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Narf the Mouse

HERO Member
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Everything posted by Narf the Mouse

  1. Well, yeah. The official spells are wrong all wrong, and I must fix them!
  2. At least for me, HERO flips a switch in my brain that says "I must tinker with this!" So I tend to look for any excuse to tinker with it. GURPS, on the other hand, seems to flip the switch that says "Must buy cool stuff!" Kind of like the difference between legos, and an electronics store.
  3. Edit: Response was too snarky, sorry. That is a good overview. How would you expand it into a full system?
  4. I've made attempts at this. Expansions (48 pages each?) could bring the builds into different areas (magic item crafting rules, etc.). As-is, that is one thing that gets in the way in HERO - a character creating magic items in-game requires a lot of GM intervention. And when you do, maybe I'll have finished this guy: http://www.herogames.com/forums/index.php?/files/file/39-morgoth/ Shameless plug.
  5. One large factor is coherency. D&D has very high coherency. You can take nearly anything in D&D, mix it with nearly anything else in D&D, and everyone will know pretty much what to expect. HERO, on the other hand, can do nearly anything. But when you use it to do one thing, as you almost must to run a game, it becomes distinct from many other things you could do with it. You can make dozens of different low-fantasy games with HERO, and have most of them be incompatible in setting, tone, magic system(s), extra-ordinary abilities, presence or absence of other races, monsters, other dimensions, etc. and etc.. You could write a "Fires of Heaven" supplement for "Fires of Heaven". But you would have more trouble (I would guess; I don't have the second) making a "Fires of Heaven" supplement that is compatible with "Terricide", even though they are both "HERO System".
  6. I don't see how more examples is a thing to apologize about. Edit: It means the idea is that much less likely to be taken as derivative, or has more arguments for not being derivative.
  7. Ok. I don't want to say this. I really don't want to say this, because I like it as a game setting. And because HERO needs a good setting. But...*Sigh*...Google GURPS: Banestorm. Much as HERO needs a setting, using this setting *will* get criticisms of "copycating". Edit: Ok, it also sounds like the Forgettable Realms. And some others. So maybe it is usable by dint of sheer genericness.
  8. First off, I only have GURPS Lite and Characters. However, based on the combat tests I did, that sounds way out of range. Some questions, with the caveat that some or all of the upcoming advice may not apply at all: 1) For Block or Parry, did you roll under 3 + (1/2 your skill) plus modifiers, or under your skill plus modifiers? 2) Did you roll for unconsciousness at -HP and death at -NxHP? 3) Were you all using Crushing damage? (It sucks. Only use it if you like +1 or +2 damage more than x1.5 or x2 damage that gets past armour) 4) How much armour did you have? 5) Did you use things like Feint or Deceptive Attack, which impose penalties to your targets' defense rolls? 6) Were you using Hit Locations? Ok, some quick math. 1d6+4 Cutting is fairly easy to get. Most beginning enemies won't have more than 5 Damage Resistance (from heavy cloth and scale). Assuming no hit locations (so you always hit versus DR 5), you roll an average of 3.5 HP. That sucks. Don't do that. Either cut everyone's cash in half, so their armour is lower, or buy Striking STR, and less utility skills. Those are the "Hero-Style" fixes. Or... Now, with Hit Locations: Ok, first of all, hit them in the face. Or neck. Or groin. Or eye. Or skull. Or hand. Or any part of their body that doesn't have armour. You're not John McClane. You're Jason Bourne. You're not Arnie. You're Indie. If there's a cheap shot, take it. Some of the target locations have damage multipliers, or other nasty effects. Hitting someone in the eye has a very obvious effect. I frankly don't know what happens if you hit the skull. But I imagine 'Instant death" is a distinct possibility. If you can attack somewhere there's no armour, you'd do an average of 11 damage, and probably cripple whatever it is. Here: GURPS: Dungeon Fantasy Actual Play: http://dungeonfantastic.blogspot.ca/search/label/Felltower Not mine, but should give you an idea of how fast things "should" go with a decent group. I don't know how long their sessions take, though. Finally - Based on my experience, every single system, or at least most of them, has people saying that combat takes four hours, and others saying that combat takes a half-hour. My own experience is that speed of a game depends mostly on how much OOC stuff is going on, how long it takes players to react, look things up, figure out what's happening, do their turn, and do whatever fancy dice-rolling method they like. Based on what I've read and experienced, a group with low OOC chatter, who know how their stuff works, who pay attention to what's happening, have an action ready when their turn comes up, shake the dice a couple times and slap them on the table (no, there is no such thing as a lucky rolling method - Just randomize them and slap them down) will run through combat like a hot knife through butter.
  9. Ok, this? Forget this. It's making sense. ...I, uh, yeah. I dunno. It just clicked. Two! Two generic rulesets![/wakko]
  10. Well, you'd know more on the subject than I do. It could be porous, but I'm also not a chemist and don't know how ridiculous the idea of a porous polymer might be.
  11. It's not just glue. It's printing additional bone cells on the break (for actual details of application, ask a doctor; I don't have a clue how you'd apply it, practically speaking).
  12. I don't even remember why I posted that. So it's definitely that, and not the number of pages.
  13. As a GM, and knowing the players I play with, (and have played with), a complete fantasy RPG book should have: 1) Shortness. 2) How to create a character. 3) Archetypes. 4) Equipment (In order: weapons, armour, enchantments, special materials, magic items, supplies) 5) Monsters. 6) How to do combat. 7) A complete adventure. 8) Special abilities (inc. spells) 9) Races. 10) Skills. 11) NPCs. In that general order. As a general guideline, if it's not needed to play a game right now, keep it out. Edit: I'm not saying this is good or bad, just what I've seen.
  14. Good; I was worried with the relative lack of responses here.
  15. Which article you can read on your wireless communications device, smaller than a paperback book, not much heavier than a pen, which is connected to a world-wide communications network containing a large portion of the sum total of human knowledge, art, religion, culture, philosophy, ethics, history, economical activity, etc., in which you can find nearly any subject you are looking for using massive computerized calculation engines capable of searching the near-endless seas of knowledge to almost always deliver what you want, usually in less time that it would take to type out the query. Including at least one page on which it is possible to pay for (and possibly even receive) your own, personal, jetpack. "You're pulling my leg, right?" - Test subject from 1972.
  16. The only problem with this cunning plan is, I already have those.
  17. In case you actually want to know, "Generic Universal Role-Playing System".
  18. Version v1.1

    69 downloads

    A collosal figure striding across a glacier of fire and ice, destroying all around him for a hundred thousand meters.
  19. I taught myself HERO System. I don't think it's either problem. I like many of the Actual Plays I see (Note to forum: We need more HERO APs), but the rules aren't really clicking for me. No insult to the system, honestly; no RPG that comes up with most of the APs I've seen of it can easily be bad. But I'm probably not a GURPS'ier (GURPS'ian? GURPS'oid?).
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