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Shoug

HERO Member
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About Shoug

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  1. I completely agree with this, and it extends all the way to my fantasy worldbuilding. Magic is in the world, the reality is a magical one. Players who want to seem like "Wizards" or "Magicians" will have to interact with a multitude of unique elements deliberately.
  2. As somebody who works physical labor early in the morning in Colorado, I really love the daylight getting saved for me.
  3. 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
  4. I would be interested in something like this. Do you do discord?
  5. 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.
  6. 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
  7. "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
  8. 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.
  9. 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
  10. 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.
  11. 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 pro
  12. 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.
  13. Eh, Gandalf is explicitly described as being a wizard, of which only 3 remain. Cosmologically speaking, wizards are incredibly unique, demi-angelic superbeings.
  14. Avatar the Last Airbender is one of the greatest artistic achievements of all of fiction penned by all of mankind.
  15. 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.
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