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Blue

HERO Member
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Everything posted by Blue

  1. Venting is why we're all here! My campaign is not yet in gear, and I've got a bunch of players I've never GM'd before, so I expect to be in here doing a little venting myself. They're a smart group--maybe too smart. I had to lockdown the rules on character creation or at least three of them would be combat monsters and the others would be constantly upstaged. It's like the old Superman dilemma. If Superman can do everything, why does he ever need to belong to a group? My players potentially wanted cosmic power pools or multipowers with a power for every situation. That doesn't sound like much fun to me, and it wouldn't be much fun for the other players who aren't doing the hard-core number crunching. Is it just me or is the most interesting part of the character its weaknesses? Powers give each character a different way of achieving the same end. It's the disadvantages that make the character unique. Done rambling now.
  2. If the core characters of hero games were on an island, who would get voted off first? Foxbat?
  3. Excuse my board inexperience. "Nightwing is Dick Grayson". I thought, "Yeh... Hasn't he always been?" Although Shaft Grayson has more of a ring to it. He's one bad mother----(shut your mouth). Just talkin' 'bout Shaft.
  4. Never did pick up the book though I recall looking through it a few times. Mostly I didn't get it becaue my game's primary team were already called the Protectors. In case I didn't mention it (and looking back through my posts, I didn't), very nice artwork.
  5. I'm running NPCs currently, the primary one of which is a hacker, who would have no problem jacking up the account and then tracking where the funds go if he transfered them out afterward. It's the character's one good skill (that the heroes know of).
  6. Re: Um... That's damn funny! Especially when you consider that the alternative seems to be wearing tights, which in the hero world is acceptable among hetero folk. My drawings all look like girls anyway. Oh, wait... I only draw women
  7. Re: Wacky Combat Experiment... need help The only benefit characters currently get from rolls in my campaign is that if they make the very difficult roll of Three 1's, they can have the equivalent of either a level of armor piercing or some combat luck for that action. After all, the chance of rolling three 1's is less than 1%. Conversely they can have some unluck if they roll three 6's. So I'm thinking that maybe you'd kind of beat the issue with people jacking up OCV to do more damage if you based it around a set result roll. That is, if they rolled three 1's maybe they'd do extra damage, and if they rolled, say... 4-5 they might do full damage. Naturally there would have to be something to disqualify the bonus if they have a really low chance to hit. I mean, a guy with a 6 or less chance to hit shouldn't do 100% of maximum for rolling a 5. Honestly, it just sounds like more trouble than it's worth, since combats in champions already take quite a while.
  8. Re: Coming... Up... For... Air... Don't recall the name of the guy in the battle-suit, but he must spend a fortune on nair and other hair removers. His legs are silky smooth!
  9. Gracias there, Babyface John Taber. Is that icon your Hero or Secret ID? And yup, the sisters do rock. Wish they'd do something new. The only other activation roll story I can remember involved a hero with a "Cannonball" style move-through power. The player stopped playing, calling the game (champions) stupid after he botched his activation roll on two of his collisions, rendering himself unconscious. Most people would have just bought off the limitation with experience or made another character. In the end, we were better off; Some players you can just get along without.
  10. You're stuck with either a)munchkinism or b)abstaining from the point gluttony and settling for righteous indignation. It's the burden we have as "roleplayers" that we try to justify everything (Powers, Limitations, Disadvantages). Life is easier for those who just want to throw together a character with a power for every situation and meet the character budget. It's an age old dilemma, and one that can't be settled by a player, but only by the GM, as several have pointed out. Take the high road. When it comes to that critical situation where you achieve despite not having number crunched your character to bits, you'll feel that much better for your achievement.
  11. That's pretty good, Fly. Aversion therapy, like getting an electrical shock each time you try to smoke a cigarette.
  12. I don't understand the "You can't mind control him into it" aspect. I can see that's why you took it as a physical limitation rather than psychological (Because even someone with claustrophobia can be mind controlled into climbing into a crate, but someone with no legs can't be mind-controlled into walking). I just don't understand why they can't be compelled against their "programming". Someone with a psychological limitation "Can't do evil" would get a certain number of points. Someone with the physical limitation of the same name would get 5pts less, I would think, because it's less limiting. The only case where I would call it even would be if, say, the character tries to do evil but the GM stops him due to the physical limit and the character loses that action as a result of his programming stopping him from acting. But there may be some aspect of physical limit that I'm overlooking that makes it just as limiting in this case as a psych.
  13. No names are used, to protect the guilty: A duo investigate a warehouse and one of them drops through the skylight in true batman fashion and lands on top of a crate which has been set there for that express purpose; The top is false and the hero falls right into an entanglement and is stuck! So that leaves only the other hero, who drops straight to the floor. Of course the villain is there. He has the poor sidekick totally unaware, aims, fires and hears only the click of the weapon as the activation fails! The young hero kicks in his targeting sense and notices the villain in the far corner. He throws a gas cannister that fails to activate, instead rolling helplessly to the villain's feet. The villain then decides to do something clever (and dramatic) by kicking the cannister back to the hero and then aiming his gun at it and firing. The gun fails to activate again! The enraged villain (who has a higher speed) moves into hand-to-hand range. The villain strikes and hits! (no activation required.) The hero however fails both his armor's activation rolls! (Two overlapping body suits. Guess the hit got through the gap under the chin). The hero collapses. The entangled hero uses the power he dreads most--a one use explosive power that burns everything around him. He takes out the entangle, injures himself slightly, but manages to severely injure the villain and put the other hero in critical condition. All of those botched activation rolls were in the space of one turn! One of the players never used an activation roll again!
  14. Between the Hero books and the other players (such as those on this board) plus my own ingenuity, there aren't many effects left that I couldn't simulate. Having said that, here are the ones I tend to think people might like to see: Making a character "Evil" - One of those great conventions of comics is turning a hero against his friends through use of powers. Mind control is generally intended for creating specific commands. Perhaps there's a good "transformation" type effect for this? I think the book could benefit from a list of "side effects" (As in the Limitation). It seems to be one of the more under-used limitations, and a quick list of things (Power also catches attacker on fire, Power causes dizziness, etc.) and their worth might be useful to someone slapping together a new power. I know we all love math (Yes, that's sarcasm). I think 1st or 2nd edition hero had a chart for calculating costs without a calculator? You know: You cross-index the active cost with the total limitation and it gives you a real cost. In this world of calculators it may be obsolete now, but I just know I hate carrying around a calculator. How about a good, solid, comprehensive list of special effects. I know it's impossible to get them all (which is why its so fun to make powers) but wouldn't it be nice to have your player who is trying to come up with a concept turn to page 84 and look through a list (Ice, Fire, Electrical, etc.) to get ideas? I hope something in there is useful to you. And I am looking forward to seeing this book more so than any other book you've put out (w/ the exception of 5e). Thanks for listening to your customers. Blue
  15. Dear QUARK, How many villains DOES it take to screw in a light bulb? No, really! I have an argument going with the Government's Wargame computer; According to the WOPR, ideally it's 2 (One to trap the hero and one to mind-control him into doing it for you), whereas I think it's no less than 3 (One to develop the machine to shrink the sun, one to give away the plan to the heroes, and one to to remind the others that they have ultra-violet goggles and don't need a light bulb after all). Could you put your computative powers to work and settle this argument? Thanks, Blue
  16. In my case, I designed the base and assigned it to an NPC. The heroes have been given full run of the place. This means it has all the features I want it to have and that I feel are appropriate to the campaign. And the players can concentrate on their characters with their points instead.
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