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  1. Hi Steve, I am in a discussion with my GM regarding my character's ability to do something even if a skill has not yet been purchased for that task. Here is the question, before I get to the examples: Is there something in the rules (that I missed, as I use Champions Complete and not the 6E1 or 6E2) which forbade actions by a character using their raw stats if an actual skill is listed in the book? With that question in play, my point to him is this: His stance is this: Basically the ruling is that if the activity that wants to occur is covered by one of the skills listed in the book and my character does not have that skill, they are too ignorant to do it. Period. The GM says this is because the rules say as much. For context, the above quotes were from a discussion I had with the GM about VPN. My character was at home and wanted to send an email to a blog in her hero identity. I could see the "evil GM" smile coming forth, as IP addresses are traceable, and I didn't think about that immediately, so I add that she uses a VPN. He then asked if she had any computer skills. I replied that she did not. he said then she doesn't know about VPNs. I responded with the fact that she was a PhD student in Physics, a teaching assistant, and it is likely the school uses VPN when instructors work from home, which then led into he intelligence quote above as another reason she might know and/or figure it out. This, of course, led to the second quote. Another example that rehashed the topic recently. Another character set up a corporation for the team. As the operations officer of the company, my character then informed the GM that she will ask for the Articles of Incorporation, and if the other PC didn't provide them, she would go to the County records Office and get a copy. The GM said that if the character didn't have the Bureaucratics skill, then the task would be impossible (my character wouldn't know to do it nor would she even know where to start). Is there something in the rules (that I missed, as I use Champions Complete and not the 6E1 or 6E2) which forbade actions by a character using their raw stats if an actual skill is listed in the book? Personally, I think someone with a mid-level INT score who is interested in doing something they know nothing about would be able to access the internet, but then again, that's being foolish and extrapolating my intelligence on the rest of humanity. Thanks for your help! - Chris
  2. Excellent, so just convert square foot to square meters and go with it? Thus, a 2,000 sq ft house would be about a size 4 base, and a 3,000 sq ft house would be about a size 5 base. Oh, and some people would call the kitchen a lab, LOL. As for adders, I would assume a security system in a high end condo, contacts that could notify the police if someone unusual came around, or better locks would be equivalent powers, perks, and talents. Any other suggestions? I was thinking about a small place like that could simulate a college student's flat or a safe house somewhere in the city. Thanks for the answer!
  3. I just wanted to pay for an apartment with points. I like to know my character owns it, instead of just hand waving the acquisition. It makes the role playing more fun, plus it helps with the law of Champions that anything paid for with points can not be actually lost, just temporarily inaccessible. Some players like the Wealth perk for this, but for me having a nice home to go to after a traumatic day of heroism is cathartic and ensures the PC will never be homeless, no matter how bad it gets. In addition, adding the "Deep Cover" talent ensures the nosy Mrs. Kravitz keeps to herself : )
  4. Hi everyone, I'm kind of lost trying to figure out the size of a normal apartment, condo, or house. I'm curious what the size would be for a 350 sq ft 1BR apartment might be, an 800 sq ft 2BR apartment or house, a 1,500 three BR apartment, 2,000 sq ft 3BR house, and maybe a 3,000-3,500 4 BR apartment or 3 BR house. Also, what Powers, Talents, Skills do you add? The Ultimate Base is not so good at the basics. Thanks!
  5. Hi Everyone, What are the odds that Steve and the gang will partner with Fantasy Grounds to enhance the visibility of the Hero system and get more players interested? It would be nice to have the official books on there when the online version of the virtual table top goes live. - Chris
  6. I agree with this 100%, as I do this as well.
  7. I can certainly agree with this definition. The reason I thought of this as considered a core mechanic was due to the Success Rolls subsection under the Rolling Dice section of the Core Concepts chapter in Champions Complete (pg.8): However, I agree that something that changes the game significantly if it is removed can be considered a true core mechanic of the system.
  8. I appreciate the concepts you laid out, and I guess I would answer that with: because rolling low to hit (and success on all other skill rolls) and high for damage is the core mechanic of the game. I mentioned before that Hero isn't really a starter game; rather, it is more of an intermediate skill level game, in my opinion. Something a player graduates to. However, RPG players are generally smarter (and/or more intuitive) than the average bear, so I don't think it would take long for new players to understand what to do, which may drive them to understand mathematically why it's being done that way. However if we desire an intrinsic real world explanation outside of it being the rules, I offer this. A roll is basically a valuation of the external elements that could hinder the action. A marksman likes to remove as much error as possible by manually correcting their shot for wind speed, temperature, darkness/light, speed of the target, and other factors; while a diplomat would like to ensure they are dressed appropriately, the interpreters understand the nuance of the languages and culture being used, the meeting place is correct, and the delegations are left in peace during negotiations. Rolling low means they've managed to minimize these small factors and are instead relying on their skill and experience. However, rolling high means something occurred that negatively impacted the shot or action (or the fates just didn't want the person to succeed). Thus, rolling low means fewer unanticipated outside forces are in play; while rolling high means there was more background noise. Put in another way, a low roll means fewer bad things impact the roll, and a high roll means more bad things effect the shot, skill check, etc. Now, rolling high on damage is just fun and makes intrinsic sense, as real world damage is inflicted through lots of energy. This is just my point of view on it, and I appreciate the changes you've made to make the game more accessible to people who might not wish to change their habits to try a new system. - Chris
  9. 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.
  10. 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.
  11. 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.
  12. 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!
  13. 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
  14. I think that's the situation happening here. Thanks for all for your responses! I agree that the highest applies.
  15. 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
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