Jump to content


HERO Member
  • Posts

  • Joined

  • Last visited

Everything posted by Shoug

  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 plate armor. It couldn't be done with normal weapons. At all. There's no amount of striking with an edge that's gonna hurt somebody with armor on. You need more weight, you need hammers, picks, or to grapple them and slip a dagger in between the armor. Even then, it would have to be a sharp dagger pressed hard to penetrate the gambeson, and that's only if there's no chainmail. The beautiful thing about Hero is that you get to choose how armor works in your campaign. If you want it to be a matter of aesthetics with some mechanical consequences, do that.
  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 "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."
  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 and started reading.
  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 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.
  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 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.
  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.
  16. 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.
  17. 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.
  18. 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
  19. I suppose I should consider the 6d6 a character does with his punch a reward for his creativity in using his fists on the enemy... /s I don't really consider, "Guys, we could easily sneak past/hide in plain sight if we were just birds instead of our normal characters. Later, we just turn back into our normal selves + all that useful information." so shrewd that any player deserves to be able to do it without paying for the ability to disguise himself as a bird somehow.
  20. This is my point exactly. There has to be some sort of point cost for what is essentially "Superpowered disguise." It can't just be... free.
  21. Don't get me wrong, I prefer the "It's all just SFX and Identities." way of doing things massively over multiform and shapeshift and whatnot. I'm just wondering what the point value of being able to fool others is. "Disguise" is a perfectly serviceable answer, but "You should be able to look like whatever you want whenever you want, it's all just SFX," is not. The reason somebody could always look closer at you and find out that you're really *not* a fly or a cyborg or whatever to me seems valid, because the idea is that you are only what you are. You aren't whatever you want whenever you want, you have to choose who you're playing as at the start. It can't cost nothing to be able to just... morph into something else such that nobody knows what you are anymore. Like, you can't just say, "I'm a shapeshifter." and then just buy any powers and stuff that you want, because you can always contrive a form that makes the power make sense. That's like... bypassing having a character concept. You're like, "Instead of having a character concept, I'm just gonna buy whatever mechanics I want, and then when I need to use them I will change my character into something that would have those mechanics, and nobody will know that I'm capable of anything else, because no matter how they look at me, I'll convincingly be whatever form I have chosen." The thing is, I would also be fine with that, if you took everything about those statements at face value. Say you wanted to shapeshift into a fly, so you take shrinking, and say "Only when in appropriate form." and then just become a fly. But I would make that player *roleplay* as a fly if he wanted people looking at him to only see a fly, thus trapping him in fly form for all eternity. And if he wanted to "become a fly, but retain his human consciousness," I would make onlookers see "A fly with human consciousness," at a glance and become wary and suspicious. *But*, I would also allow a kind of "Pretending" roll, something like "Acting" or "Disguise" or both, which allows the player to convince onlookers that his character is something that it is not. Then I would impose modifiers to the pretending rolls based on how well his character sheet at the time resembles the thing he is trying to look like. So, for example, if he turned into a fly but didn't shrink (or lose PD, STR, etc. whatever), I would make him take a modifier so extreme for trying to pretend to be a fly that I wouldn't even allow a crit success. What I'm trying to say is, I would say, "No." But if he pretended to be a fly and also made himself look like one, shrunk, and gained flight, I would make the pretending roll very easy, almost impossible to fail. I don't know, that's one way it could be done.
  22. What you have just described is a perfect example of chaos and order. You don't need to use DnD's silly worldbuilding and cumbersome, dated alignment system to include the themes of Chaos and Order and balance in your games. It's unlikely that you could avoid those themes in general, they're so fundamental to the human experience and story telling. Now, whether or not you explicitly talk about chaos and order during your games is a completely different matter. You absolutely don't have to do that, but if you do, there are a lot of awesome ways to do it that don't involve DnD's alignment. One could have a kind of "Chaos Luck" or "Order Luck" ability that pushes the situation into one of those directions. "Sow Chaos" could be used to start a riot that breaks up a police blockade, and "Sow Order" could be used to stop a tavern brawl. Alternatively, you could build Chaos and Order into the strata of your magic system, such that all fire magic is considered to be chaos magic and ice magic is considered to be order magic (and so on). Me and my friend used to roleplay mages called Ignar and Crynar who were brothers, each representing Chaos and Order, respectively. Ignar had access to chaos magic, which was primarily centered around fire, upset, and in general beginning chain reactions with wide spread consequences. Crynar had access to order magic, which was centered around ice, control, and in general cleaning up the messes Ignar would create. Ignar was a kleptomanic psychopath, and Crynar was an autistic control freak, and it was a lot of fun.
  23. This is also a funny coincidence with my setting. "Elf" is just the term for "Man Fae". "Fae" in the setting means "Is a Lens and is a living thing." They are usually animals but with distinctive "Fae" features. An Elf is just a man with distinctive Fae features (long wispy eyebrows, pointed ears, eyes with glowing pupils and no distinct iris/whites, fine/straight hair, etc.)
  24. In my setting, Dragons are basically the ultimate incarnation of a Demon. A Demon is a kind of spirit that infects mortals and perverts their nature. They're extremely common, and not conscious, intelligent actors either (they don't think or decide things, they are just... spirits, abstractly). If a person happens to become infected with a demon, they'll feel driven to indulge it. The thing is, by indulging a demon, it becomes possible to exercise their power. But the more of a demon's power a person exercises, the more they embody the demon. At the lowest level of embodiment, a person may take on normal physical features that somewhat make sense given the demon they're indulging. Indulging Gluttony would make you fat, Fear would make you gaunt maybe, Wrath would give you a viscous looking furrowed brow, Greed would give you... I don't know, a glint in your eye. Eventually a person crosses over and becomes a Ghoul or Fiend, and if they're powerful enough and can handle the demands the transformation makes on their body, and if they survive, they can become a Dragon. So Dragons couldn't give a rat's ass if you wear another Dragon's skin. They're way to evil for that.
  25. I wish the videos were longer. And I almost wish that they'd look at more than video evidence, because comic books can be quite detailed in their descriptions and explanations of a character's power. But I appreciate the distinction, it keeps the power levels down at a manageable level.
  • Create New...