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greysword

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  1. Thanks
    greysword got a reaction from Chris Goodwin in Combined Attack or Multiple Attack?   
    Ok, I'll come clean.  I was just using that as a simple example.  My real motivation was designing the lasers for an X-Wing starfighter or TIE Interceptor.
     
    I built it as a straight RKA with the "special effect" being that the lasers all fire to get the full damage.  I also added Autofire to simulate the rapid blasts we see on-screen.  This is the simplest way to reflect it.  
     
    However, I was (over) thinking that if the power had an increased quantity (4 for X-Wing & Interceptor, 2 for a regular TIE fighter), then they might be able to do a "combined" attack (one laser does normal damage, two (from opposite wings) do two sets of damage, and combining all four lasers on a single point is just wicked). 
     
    I'll keep it with the simple part, though, since which lasers fire when can just be a special effect (Luke pulls the trigger and we hear several blasts come out).
     
    Thanks for clearing this up!
  2. Thanks
    greysword reacted to LoneWolf in Combined Attack or Multiple Attack?   
    The way it is described in the OP would be a multiple attack, but it could be bought as a combined attack.  If you bought a 1d6 RKA and linked a second 1d6 RKA to the first, that would be a combined attack. You could not use the +5-point doubling rule for this and would need to buy the second RKA at full cost.  
     
    What that would mean is that if you hit you roll the damage for each attack and the targets defenses would be applied fully to each attack.   
    The thing to keep in mind is that with the Hero System there is usually more than one way to build any power.  Some ways of building them are more efficient so those are usually used, but that does not mean they are the only way.  I would not recommend purchasing the above power even though it is a legal power.  A better way to build the above power would be to buy a 2d6 RKA with the limitation reduced penetration.
     
    Buying it as a 1d6 RKA and using the +5 to get an extra attack would allow you to use the two weapon fighting rules, but those modify your combat values.  Normally using multiple attack is a full round action that reduces your DCV to half and takes a -2 OCV for each attack past the first one on all attacks.  There are skills that can alter some of these, but they cost points.  Two weapon fighting using multiple attack rules are more common in heroic games than in champions games.  If a Champions character wants to use two weapons, they often build the attack that way from the beginning.   
     
  3. Like
    greysword got a reaction from Chris Goodwin in Combined Attack or Multiple Attack?   
    Thanks Chris!
  4. Thanks
    greysword reacted to Chris Goodwin in Combined Attack or Multiple Attack?   
    1.  Two separate powers... but the additional detail in 6e2 specifies that these would be a Multiple Attack rather than a Combined Attack.
     
    2.  This would more properly be a Multiple Attack; a Combined Attack would be something like attacking with a Blast and a Flash that are built as separate powers.  6e2 p. 73 goes into a lot more detail than Champions Complete.
     
    3. That would be 1d6+1d6 adjudicated separately.  👍
     
    The 5 point doubling rule for Foci freely allows them to be used for Multiple Attacks and Two Weapon Fighting; 6e2 p. 181 talks about it more.
  5. Like
    greysword reacted to Steve Long in Hero Games 2021 Update   
    That's something I'd very much like to do as well -- Vehicles is, I believe, the last remaining subject to be covered in what I think of as "The HERO System Core Library" (which is, basically speaking, all the books with blue and gold covers that discuss "fundamental" subjects such as Magic, Martial Arts, and Equipment). I'm not sure if it would be a good subject to write as a sectional book -- I'd need to do a lot of research to update existing vehicle write-ups and find new vehicles to cover (just last week I read a fascinating article on cool military vehicles currently in use or in development that I'd want to draw on for new vehicles, for instance), and it doesn't really break apart into small sections I can cover on a weekly basis (since I'm only budgeted for so much time per week at present). OTOH, a lot of it would just be updating the existing text to 6E rules, which would be much easier work. So I'll give that some thought.
     
     
    As a huge longtime fan of Shadowrun, I certainly love this idea, though I suspect that licensing fees would make it a non-starter (and as much as I love the SR setting, I'm kind of reluctant to spend a lot of effort writing up something that I don't own). In any event, though, before we can even consider this I will have to write a new Cyber Hero genre book, something I've wanted to do forever, have lots of ideas for, and am considering as a possibility for a sectional book or Kickstarter project.
  6. Like
    greysword reacted to Jhamin in Hero Games 2021 Update   
    Im very interested in the Patreon concept for Sectional Books.  I like the concept a lot but my initial thought would be that if I have a choice between buying the individual sections and a complete product with art (even b&w art) I would generally wait for the "complete" product.  I'd hate to see this idea fail because people are holding out for the final book. 

    If there was a Patreon structure that would let us pay as we go for sections and then reward backers with the complete version later (or let us "upgrade" our digital versions for a nominal fee) that would be ideal.  At this point in my life I'm more interested in the digital versions than physical ones anyway.
  7. Like
    greysword got a reaction from drunkonduty in What makes a complete game "complete"?   
    😲  Um.. say what?   But.. but... 🥺 ...what happened with my game, then?
     
     
     
    This is basically the PCs in my campaign (on temporary hiatus as I sort things out).  Both Goodwin and sinanju are in it.  None of the characters play nice with each other.  For instance, Chris has a goody two-shoes character that wants to join a super team, sinanju plays a former assassin with a negative reputation who would like to be good but has a lot of underworld skills.  The group basically acts (and presents to the world) like a vigilante group (A-Team), but verbally, the players want to have a straight-laced super team (like the Justice League).  As for me (as GM) in this...
     
     
     
    This goes back to the original impetus for this thread.  As an inexperienced/relatively new GM of Champions (or anything), I find it incredibly difficult to properly police the characters before (and during) play.  The players (Goodwin, sinanju, and others at the table) have read and understand 6E1 and 6E2, have played 5th edition (and likely 4th or earlier), and are Masters with the rules. 
     
    I have Champions Complete.  I've read it a couple of times.  I still can't remember the rules for knockback (they just won't stick in my head).  The rules for character creation in 6E are incredibly complicated, and honestly, I can't tell what a power is going to do just by reading it.  I need to see it in action. 
     
    At the table, I try to be open to whatever the players bring, and I try to craft a story that includes their complications and background.  Usually, this is over a couple of side adventures to the main plot to focus on each character.  For this game, I proposed the characters know each other beforehand or at least had some sort of "six degrees of separation" that could make them connect once they met.  The group decided for lone wolves that would somehow come together and work together. 🙄
     
    Also as a terrible tactician, I'm always using 1/10th the strength in the villains repertoire, because I just can't understand how the powers work and what would augment another villain's action (even with the Villain books).  I'm constantly frustrated by my inability to provide (what I consider) an acceptable challenge, thus decreasing the fun the other players have.
     
    Bottom line, the current mechanics are too cumbersome and the material too dense (and has not really been supported for a long time) for an inexperienced GM to run a Champions/Hero system game.  I don't own 6E1 & 6E2, and I have no time nor desire to absorb that much information. But it's the bible of this game, so my lack of willingness is a concern.  We need Champions 7E to be more like 4E in size and scope.
     
    Just wanted to add, thanks for the great discussion.
  8. Like
    greysword got a reaction from Chris Goodwin in What makes a complete game "complete"?   
    We'll figure it out.  For the rest of the board, I've stepped back for a little while to recharge, and plan to start again this summer (post pandemic, it seems).
     
    Oh, as an ironic point, I set up a side adventure for the homeless hero character (yeah, he's a hobo with powers) that involved a disease that is sweeping through the homeless camps in the city.  😮
     
     
     
     
    These are excellent points, and I think the ideas you both presented go to the original point of the thread.  How can we make a Champions (Hero system) version that is inviting to new players/GMs?  Especially the GMs.  If a new person picks up the core rulebook, it needs to be fairly "Complete" without being 700 (or so) pages.  Otherwise, it's not inviting to try.  Unfortunately, we don't have the games available for someone new to play for a while before GMing.
     
    What is a Complete game?
  9. Thanks
    greysword got a reaction from Brian Stanfield in What makes a complete game "complete"?   
    😲  Um.. say what?   But.. but... 🥺 ...what happened with my game, then?
     
     
     
    This is basically the PCs in my campaign (on temporary hiatus as I sort things out).  Both Goodwin and sinanju are in it.  None of the characters play nice with each other.  For instance, Chris has a goody two-shoes character that wants to join a super team, sinanju plays a former assassin with a negative reputation who would like to be good but has a lot of underworld skills.  The group basically acts (and presents to the world) like a vigilante group (A-Team), but verbally, the players want to have a straight-laced super team (like the Justice League).  As for me (as GM) in this...
     
     
     
    This goes back to the original impetus for this thread.  As an inexperienced/relatively new GM of Champions (or anything), I find it incredibly difficult to properly police the characters before (and during) play.  The players (Goodwin, sinanju, and others at the table) have read and understand 6E1 and 6E2, have played 5th edition (and likely 4th or earlier), and are Masters with the rules. 
     
    I have Champions Complete.  I've read it a couple of times.  I still can't remember the rules for knockback (they just won't stick in my head).  The rules for character creation in 6E are incredibly complicated, and honestly, I can't tell what a power is going to do just by reading it.  I need to see it in action. 
     
    At the table, I try to be open to whatever the players bring, and I try to craft a story that includes their complications and background.  Usually, this is over a couple of side adventures to the main plot to focus on each character.  For this game, I proposed the characters know each other beforehand or at least had some sort of "six degrees of separation" that could make them connect once they met.  The group decided for lone wolves that would somehow come together and work together. 🙄
     
    Also as a terrible tactician, I'm always using 1/10th the strength in the villains repertoire, because I just can't understand how the powers work and what would augment another villain's action (even with the Villain books).  I'm constantly frustrated by my inability to provide (what I consider) an acceptable challenge, thus decreasing the fun the other players have.
     
    Bottom line, the current mechanics are too cumbersome and the material too dense (and has not really been supported for a long time) for an inexperienced GM to run a Champions/Hero system game.  I don't own 6E1 & 6E2, and I have no time nor desire to absorb that much information. But it's the bible of this game, so my lack of willingness is a concern.  We need Champions 7E to be more like 4E in size and scope.
     
    Just wanted to add, thanks for the great discussion.
  10. Like
    greysword got a reaction from Chris Goodwin in What makes a complete game "complete"?   
    😲  Um.. say what?   But.. but... 🥺 ...what happened with my game, then?
     
     
     
    This is basically the PCs in my campaign (on temporary hiatus as I sort things out).  Both Goodwin and sinanju are in it.  None of the characters play nice with each other.  For instance, Chris has a goody two-shoes character that wants to join a super team, sinanju plays a former assassin with a negative reputation who would like to be good but has a lot of underworld skills.  The group basically acts (and presents to the world) like a vigilante group (A-Team), but verbally, the players want to have a straight-laced super team (like the Justice League).  As for me (as GM) in this...
     
     
     
    This goes back to the original impetus for this thread.  As an inexperienced/relatively new GM of Champions (or anything), I find it incredibly difficult to properly police the characters before (and during) play.  The players (Goodwin, sinanju, and others at the table) have read and understand 6E1 and 6E2, have played 5th edition (and likely 4th or earlier), and are Masters with the rules. 
     
    I have Champions Complete.  I've read it a couple of times.  I still can't remember the rules for knockback (they just won't stick in my head).  The rules for character creation in 6E are incredibly complicated, and honestly, I can't tell what a power is going to do just by reading it.  I need to see it in action. 
     
    At the table, I try to be open to whatever the players bring, and I try to craft a story that includes their complications and background.  Usually, this is over a couple of side adventures to the main plot to focus on each character.  For this game, I proposed the characters know each other beforehand or at least had some sort of "six degrees of separation" that could make them connect once they met.  The group decided for lone wolves that would somehow come together and work together. 🙄
     
    Also as a terrible tactician, I'm always using 1/10th the strength in the villains repertoire, because I just can't understand how the powers work and what would augment another villain's action (even with the Villain books).  I'm constantly frustrated by my inability to provide (what I consider) an acceptable challenge, thus decreasing the fun the other players have.
     
    Bottom line, the current mechanics are too cumbersome and the material too dense (and has not really been supported for a long time) for an inexperienced GM to run a Champions/Hero system game.  I don't own 6E1 & 6E2, and I have no time nor desire to absorb that much information. But it's the bible of this game, so my lack of willingness is a concern.  We need Champions 7E to be more like 4E in size and scope.
     
    Just wanted to add, thanks for the great discussion.
  11. Haha
    greysword got a reaction from Chris Goodwin in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    That's a good point, Surreal.  This is mainly just background story stuff (what he does when not with the team).  However, he has landed and been shot at by the Russia military.  He also has taken pictures in a Russian mall/shopping center.  As for the dog fight, that was over international waters, but the Greek authorities are hamming it up as US intervention on their behalf.  of course, this is the player's side story he is creating, and eventually it will find it's way into the game. 
     
    <sigh>  the whole group are a bunch of lawless degenerates 😄
     
    The universe is the standard Champions Universe (basically), so the world's government have had decades to come up with rules and laws governing superhuman activities.  I just don't know what they are.  I'm sure there would be something on the books about these events.
  12. Like
    greysword got a reaction from Chris Goodwin in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    I understand, and this is an excellent answer!  Thank you.
     
    The event that triggered this question is specific, but this could set the precedent for similar actions.
     
     
    P.S.  The event that triggered the question is one of my players has mega-scale flight and is naive.  Thus, he likes to travel to other countries and investigate "new things".  He not only flies into countries to go shopping or have lunch, broadcasting live on social media, but he has recently started doing things that might upset the State Department.  For instance, he flew to Greece and got involved in a pissing match that the Turkish Air Force was having with the Greek Air Force.  He also flew to Russia and involved himself in help Russian citizen injured by an accidental nuclear issue/explosion.  He bought 1CP in Passport, and we are debating if that would cover the character entering into any country legally without going through a port of entry, even if the nation wasn't friendly to the US.  He argued that the Passport perk included the required Visas from the destination country.  I thought it was simply a Passport (liek a Drivers License is just that, and an International DL cost more).  Just wanted to share : )
  13. Like
    greysword got a reaction from Duke Bushido in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    Excellent points and I think the answers received make sense.  The character should get all of these credentials free just for being a citizen, especially in their civilian identity.  I'm sure the DMV and Federal government has procedures by now that allow a masked person to get a drivers license or passport. 
     
    The question to ask is what do they get for that spent point?  Maybe for a DL, the character has passed a tactical driving course and has special privileges to drive fast and run red lights when acting in the public interest.  For passports, maybe the character can forgo entering a port of entry, and instead log in their travels online within 48 hours of the travel (one of our GM's [the player for the character in the example] came up with that).  Maybe for a professional license, it comes with access to the law/medical library, access to judges/other attorneys/medical professionals as an 8- contact or influences skill rolls, or access to certain databases.  Does this sound reasonable or is this still a bit too much for 1 CP?
  14. Thanks
    greysword reacted to Solitude in Hall of Champions Requests   
    In the years I game mastered I used to buy all of those detective magazines you found at news stands and insert real crimes into my campaigns. 
     
    I did not (in general) run stories where the players could get by listening to the radio or a police scanner and hope to arrive on crime scenes.  They had to do detective work,  and buy enhanced senses and patrol. Normal people were robbed or killed the whole time,  often in secret.  Cops can't stop crimes they don't find out about. 
     
    Failure was likely to be hard on one's NPCs or the manager for ones wealth perk...or even ones romantic rival.
     
    Combat wasn't always on a level that was a serious threat to a team, but the team sometimes found themselves in a bunch of simultaneous fights that were a serious threat to the normals.
     
    All of this was overlaid on top of standard superhero plots.
     
    If players ignored the small stuff it was going to bite them hard eventually. 
  15. Like
    greysword got a reaction from PortlandOutcast in Hall of Champions Requests   
    Clearly, it would be a mistake.  I mean, the heiress to the name of a superhero family dating back generations couldn't possibly do anything that would put law enforcement in a position to question her... I mean, their integrity, right? 😋
     
    It was a hypothetical question that might be useful in such a supplement for some GMs, I think. 😁
  16. Like
    greysword got a reaction from PortlandOutcast in Hall of Champions Requests   
    For the intrepid game designers in the community, I wanted to make a request for a Hall of Champions submission.
     
    One thing that helps me as a less experienced GM is the ability to use pre-generated NPCs and basic environmental settings.  It's nice to be able to grab a few villains from the book, but also be able to grab a few normal NPCs that can be weaved into a story on the fly.
     
    To that end, I was hope to suggest a submission for the Hall of Champions store.  Law Enforcement: The Sourcebook
     
    I would love to have a book that delves into Law Enforcement and how to insert it into an encounter, adventure, or campaign. 
     
    Whether it is Champions, Dark Champions, Fantasy Hero, or Star Hero, every setting has a local constable, police force, or elite royal guard.  Thus, the book would contain information on the makeup of local law enforcement, their general operating procedures, how they enforce the laws of the land, and how they might interact with a group of sanctioned heroes, rogue vigilantes, anti-heroes, and normal citizens.  How do the police handle living in a land where superheroes have been around for decades or caped heroes are new to the world?  How does the veteran beat cop feel about meddling heroes?  How about the rookie?  The precinct captain might have some words, good or bad.  And how about the Commissioner?  In the stars, how would a lone space ranger handle a group of vigilantes? What about Sector Command?
     
    What do local law enforcement do when they apprehend a super powered villain?  How about when the heroes are arrested? 
     
    The book might also have a few generic officer templates to use in a pinch.  The buddy cops who always seem to be partners.  The patrol sergeant who is first on the scene to take command.  The detective who keeps asking the heroes questions after an encounter.  The rookie fresh out of the academy.  Maybe even a cop with special abilities, themselves.
     
    Lastly, a basic map of a police station, County jail, bank, and other places we might find cops or robbers would be helpful.
     
    I don't know if it's improper to make these sort of suggestions, but I wanted to throw one out that would benefit not only my game, but those of other GMs.
     
    Thank you for listening!
     
     - Chris
  17. Haha
    greysword got a reaction from Chris Goodwin in Hall of Champions Requests   
    Clearly, it would be a mistake.  I mean, the heiress to the name of a superhero family dating back generations couldn't possibly do anything that would put law enforcement in a position to question her... I mean, their integrity, right? 😋
     
    It was a hypothetical question that might be useful in such a supplement for some GMs, I think. 😁
  18. Like
    greysword got a reaction from Chris Goodwin in Hall of Champions Requests   
    For the intrepid game designers in the community, I wanted to make a request for a Hall of Champions submission.
     
    One thing that helps me as a less experienced GM is the ability to use pre-generated NPCs and basic environmental settings.  It's nice to be able to grab a few villains from the book, but also be able to grab a few normal NPCs that can be weaved into a story on the fly.
     
    To that end, I was hope to suggest a submission for the Hall of Champions store.  Law Enforcement: The Sourcebook
     
    I would love to have a book that delves into Law Enforcement and how to insert it into an encounter, adventure, or campaign. 
     
    Whether it is Champions, Dark Champions, Fantasy Hero, or Star Hero, every setting has a local constable, police force, or elite royal guard.  Thus, the book would contain information on the makeup of local law enforcement, their general operating procedures, how they enforce the laws of the land, and how they might interact with a group of sanctioned heroes, rogue vigilantes, anti-heroes, and normal citizens.  How do the police handle living in a land where superheroes have been around for decades or caped heroes are new to the world?  How does the veteran beat cop feel about meddling heroes?  How about the rookie?  The precinct captain might have some words, good or bad.  And how about the Commissioner?  In the stars, how would a lone space ranger handle a group of vigilantes? What about Sector Command?
     
    What do local law enforcement do when they apprehend a super powered villain?  How about when the heroes are arrested? 
     
    The book might also have a few generic officer templates to use in a pinch.  The buddy cops who always seem to be partners.  The patrol sergeant who is first on the scene to take command.  The detective who keeps asking the heroes questions after an encounter.  The rookie fresh out of the academy.  Maybe even a cop with special abilities, themselves.
     
    Lastly, a basic map of a police station, County jail, bank, and other places we might find cops or robbers would be helpful.
     
    I don't know if it's improper to make these sort of suggestions, but I wanted to throw one out that would benefit not only my game, but those of other GMs.
     
    Thank you for listening!
     
     - Chris
  19. Like
    greysword got a reaction from drunkonduty in Apartment/House/Condo Bases   
    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 : )
  20. Like
    greysword got a reaction from Duke Bushido in Apartment/House/Condo Bases   
    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!
     
     
  21. Like
    greysword got a reaction from RDU Neil in Dare I ask . . . how much HERO do we need?   
    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
  22. Like
    greysword reacted to Vanguard in Skills Based on Powers or Background   
    At character creation, i spend points on background skills and occupational skills.
     
    After character creation I wind up spending points on acquiring skills I should have had at character creation but didn't have the points for as well as buying skills that could be used to assist any powers/abilities I have acquired over the course of game play.
  23. Like
    greysword got a reaction from drunkonduty in Skills Based on Powers or Background   
    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.
  24. Thanks
    greysword reacted to ScottishFox in Dare I ask . . . how much HERO do we need?   
    Hexman dice have the Hexman on the 1's.  Low rolls gift you with iconic Hero system artwork. 
  25. Haha
    greysword reacted to Toxxus in Dare I ask . . . how much HERO do we need?   
    In modern times the 11 is unacceptable due to lack of diversity.
     
    Only the 10 is allowed.
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