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Scott Ruggels

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  1. Like
    Scott Ruggels got a reaction from Chris Goodwin in Equipment vs Powers   
    If you pay CP for something, it’s yours. If you pay gold for it, you are just renting it. 
  2. Like
    Scott Ruggels got a reaction from Sketchpad in Superhero Miniatures with Champions   
    Those look really nice.  
     
    We made our own originally(<— Artist here) But agents and NPCs we used the cardboard Heroes.  
  3. Like
    Scott Ruggels reacted to Sketchpad in Superhero Miniatures with Champions   
    I don't know about that, @Greywind. It's more about what I'd want the Pawns to look like. For those unfamiliar with them, here's what they look like without bases attached. Easy to store. Could really easily build an army or group. 
     

     
  4. Haha
    Scott Ruggels reacted to Greywind in Superhero Miniatures with Champions   
    You want them to look like money flowing into your bank account.
  5. Like
    Scott Ruggels reacted to Duke Bushido in Change Environment to penalize or impose Magic Rolls?   
    Full disclosure:  I am quite likely the least familiar-with-6e (and potentially 5e, as I haven't re-read it in a few years now) member of this board.
     
    That being said, is there not a newer edition rule that allows CE to assess skill roll penalties?  Selecting that option would not result in having to make two skill rolls, but instead would make their "normal" magic roll more difficult so long as they were in the affected area.
     
     
    Would that not work for you?
     
     
     
  6. Like
    Scott Ruggels got a reaction from Chris Goodwin in Low/Epic Fantasy Setting Assistance Sought   
    I am currently running a low fantasy campaign that has no magic. It’s working quite well. 
  7. Like
    Scott Ruggels got a reaction from Duke Bushido in Low/Epic Fantasy Setting Assistance Sought   
    I am currently running a low fantasy campaign that has no magic. It’s working quite well. 
  8. Thanks
    Scott Ruggels got a reaction from tkdguy in A Thread For Random RPG Musings   
    Well in my case it was giving the players character types they wanted more than powerful wizards, and give them something to do. But then the folks were not powergamers to begin with. 
  9. Like
    Scott Ruggels reacted to Spence in Low/Epic Fantasy Setting Assistance Sought   
    The long and short of it is that in any fantasy setting, high or low, someone has to decide how magic works in that world.  Games like D&D build the restrictions into the rules by pre-designing spell lists and class restrictions that lock in their worlds magic.
     
    For a Hero based game the GM is required to set those boundaries.  And I am not talking about anything in the build rules.  I am talking about world restrictions.
     
    If the GM says all magic in this world is inward, a mage can only influence their own body.  Then anything like D&D spell slinging and magic items do not exist and cannot be built. 
     
    If a GM says all magic in the world is enchanted items.  Then everything will center around magic weapons and magic items.
     
    Once the "theory" of magic has been defined, then everyone can build to met those parameters. 
     
    If the GM says the world has no spirits or undead, then no one will be able to build a Necromancer no matter how cool a player thinks it would be.  He could build some form of charlatan masquerading as a Necromancer, but not actually be one. 
     
    Once you define "magic", then you can assign limitations and other rule'centric requirements.  But unlike most of the class/level games out there, core Hero does not have a prebuilt magic system.
  10. Haha
    Scott Ruggels reacted to Duke Bushido in A Thread For Random RPG Musings   
    "Hey Fry!  I think the Devil wants to make some kind of Deal-with-the-Devil with you!"
     
     
     
  11. Like
    Scott Ruggels got a reaction from Duke Bushido in A Thread For Random RPG Musings   
    Currently running an FH campaign with no magic other than some alchemy. It’s going great. 
  12. Like
    Scott Ruggels got a reaction from tkdguy in Low/Epic Fantasy Setting Assistance Sought   
    I am currently running a low fantasy campaign that has no magic. It’s working quite well. 
  13. Like
    Scott Ruggels reacted to IndianaJoe3 in A Thread For Random RPG Musings   
    Would being a mechanic be a good analogy?
     
    Some people repair cars for a living (wizards). Some people fix their own cars (dabblers). Most people just pump their own gas and change the brake light when it burns out (amulets and daily prayers).
  14. Like
    Scott Ruggels reacted to Pegasus40218 in Low/Epic Fantasy Setting Assistance Sought   
    While I agree with idea that a lot of people are striving to achieve a "Lord of the Rings" feel for the level of magic, having wizards as PCs in a game is VERY different from having them as a main supporting character in a book.  In TLoR, Gandalf generally avoided using his magic except when absolutely necessary, and he rarely simply cast "fireball" or "lightning bolt" at an enemy...And, in a book, the author can make the wizard character do what he wants.  A GM doesn't have the same luxury with a player character wizard.  If that wizard can cast fireball or lightning bolt, you can guarantee that you're going to see it used A LOT.  Also, taking the wizard character out of play for extended periods (a la Gandalf's penchant for disappearing only to show up just in time to save the day) probably isn't going to be a satisfactory way of dealing with a player character wizard either -- they want to be in there mixing it up with the rest of their buddies, not off doing the gods know what just so the other players can have their moment in the sun.
     
    And that's the point, in my opinion, of trying to run a low magic campaign:  to keep the spell casters from simply dominating all of the action.  In that spirit, I agree with many of the suggestions made earlier in the thread.  Spells should be required to have a variety of limitations.  In my opinion, pretty much all spells should Require a Roll (there may be a few exceptions).  One limitation that may not have been suggested (I don't recall seeing it mentioned), particularly for spells that are intended to be used in combat, is the Extra Time limitation.  The nice thing about this limitation is that if the player NEEDS to get a spell off quickly, they can still do so -- but with a penalty to the casting roll based upon how much they're moving things up the time chart.  So, while they can "rush" the spell, they increase their risk of failure.  To prevent "spell abuse" you can make this penalty relatively substantial (exactly what "substantial" means will vary from campaign to campaign).  It's also worth noting that as the spell casters become more powerful, these penalties become less and less of an impediment.  In effect, you can use the time scale to somewhat simulate the "level" of a spell from other game systems, if that's what you're after.
  15. Haha
    Scott Ruggels reacted to Ninja-Bear in Low/Epic Fantasy Setting Assistance Sought   
    None of these are fun.
  16. Like
    Scott Ruggels reacted to assault in Low/Epic Fantasy Setting Assistance Sought   
    The obvious question here is: can PCs such magic?
     
    If so, the issue of rareness goes straight out the window, as they will use it routinely, or as routinely as possible.
     
    And you might need to increase the number of opponents who can also use it, in order to counter/challenge them.
     
    If not, of course, you probably don't really need to design a consistent system at all.
  17. Like
    Scott Ruggels reacted to MordeanGrey in Crits and such   
    We always used a simple 3-5 always hit, and a 3 was max damage for that attack. Conversely, 16-18 was an automatic miss and an 18 was a critical failure of some type. (up to GM, weapon breakage, falling down, etc.
     
    We still used a separate roll for hit location and the appropriate damage modifiers.
     
    It worked well (and also worked the same for the bad guys against the players).
  18. Like
    Scott Ruggels got a reaction from Sketchpad in Superhero Miniatures with Champions   
    I found these at the local Comic store. They are metal,  about 40mm tall, and these are two of the three boxes. They cost me about $12 per box, so they weren't a painful expense.  IF one feels ambitions you could drop them in paint remover, clean, re-prime, and paint to your own heroes."

     
     
    As to their use, for any sort of tactical combat game, which Champions is one of them, I find Maps and miniatures mandatory, because it allows everyone to agree on the same  terrain, and can plan their moves. It also keeps people more involved, planning out their next moves.  We didn't build a lot of terrain features, but drew the terrain out on 25mm Hex Chessex Maps, using  Stadtler Wasserlosich pens to  line out what the terrain was for the night, and using matchbox cars and 1/72 scale model kits of vehicles if available (because supers toss cars).   Now granted, I came into this hobby, from tabletop war games, so I am used to reading the maps and boards, because "Theater of The Mind", doesn't always do it for me. But having the maps helps in my experience, to give people more tactical  options. Hope this helps.

     
  19. Like
    Scott Ruggels got a reaction from Duke Bushido in Pacing   
    Oh absolutely.  this matters. For me I tended to keep combats to every other, or every third run, to space things out.  in between is shopping, investigation, RP, research, or reconnaissance for the next combat. Surprise combats do happen, but they are usually consequences  of player actions, so it's understood to be an anomaly. Though my Campaigns were more travelogue, than intrigue and criminality.
  20. Like
    Scott Ruggels reacted to pawsplay in What skills would these be   
    Compose - likely this is PS: Writing
    Dancing - PS: Dancing
    Falconry - Animal Handler and if you're using focused skills it's with raptors. If this is a particular specialty of your character, Skill Level: +1 with Animal Handler, KS: Falconry and PS: Falconer
    Flirting - Conversation, Charm if you're willing to go all the way. Maybe better as a talent, +5 PR, only for flirting Presence Attacks
    Heraldry - in a Pendragon context, High Society covers this to some extent, KS: Heraldry for a specialist
    Hunting - Tracking, and at least Familiarity with Survival
    Play Musical Instrument - PS: Musical instrument
    Read - just part of the languages rules
    Tourney - in a Pendragon context, High Society covers the basics, the rest would be covered by KS: Chivalric martial arts
    Battle - Tactcs, Teamwork
  21. Like
    Scott Ruggels reacted to ScottishFox in Pacing   
    I've played in a few campaigns over the decades where the DM made every session a nail-biting near-death experience.  Over time the players can become fatigued and demoralized as their cherished characters nearly die again and again.
    Nihilism can set in or sometimes players will skip a week purely to catch a breather from the action.
     
    It's important to let the characters (and their players) catch their breath, feel heroic or simply experience how powerful they've become over the course of a campaign.  It's like a palate cleanser.  It resets the taste buds for the next delicious adventure.
     
    When I was taking my Saturday table through War for the Crown I started to sense the players getting a little haggard from having to hide from and escape the city guard again and again.  So when one character went to meet his contact at midnight on a re-supply errand I gave him a little booster.
     
    Darran Redbeard - Dwarven explosives expert and military veteran with over a 100 years of experience under his belt - blows his Streetwise roll - badly.
     
    A handful of street toughs with rusty gear and patched, misfit armor approach him.
     
    Thug 1:  Hey, there, little fella.  That's a nice axe.
    Darran:  Yeah?
    Thug 1:  Hand it over - along with your coin purse and those metal egg things you got (grenades) and we won't have to cut you.
    Darran:  I see...
    <More thugs step out of the shadows - It's at least 4 to 1 now>
    <Player 2 - Oh, Jesus... ~begins laughing~  They don't know they're trying to mug The Punisher.>
    Darran:  Here, take the money.  <holds out his coin purse>
     
    First thug eats a round from Darran's exploding punch gauntlet (Think 8 gauge shotgun round expended each time a punch lands).  His bowels perfume the sidewalk - dead instantly.
    Next goon runs up and shanks Darran.  Right into his enchanted chain shirt.  Zero damage.
    Darran ignores this guy and throws his highest damage explosive into the two guys hanging back and preparing to shoot him with with short bows.
    A thunderous retort shakes the alley as they are blown to chunks.
     
    Darran:  This is the part where you run.
    Shanky runs for his life.  He doesn't make it.
     
    And when it was over the player who was concerned his explosives expert wasn't quite as powerful as the other characters on the team was grinning ear to ear.  The stress of hiding from the guards and shadowy assassins was forgotten.
    He was John F'ing Wick.  He was Baba Yaga.
     
     

  22. Like
    Scott Ruggels reacted to Duke Bushido in Third Edition Renaissance   
    I agree with you, actually, as did our whole group.  We parsed it at length and eventually figured it was some sort of correction to allow a "half move" in half a phase, as leaping had been in earlier editions specified as taking a full phase regardless of distance. 
     
    It just struck us as a bit unfair to have a relatively limited form of movement to begin with and then make it cost more to do what all the others could.  Besides, we had already instituted a "half move /half phase" rule just to make it work like the others. 
  23. Haha
    Scott Ruggels reacted to Drhoz in Quote of the Week from my gaming group...   
    Weldun wanted us to come up with Alternate Universe versions of all our characters, for upcoming sessions. Naturally, one of them is simply Mirror Universe. Time to break out the sticky-backed goatees.
     
    Me: Well, obviously Mirror Universe Scooter is Antihero Shrew. With absolutely no compunctions about using lethal force.
    Hardlight's Player: Putting you down as Liefeldian Antihero
    Me: There are probably pouches involved, yes. Presumably full of live snacks. 
  24. Like
    Scott Ruggels got a reaction from Chris Goodwin in Boy/Girl Gun -- Cosmetic or Major transform   
    As one of the folks involved in the creation of Teenagers From Outer Space, back in the day, it was a humor based cosmetic transform, much like the Ranma Saotome effect, where there was no possibility of any hanky panky and played strictly for humor.  So it was a Minor transform as it changed no stats or powers.
  25. Like
    Scott Ruggels got a reaction from Beast in Superhero Miniatures with Champions   
    I found these at the local Comic store. They are metal,  about 40mm tall, and these are two of the three boxes. They cost me about $12 per box, so they weren't a painful expense.  IF one feels ambitions you could drop them in paint remover, clean, re-prime, and paint to your own heroes."

     
     
    As to their use, for any sort of tactical combat game, which Champions is one of them, I find Maps and miniatures mandatory, because it allows everyone to agree on the same  terrain, and can plan their moves. It also keeps people more involved, planning out their next moves.  We didn't build a lot of terrain features, but drew the terrain out on 25mm Hex Chessex Maps, using  Stadtler Wasserlosich pens to  line out what the terrain was for the night, and using matchbox cars and 1/72 scale model kits of vehicles if available (because supers toss cars).   Now granted, I came into this hobby, from tabletop war games, so I am used to reading the maps and boards, because "Theater of The Mind", doesn't always do it for me. But having the maps helps in my experience, to give people more tactical  options. Hope this helps.

     
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