gamers. The good news is we have a "new to gaming" player that is about to start in a few weeks (not you, Chris). If there is anything you'd like us to do or record, I'm happy to run the experiment. 😁 Just let me know. Thanks and I appreciate the welcome! A long-time Hero system user, friend, and gamer in our group was surprised when Steve Long answered a rules question for me, himself This is an awesome group of gamers on the Hero boards!
  5. Ok, I made it through page 1 and a third through page 2, and now I'm going to speak. 🙂 I'll finish the rest of the thread later. First, I think it is a fool's errand to reduce Hero to a shell of what it is just to please the casual gamer crowd. RPG gamers are usually among the more intelligent and imaginative of the human race. To dumb down the rules for them is almost an insult. Anyone that can learn D&D (any version) can graduate to Hero. Hero is more complex on purpose; because, it is for the intermediate to advanced crowd. Those who spend enough time with the cookie cutter D&D character design and mechanics will eventually want to graduate to something more freeing. That's where even the basic Hero game rules come into play. However oif the crowd wants to stay with the standard d20, no amount of rules manipulation will bring them over. In reality, Hero is very easy to play for a novice. All they need to know is what the powers do, how many dice they need to role (to hit and damage), and the basic to hit formula (as mentioned): 11+ Offense - Defense = roll needed. Or to describe the other way to do this: 11- to hit roll + Your Offense =or < Bad Guy's Defense. Usually it takes 2-3 rolls for new people to get this and enjoy it themselves. We just stop with the acronyms (OCV/DCV) and call it by the first letter. That is all they need to get it and have fun. The GM can work with the rest to make the game fun and if this is a longer running game, they will pick it up. Now, if we want new groups to start on their own without any knowledge of Hero, then they only need 2 things: a "Complete" rule book and Hero Designer. I don't own those massive tombs called 6E1 & 6E2; I have Champions Complete, and I'm able to GM a fun and engaging game from that book alone. Honestly, when people say "on 6E1, page 24..." I roll my eyes. 😀 Champions Complete is succinct enough to get the main mechanics and rule set in a way that makes it easy to digest. It isn't nearly as hard as Shadowrun, for instance. But, I digress. The second thing they need is Hero Designer. I think if this was a free program, then it would make the system more accessible and make it so others would like to give it a shot. The software makes character creation simple and fun, and it has enough of an explanation embedded with it to allow new players to understand what they are getting. Of course another way to do this would be to make the Hero rule set available and free (or low cost) on a software platform that is widely adopted already, such as Hero Lab. If the people who already have Hero Lab can pick up Hero for very low cost, they'll do it just to have in the inventory. It would also make tracking game elements easier for new players. Ok, I've prattled on enough, I suppose. In summary, I think Hero should be considered an Intermediate to Advanced RPG, that players from more mainstream systems (such as D&D, Pathfinder, Star Finder, and Mutants & Masterminds) can graduate to, as Hero provides more choice over the cookie cutter character design and game play of those systems and a better to hit and damage system. It should not be dumb down just to appease the casual gamer crowd. If we want Hero to gain more traction in the community, we need to get the "Complete" rule books on the shelves and either make Hero Designer free or link up with a popular RPG gaming software like Hero Labs. Lastly, Hero is already pretty simple to play, especially for the type of person that is attracted to RPGs in the first place, so simplifying it beyond the Basic rule book is unnecessary. Thanks for listening! - Chris
  6. I think that's the situation happening here. Thanks for all for your responses! I agree that the highest applies.
  7. Hi everyone, I have a question for you: Can you purchase damage reduction twice for the same special effect or Focus? Example - If my character purchases Physical Damage Reduction of 75% then 50%, is this legal? If so, how would it look? Would a Blast that does Stun damage of 100 be reduced 1/2 of that to 50 then 75% of that is 12.5 Stun damage? Thanks! - Chris
  8. Didn't want to over sell it. 😉
  9. Ok, so here it goes from a person who has only been playing/GMing for a couple of years. 1) As mentioned, you can have any hero you want. Classes don't exist, so mix & match whatever power and skills you want to get the correct effect. 2) Play is fast and easy, character creation takes the most math. However, using the Hero Designer program (sold and supported on this site) makes this easy and pretty fun, too. You can spend minutes creating a character or days, it depends on how involved you'd like to be. 3) It isn't d20. It uses small and large groups of d6's, so the dice are not "weird" for casual players. 4) If you buy a book to start get Champions Complete (for superheroes), Star Hero (for sci-fi), or Fantasy Hero (for D&D or other medieval style game). The books are smaller than the three tombs of D&D and contain all of the rules you need to play the game (full stop). They won't scare your players, and they might even want to thumb through the books at the table (or outside of the session). 5) Hero is a sandbox. Once you learn the rules, you can have any adventure anywhere for any genre. This sounds overwhelming, but it is liberating. For instance, say your group saw a movie (The Matrix, for instance), and want to recreate it. No problem in Hero. Just use the tech skills and change the special effect of the power/abilities to match the setting (such as the Change Environment power is what the team does to get a special item, or bullet time is a boost to the Speed ability (# of times a character can act in a turn). It is a pretty effective system. 6) Normally, people get jazzed when they play a superhero that can fly through the air or pick up a bus and slam it into a bad guy. The players may get more excited about playing, too. Oh, and the current system creator, Steve Long, answers questions in the Rules forum himself, and the discussion forums are pretty friendly. D&D doesn't have this sort of customer service. See if a group in your area is using the Hero system, and drop in for a look. Good luck. Good luck!
  10. My last character did this sort of thing, and she wasn't over powered. She would use her martial ability to do a touch attack to administer a Drain attack. I did have a bunch of limitations on the touch attack to equalize it (such as it was only effective against living beings). Good luck!
  11. I think one of the key items to do is proper advertising. Sometimes it doesn't matter what the system is, as many new players have not heard of Hero and older players likely remember (fondly) 4th edition. A couple of point so make in Meetup.com groups (or FB, BBS, etc) are: 1) Avengers Assemble! Emphasize the campaign as wanting to form an Avengers style team. This allows you leverage the success of the MCU. 2) Ask on the boards who prefers games that do not use d20s! Quite a few gamers are simply anti-d20, and many may have not heard of Champions. In this case, ask who would be interested is trying out a game that does not include this iconic die. You'd be surprised how many people would like to see a system that uses normal d6s. Oh, and tell them it isn't the "weird" dice of FFG (and others) 3) Find a schedule that works for the older and busy crowd. One problem with gaming is that most groups seem to meet once a week. For many former players with family, job, and other commitments, this can be a problem. Ask on the boards, meet-up.com, etc who might be interested in a monthly game or once every three week. You can also ask who might be interested in an every other week game. You can use a poll to get a "general consensus" of those on the boards (system agnostic). Then, you can target those with less play time availability. You may be able to get a couple of groups started in this way, and then some may even want to join a bi-weekly game once they get started. I think in the end, you are looking for about 5-6 players that can consistently play at the same time over a year or two. This will form your core group, and then as more people come and go, you'll introduce more players to the system. Lastly, ask advice from a Master, directly. Hero Member Soleil Noir is a MASTER at forming Hero gaming groups in the Portland, Oregon metro area (including the one I'm in that has been going for about 3 years now). He has also started up a D&D group. He starts them, then has to take a leave of absence, but his groups are solid and live on. Then he starts a new one. Eventually, there are several games with players who can co-mingle as needed/desired. Send him a PM and ask some questions; he is a great guy. Good luck! - Chris
  12. Hi everyone, What is the OCV penalty for a Move Through \ Strafe at non-combat velocity? Champions Complete (pg 151) states in the joint rules: If Move Through (for instance) has an OCV penalty of -v/10 normally and Strafe has -v/6 OCV, but this rule says it is 0, so what is it really? Thanks!
  13. Hello everyone, I have a few questions about Linked (and Jointly Linked) powers of a duration other than Instant (which is the duration used in most of the examples). To assist me in this endeavor, I have ask Johnny Storm, aka The Human Torch, to assist. Now, onto the show... Johnny Storm, a normal guy with no special abilities, hears a rumor that Dr. Doom is at a cafe two blocks down from him. What does he do? "Flame On!!!" This (not so) mild mannered guy instantly turns into the Human Torch, and off he flies to find his team's nemesis! Now, let's say the foundation of his hero persona is the Shape Shift power (Constant, uses Endurance). He has Resistant Protection that is Jointly Linked to the Shape Shift power (when one is on, so is the other), and all of his other powers (Flight, Blast, Barrier, Life Support, etc) are all Linked to the Shape Shift power, as well (not Jointly, though). Now for the questions: If a character with a Constant power is Stunned (CON Stunned, STUN=0, etc), runs out of Endurance to spend, or has the power drained to 0 Active Points, then the power turns off. If Dr. Doom CON Stuns the Human Torch while they share a latte, what happens to Johnny's other powers that are linked? How is the Jointly Linked yet Persistent Resistant Armor affected? Does his Life Support power turn off? If he is mid-flight, we know his Flight power turns off and he falls due to being CON stunned, so that isn't an issue (maybe for him but not for this post), and he also can't attack while being CON stunned, either. What happens in the above example if the Shape Shift power had the advantage to make it Persistent? If the Human Torch is then CON stunned, does he stay fiery? If he does, is his Resistant Protection in full effect (to help with the falling damage he is about to take)? In either example, what happens to the Resistant Protection if he kisses Rogue, and she (inadvertently) steals his Shape Shift ability via a Drain power (both partially or fully)? What happens to his other powers? What happens to Johnny if the two were in mid-flight? Lastly, I have some questions about Greater and Lesser powers in a Linked situation and their Limitations and Advantages. In the case of the Human Torch, if the Shape Shift was of lower AP value than the Resistant Protection, then is the Shape Shift (the core power) considered the Lesser power that is linked? If so, does the Resistant Protection only receive the -1/4 Limitation? If the Shape Shift and Resistant Protection were Jointly Linked, does this mean the Shape Shift only gets a -0 Limitation as well? 6E1 Pg. 383: If the Shape Shift receives a -0 Limitation and it is Jointly Linked to Resistant Protection, would the Shape Shift need to take the "Greater Power is Constant or in use most of the time (+1/4)" offset, making it a positive Advantage to have them linked? That doesn't seem right, because if the Resistant Protection is drained, then his Shape Shift would stop working as well (and all of his other powers), right? Also, is it possible to apply the "Lesser Power can only be used when character uses greater Power at full value (-1/4)" effect? If so, which power should this apply? Do Persistent powers need to take the "Greater Power is Constant or in use most of the time (+1/4)" offset like Constant powers? Thank you very much for your help! - Chris
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