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About Shoug

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  1. 20 STR is stronger than almost everybody who's ever lived. It's extremely close to the absolute upper limit of human strength. I don't think any ancient person lacking hormone therapy and a modern understanding of nutrition can achieve 20 STR without being an extreme anomaly, standing so far outside the bell curve that they could never get armor without it being specially made for them. The drawbacks of armor need to be in END and social implication. In reality, armor is extremely effective. The END cost is significant, especially in hot weather, but it was not easy to penetrate
  2. I would be interested in something like this. Do you do discord?
  3. 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.
  4. 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 "f
  5. "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 an
  6. 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.
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