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Shoug

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  1. I would be interested in something like this. Do you do discord?
  2. I know people here might be desensitized to this specific recommendation, but My Hero Academia is, IMHO, the finest superhero genre fiction in all the Lords' Realms. All Might is the best, most regal, most literally awesome "Superman" archetype ever manifested.
  3. This is a fair assessment. I mean, I kinda like the way 6e supplemental material is structured from a spiritual standpoint, with categorized resources that remain relatively genre neutral. I think they fit the paradigm of the game well, "Here's a book that covers *all kinds of creatures* that your GM may want to use, here's one that covers all martial arts." But I think you're completely right. I think Hero is a game that depends on it's players to be confident gamers with solid experience and deep gaming wisdom. The GM has to hold all these complications that can have variable "frequencies" in his mind, and there's all kinds of Pandora's Box mechanics in the game that need to be used with caution and wisdom or they can get incredibly weird. Even Speed, one of the fundamental cool parts of the game, can't be used correctly without having a strong understanding of how disparities therein actually *feel.* I absolutely agree that, *if* relevance with a newer audience is a concern, simplification and content supplements are not the answer. *Stand alone games Powered by The Hero System* are the answer. If you already Grokk Hero System, these games will be transparent, narrowly focused genre supplements. But to the larval acolyte, these games must be opaque, shielding them from the vertigo of peering into the abyssal well of dark power that is the whole, unbridled Hero System. The core 6e volumes should be referenced only within the introductory or conclusory texts of the game book as "The toolkit that will unlock omnipotent homebrewing capabilities," never as a required or even an optional reference manual for actually playing the game. It should stand on it's own two legs, and prove the fun that is possible with the Hero System as a "Game" and not a "System."
  4. "Homebrew everything" is just the impression I got by reading the rulebook of the game. Like, the nature of Advantages and Limitations reinforces the concept that players and the GM are really designing the mechanics by which their characters and world will function. The distinction between mechanics and SFX, a cornerstone behavior of homebrewers (which Hero makes an explicit intention of its design), further demonstrates this concept. That there are more materials out there that change the spirit of the game isn't obvious to people like me who just bought the most up to date core rulebooks and started reading.
  5. This is the whole strength of Hero. If you're just gonna run straight fantasy, play Burning Wheel. If you're running straight sci-fi space opera, run Traveler. If you want to run both at some point, in your own carefully built settings, Hero is for you. Hero is really a system for GMs that normally homebrew everything. It's the mechanics for designing your own mechanics.
  6. I'm sorry, but he does have evidence. He's not being pedantic or mean, he actually has evidence that the OP is asking an answerable question about RAW. I run into this all the time as a fresh Hero player. Inconsistent answers to what I think are straightforward rules questions. It's as though the game does not have rules at times. Besides, as far as I can tell, uninteruptability is as close to a houserule as is possible achievable in Hero. Everything in the game has built in special counters, "hard counters" in video game lingo. Any power can be Dispelled, and conversely any character can have Power Defenses to protect them from that. There's Normal Damage and Killing Damage, Normal Defense and Resistant Defenses. There's Penetrating and there's Hardened. Everything absolute like Desolidification and NND requires an SFX be specified that just defeats it. It's basic comic book protocol that things escalate in this way, that Superman has a special weakness to kryptonite, or that for one episode there is something that can resist Cyclopse's beam. And while we're not necessarily talking about superhero games, this etiquette is woven into the *actual rules of the game, the ones written in the book I bought, the ones I'm reading and trying to use.* So questions like, "how does interrupting a power using gestures and incantations work", questions that *do have answers*, should be answered first correctly, and then with the caveat, "If this isn't how you'd like it to work, feel free to take off Gestures and/or Incantations and just RP those things as SFX. This way it will take a timely Dispel to counter a spell, and not just any held attack action." I agree with Gnome-body here, this isn't a question of how things could be, it's a question of how the rules work as written. I don't know why everybody assumes that people using the most flexible and toolkit-y system ever created are probably using house rules too. I have a deep love of systems and rules and the games they produce, Hero is more of a homebrew creation system then a game, it makes no sense that I would bend the rules when they're already so fluid. If I'm just making things up, I'm gonna play an easier game to do that in, like Fate or The Fantasy Trip, games with fewer interconnected systems that I have to worry about.
  7. I would please the minimum of strength closer to 12-3 for a navy seal. As I said, 15 is an enormous individual, not just a "strong" one. No navy seal ever has had 19 or more strength. They excel in other areas, like End and Rec, Spd and Dex, sure, but in terms of sheer strength, I would call 15 a generous average, not a minimum.
  8. As a strength enthusiast, realism doesn't really come into the game in terms of strength. The nature of strength and strength tasks is so complicated, it's best to just let it be simple. I tried to create a table for Hero before that created realistic behaviors, and it turned out to be impossible to figure out. I was trying to figure out carrying ability, based on where on their bodies they could set the weight and how well they could grip the object. It just turned into a nightmare, it wasn't worth it. It is best left abstract. What I would do is just give players beneficial modifiers for properly roleplaying the use of their strength, and maybe use some kind " wieldiness" property to items that multiplies the strength requirement to deal with them (a fridge is wieldiness 2, double it's weight for max lift; a car is wieldiness 3) in the normal way (only do this if you desire realistic-ish strength). All you need to know is that, on paper, the strongest men who have ever lived are STR 20. On paper, it's now like 23, but the way throwing and carrying works, it's more like 20, and even then that's too high for certain tasks. If you have STR 25, your character is unbelievably more strong than the upper human limit. He is an enigma to modern strength sport, a veritable superhuman ultrabeing. He is likely 3 meters tall and weighs a half tonne. He is as strong as the legendry of Angus McAskil, but probably much stronger than the actual man. Also keep in mind that STR 15 is pretty much only for strength athletes or enormously naturally strong individuals like a tall and fat Samoan who played football in highschool. Only if you're into realism, maybe for a single campaign or something.
  9. It's worth mentioning that many classless systems actually do have classes in the form of specialization. They're classless only in name, encouraging you to find your class organically over time rather than choose at the start.
  10. Eh, Gandalf is explicitly described as being a wizard, of which only 3 remain. Cosmologically speaking, wizards are incredibly unique, demi-angelic superbeings.
  11. Avatar the Last Airbender is one of the greatest artistic achievements of all of fiction penned by all of mankind.
  12. I am definitely interested in playing in this, if you ever get around to it. I've already got a character concept I want to play in this world. Let me know when you want to get this thing rolling.
  13. I've been toying with an idea for a houserule I'm going to try to make death a little easier to avoid (just in case). Basically, after damage is dealt and it is lethal you may instantly heal 1d6 for every 10 points of complications you take. These complications augment your existing matching complications. You can have no more Injury Complilcations than would cost more than half of what your starting matching complications costed. If you left some matching complication points on the table during character creation, these can serve as a buffer for your max Injury Complications total (if you didn't buy 10 of your allotted matching complications, then you get 10 "Injury Save Points" for free, basically). I feel like this makes forgoing some complications at the start not as painful, which I appreciate as many players can become really stuck if they can't think of good complications to take but they don't want to leave points on the table. It also makes death a little bit less likely, but at a fairly major cost. Ways this could manifest include things like severed limbs, nerve damage, PTSD with a variety of symptoms, damage to a sense organ, etc. I think I'm gonna give it a shot.
  14. In the only other game I play, TFT, being able to appear to be a bird is called Glamor and it's an expensive, high level spell. Shapeshifting has never been an everyman ability in any game I've ever played, I don't know why it would be one in Hero.
  15. I don't think it's fair, if any noncombat abilities have costs at all, that one should just be free. The ability to shapeshift is not unlike a disguise or invisibility or mind control or blahblahblah, etc. Sure, you don't like the fact that noncombat abilities have costs. But the fact of the matter is that they do in fact have costs. And shapeshifting is a powerful noncombat ability and shouldn't be free. As an aside, I completely disagree that non-combat abilites are given too much credence. In fact, I'd say they're given too little weight. I wish that costs alone could balance combat characters against noncombat characters, such that if somebody in my group got a bug up their butt to utterly slay all evil and took only CV, Defenses, SPD, RKA, they wouldn't make all the psychics and climbers feel like dumb idiots all the time. The points should produce a result that makes everybody glad about their purchases, and giving away flexible noncombat abilites that easily emulate the effects of multiple existing powers to all the Martials is gonna make everybody who bought invisibility or clairsentience feel like a chump for spending all the points the did. "Wait, so your'e telling me I could have just chosen for my character concept to be a completely clear man? It's part of his SFX, his visual appearance is transparency!" /s
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