Jump to content

eternal_sage

HERO Member
  • Posts

    1,022
  • Joined

  • Last visited

Everything posted by eternal_sage

  1. Re: HERO: Combat Evolved [Equipment Posts & Comments] heh. i've gotten some use out of it, although i never have actually used for a game, as it wasn't really finished enough for my purposes (plan was to do a Covenant campaign but that stuff is not as finished as the rest) and i just haven't had time to finish it. if you ever get it all collected, that would be awesome, as its about the only Sci-Fi game i can interest my wife in other than Star Wars (although we are in the planning stages of a homebrew )
  2. Re: Confused about 6th edition [puts on his best British accent] its not a matter of where she GRIPS IT... look, a two armed person cannot read two books simultaneously! its a simple matter of weight ratios!
  3. Re: Sixth Edition Showcase #6: Defense Powers actually sharks are tasty.... of course i think you shouldn't eat animals and blah blah blah required vegetarian stuff here. but yea. since you are down with divesting life forms of their flesh (and i mean that is a snarky humorous way, really ) you really should try it. besides, they would do the same to you, i'm sure and and to risk sounding dumb.... whats a SETAC?? i thought it was a group from the Champions Universe until this thread.... lol oh and as someone (probably wise) once said "you can't please all of the people all of the time, but you can please some of the people some of the time"
  4. Re: Confused about 6th edition oh yea, baby er wait... no. actually scratch that...
  5. Re: Top 5 Favorite 5E Supplements i love Tuala Morn... however, i only run homebrew settings (even Shadowrun and World of Darkness are done in my own cities). it is, in fact, the only pure setting book i have outside of Accordlands for 3rd ed DnD and Eberron (and those were both the wife's purchases so i don't count them as mine ) i do plan on mining the crap out of it sometime in the near future for my own setting. some of the concepts are great, and it was a great tutorial on how to make low fantasy work. if i didn't love both Asian Bestiaries, it likely would have ended up on my list.
  6. Re: Mega Men updated the above posted characters, and i almost have the next batch ready to go. have fun and post any questions, comments, or curses!
  7. Re: Top 5 Favorite 5E Supplements Fantasy HERO Star HERO Ultimate Martial Artist Asian Bestiary I Asian Bestiary II and my wife's input is: Ultimate Martial Artist Ultimate Skill Fantasy HERO Star HERO UNTIL Superpowers Database I is it obvious that we play alot of Fantasy and Sci-Fi?
  8. Re: Iron Kingdoms FH Conversion sweet! i'd been thinking of doing something of this nature for sometime. now i don't have to!
  9. Re: Mega Men oh, yea, and this is the final list of power upgrades / robot masters appearing in the game, organized by character who receives the upgrade Basic Abilities ------------------------------ Mega Blaster -> Mega Buster Ricochet Shot -> Multiple Ricochet (Gemini Man) Stun Blast -> Chain Stun (Spark Man) Ice Beam -> Freeze Beam (Blizzard Man) Nova Shot -> Atomic Flame (Heat Man) Wind Blast -> Vortex Cage (Air Man) Weapon Master Abilities ------------------------------ Beam Sword -> Charging Slash Beam Bow -> Scatter Shot (Centaur Man) Beam Spear -> Spinning Shield (Yamato Man) Shadow Shuriken -> Shuriken Spread (Shadow Man) Power Flail -> Spinning Strike (Knight Man) Root -> Vine Whip (Plant Man) Sensor Abilities ------------------------------ Scan -> Find Weakness Night Vision -> Flash Explosion (Bright Man) Detect Magnetic Fields -> Magnetic Reprograming (Magnetic Man) Sense Hidden -> Wraith Cloak (Skull Man; Invisibility) Homing Beacon -> Targeting Mark (Snake Man) Diagnostic Scan -> Field Repairs (Junk Man) Heavy Assualt Abilities ------------------------------ Power Shot -> Power Punch Drill Missile -> Missile Salvo (Drill Man) Crash Bomb -> Seeking Crash Bomb (Crash Man) Napalm Bomb -> Line of Napalm (Napalm Man) Bubble Bomb -> Acid Rain (Toad Man) Hard Body -> Bullrush (Hard Man) Movement Abilities ------------------------------ Jump Coil -> Jet Pack Power Slide -> Charge Kick (Charge Man) Gravity Increase -> Gravity Reverse (Gravity Man) Burst of Speed -> Rapid Fire Attack (Quick Man) Teleport -> Duplicate (Pharaoh Man) Slow Time -> Time Stop (Flash Man) Shield Abilities ------------------------------ Beam Shield -> Shield Bash Crystal Deflect -> Crystal Reflect (Crystal Man) Gyro Shield -> Blade Area Shield (Gryo Man) Wood Shield -> Sap Shield (Wood Man) Tremor Stomp -> Stone Spike Barricade (Stone Man) Biting Shield -> Leech Shield (Shade Man)
  10. Re: Mega Men and we got the Weapons Master. Called Leona by Dr. Light, M-Series Epsilon was designed to be a home assistance and child care robot. Designed to take care of Dr. Light's children, Leona was given a certain child-like nature that made it easy for her to get along with the children and to not seem like an outsider. As such, Leona quickly developed a rather strange taste for Martial Arts movies and comic books which she devoured almost as quickly as her charges. Being essentially designed to keep the children safe, Leona is programmed with a variation of the Three Laws that protect humans from rampant robots that prioritizes children over all other humans (thus allowing her to cause harm to an adult who harms a child). When Dr. Wily threatened the world, Leona reluctantly left the children at Jack's urging, seeing Dr. Wily's defeat as the only way to ensure their safety. On the battlefield Leona utilizes her vast store of martial arts movements stored in her memory core to quickly defeat her foes in hand to hand combat. Leona (M-Series Epsilon) Val Char Cost 20 STR 10 25 DEX 45 20 CON 20 15 BODY 10 10 INT 0 10 EGO 0 15 PRE 5 10 COM 0 4/10 PD 0 4/10 ED 0 3 SPD 0 8 REC 0 40 END 0 35 STUN 0 12" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 90 Cost Power 18 Base Armor Plate: Armor (6 PD/6 ED) 18 Sword Mode: Multipower, 27-point reserve, (27 Active Points); Lockout (-1/2) 1u 1) Beam Sword: HKA 1d6 (2d6 w/STR) (15 Active Points) 1u 2) Charging Slash: Running +6" (12" total) (12 Active Points); OAF (Requires Beam Sword; -1), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, -1/4) Powers Cost: 38 Cost Martial Arts Maneuver 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike Martial Arts Cost: 8 Cost Skill 10 +2 with HTH Combat 3 Fast Draw 14- 3 Conversation 12- 3 Concealment 11- 3 Contortionist 14- 2 SS: Developmental Psychology 11- 2 SS: Behavioral Modification 11- 3 Sleight Of Hand 14- 3 KS: Comic Books 12- 4 KS: Martial Arts Movies 13- 2 KS: Kenjutsu 11- 2 PS: Household Tasks and Chores 11- Skills Cost: 40 Total Character Cost: 176 Pts. Disadvantage 0 Dependence: Sunlight Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 1 Day) 20 Distinctive Features: Robot (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Enraged: Loss of 50% (or More) BODY (Common), go 11-, recover 11- 10 Psychological Limitation: Child-like Demenor (Common, Moderate) Specialized Robotics Laws 20 1) Psychological Limitation: Law 0: Cannot Harm Children or Through Inaction Allow Children to be Harmed (Common, Total) 20 2) Psychological Limitation: Law 1: Cannot Harm Humans or Through Inaction Allow Humans to be Harmed Except When in Conflict with Law 0 (Common, Total) 20 3) Psychological Limitation: Law 2: Must Cooperate With Humans Except Where In Conflict with Laws 0 and 1 (Common, Total) 20 4) Psychological Limitation: Law 3: Must Perserve Itself Except Where in Conflict With Law 0 and 1 (Common, Total) Disadvantage Points: 130 Base Points: 46 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 and the weapon modes for her Cost Power 45 Centaur Mode: Multipower, 67-point reserve, (67 Active Points); Lockout (-1/2) 1u 1) Beam Bow: Killing Attack - Ranged 2d6, Indirect (Same origin, always fired away from attacker; +1/4) (37 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4), Beam (-1/4) 2u 2) Scatter Shot: Killing Attack - Ranged 2d6, Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (8" Cone; +1), Selective (+1/4), Two-Dimensional (-1/4) (67 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4) 33 Yamato Mode: Multipower, 49-point reserve, (49 Active Points); Lockout (-1/2) 2u 1) Beam Yari: (Total: 49 Active Cost, 18 Real Cost) Stretching 1" (5 Active Points); OAF Durable Expendable (Easy to obtain new Focus; Beam Yari; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (44 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4) (Real Cost: 16) 1u 2) Spinning Shield: Force Field (8 PD/5 ED) (13 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Durable Expendable (Easy to obtain new Focus; -1), Limited Coverage 60 Degrees (-1), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4) 33 Yamato Mode: Multipower, 49-point reserve, (49 Active Points); Lockout (-1/2) 2u 1) Beam Yari: (Total: 49 Active Cost, 18 Real Cost) Stretching 1" (5 Active Points); OAF Durable Expendable (Easy to obtain new Focus; Beam Yari; -1), Always Direct (-1/4), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (44 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Restrainable (-1/2), Real Weapon (-1/4) (Real Cost: 16) 1u 2) Spinning Shield: Force Field (8 PD/5 ED) (13 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Durable Expendable (Easy to obtain new Focus; -1), Limited Coverage 60 Degrees (-1), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4) 20 Shadow Mode: Multipower, 30-point reserve, (30 Active Points); Lockout (-1/2) 1u 1) Shadow Shuriken: Killing Attack - Ranged 1d6, Penetrating (+1/2) (22 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4) 1u 2) Shuriken Spread: Killing Attack - Ranged 1d6, Penetrating (+1/2), Autofire (5 shots; +1/2) (30 Active Points); Restrainable (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4) 40 Knight Mode: Multipower, 60-point reserve, (60 Active Points); Lockout (-1/2) 1u 1) Power Flail: Hand-To-Hand Attack +4d6, Indirect (Same origin, any direction; +1/2) (30 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4) 2u 2) Power Flail: Hand-To-Hand Attack +6d6, Area Of Effect Nonselective (6" Radius; +1) (60 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4), Extra Time (Delayed Phase, -1/4) 57 Plant Mode: Multipower, 57-point reserve 3u 1) Vine Whip: Telekinesis (15 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Indirect (Same origin, any direction; +1/2) (57 Active Points); Restrainable (-1/2), Gestures (-1/4), Physical Manifestation (-1/4) 1u 2) Root: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, -1/4), Physical Manifestation (-1/4) Powers Cost: 246 [Picture forthcoming]
  11. Re: Mega Men ok, we got info up for the leader of the group. Called Jack by Dr. Light, M-Series Alpha was a simple personal assistance robot. Jack worked for Dr. Light as a secretary and was developed as the primary face of Light Industries. Used to large amounts of time with the press and on the phone answering questions, Jack is a natural at dealing with people. Programmed to be warm and caring, most people feel right at home in his presence, despite his artificial nature. When Dr. Wily began his nefarious scheme, Jack was the first in line to fight the villain. His "natural" personality lends him a very strong ability to lead others, be they robots or humans. On the battlefield Jack hangs back and directs his teammates, coordinating attacks and keeping the enemies off balance. Jack (M-Series Alpha) Val Char Cost 15 STR 5 15 DEX 15 10 CON 0 10 BODY 0 20 INT 10 20 EGO 20 25 PRE 15 10 COM 0 3/9 PD 0 2/8 ED 0 2 SPD 0 5 REC 0 20 END 0 23 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 65 Cost Power 18 Base Armor Plate: Armor (6 PD/6 ED) 27 Mega Mode: Multipower, 40-point reserve, (40 Active Points); Lockout (-1/2) 2u 1) Mega Blaster: RKA 1 1/2d6 (25 Active Points) 3u 2) Mega Buster: RKA 2 1/2d6 (40 Active Points); Extra Time (Delayed Phase, -1/4) Powers Cost: 50 Cost Skill 15 +3 with Ranged Combat 3 Teamwork 12- 3 Conversation 14- 3 Acting 14- 3 Oratory 14- 3 Persuasion 14- 20 20 points of personalized skills, all slots: Common Adder Skills Cost: 50 Cost Perk 5 Contact (Contact has very useful Skills or resources, Good relationship with Contact) 11- Perks Cost: 5 Cost Talent 3 Absolute Range Sense Talents Cost: 3 Total Character Cost: 173 Pts. Disadvantage 0 Dependence: Sunlight Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 1 Day) 20 Distinctive Features: Robot (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) Specialized Robotics Laws 20 1) Psychological Limitation: Law 1: Cannot Harm Humans or Through Inaction Allow Humans to be Harmed (Common, Total) 20 2) Psychological Limitation: Law 2: Must Cooperate With Humans Except Where In Conflict with Law 1 (Common, Total) 20 3) Psychological Limitation: Law 3: Must Perserve Itself Except Where in Conflict With Law 1 (Common, Total) Disadvantage Points: 80 Base Points: 43 Experience Required: 50 Total Experience Available: 0 Experience Unspent: 0 and here are the weapon modes Cost Power 30 Gemini Mode: Multipower, 45-point reserve, (45 Active Points); Lockout (-1/2) 3u 1) Ricochet Shot: RKA 1d6, Indirect (Any origin, any direction; Must Reflect Off of Solid Surface; +3/4) (26 Active Points) 4u 2) Ricochet Explosion: RKA 2d6, Explosion (Cone; -1 DC/2"; Explosion Must Occur Off of Solid Surface; +1/2) (45 Active Points); Extra Time (Delayed Phase, -1/4) 30 Charge Mode: Multipower, 45-point reserve, (45 Active Points); Lockout (-1/2) 2u 1) Charge Stun: Entangle 2d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (44 Active Points); Short Duration (Effect Lasts a Number of Phases Equal to Body Rolled; -1/2), Cannot Form Barriers (-1/4) 2u 2) Chain Stun: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Explosion (+1/2) (45 Active Points); Short Duration (Effect Lasts a Number of Phases Equal to Body Rolled; -1/2), Increased Endurance Cost (x2 END; -1/2), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 40 Blizzard Mode: Multipower, 60-point reserve, (60 Active Points); Lockout (-1/2) 6u 1) Ice Beam: Drain DEX 6d6 (60 Active Points) 3u 2) Freeze Beam: Entangle 6d6, 6 DEF (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Cannot Form Barriers (-1/4) 40 Heat Mode: Multipower, 60-point reserve, (60 Active Points); Lockout (-1/2) 4u 1) Flame Blaster: RKA 1 1/2d6, Penetrating (+1/2) (37 Active Points) 5u 2) Atomic Flame: RKA 2d6, Sticky (+1/2), Penetrating (+1/2) (60 Active Points); Extra Time (Delayed Phase, -1/4) 27 Air Mode: Multipower, 40-point reserve, (40 Active Points); Lockout (-1/2) 2u 1) Wind Blast: EB 6d6 (30 Active Points); Reduced By Range (-1/4) 1u 2) Vortex Cage: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4) (37 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Increased Endurance Cost (x2 END; -1/2), Cannot Form Barriers (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Powers Cost: 199 [picture forth coming]
  12. Re: Mega Men lol. no worries there, although i very well may use some of the revamped designs from the Battle Network games, just because they look better . i have all the base characters built, and i'm working on the mode upgrades as we speak. i'm going to hand out upgrades instead of making them buy them, although i will still be giving XP which can be used on other things, just not power upgrades. of course, the session someone gets a mode upgrade they won't be getting XP, and there are 5 mode upgrades per character, so its going to be pretty evenly distributed, and all the characters are pretty much evenly built to begin with (and after all the modes are obtained as well) so it should be fun for everyone. i'll post everything up as i get it finished
  13. so i was playing Mega Man the other day (own the complete collection on my GameCube, cause sadly my NES bit the dust years ago) and i realized that with a little tweaking Mega Man would be an amazing concept for a HERO game. after bouncing some ideas off my wife and my friend who was present (we were taking turns playing through each game) we came up with the following. instead of "Mega Man" the fighting robot, what if we split him into 6 characters, each with a different twist on the same concept (fighting robot that absorbs the abilities of fallen foes). so we came up with 6 archtypes based on powers that Mega Man gets throughout the series (with the exception of one character who is purely a RP friendly character). the Leader of the group is essentially default Mega Man: ranged support and some added social interaction skills (cause he's the leader). we then took the Rush armor concept from 6 and made 2 more Mega Men, Heavy Assualt, based on the Power Armor Mega Man and getting all the bomb and missle weapons, and Movement, based on the Jet Pack Mega Man and getting all the movement related weapons. Then we added Weapons Master, since alot of the bosses have actual physical weapons like spears and flails (and cause i always like Zero from the X series) and Shield who is similarly based on the various robot masters with some type of shield mechanics. the only thing the group was missing was a tactician, so we created the concept of Sensors, who would gain senses powers from the robot masters similar to the different visor types from Metroid Prime (cause lord knows how many times i bounced back and forth between Mega Man and Metroid in my youth). that decided, we decided that every weapon needed a charged version (cause if only Leader got the Mega Buster that would be lame) which of course lead to lots of fun ideas. we kept the weapons as close to the originals as possible but we redesigned quite a few as well to better fit a world in which all the robot masters were present for the duration of the conflict with Dr. Wily. the end result is awesome and humorous and cool enough for us to seriously consider making it our main game for the fall. the new revamped setting has Dr. Light as the head of Light Enterprises, a Asimovian robotics designer who loves nothing more than to build and innovate. he has made a fortune on his early robot designs, which largely resemble the robots currently being working on a many of the major robotics labs across the globe: capable of interaction, but ultimately just machines. these robots have been used all across the globe in numerous special jobs and tasks. recently Dr. Light has produced a series of special prototypes which he refers to as "Masters" which are each dedicated to a certain special task that is either unsafe or unpleasent for humans to do (mining for Drill Man, for example). these robots are designed to operate much more indepentantly than the earlier models and as such are given a Asimovian "positronic brain" or other such "free will" and "cognition" inducing upgrades, along with another Asmovian ripoff: "the Three Laws of Robotics". these robots are especially useful to Light Enterprises, both as show pieces and as internal workers. along side the Masters, however, Dr. Light also produces a series of personal projects which are given greater enhancements to cognition and free will, and who even develop something akin to emotions. these are mostly prototypes for the next big leap at Light Industries, but largely Dr. Light treats them as his children. [Leader] is Dr. Light's personal assistant. [Weapons Master] protects Dr. Light's family. [shield] and [Heavy Assualt] are employed to protect workers in Dr. Light's factories from dangerous compounds and reactions, and [sensor] and [Movement] are sent out looking for new resources for the company. enter Dr. Wily. jealous of Dr. Light's success (the two of them were students together in the same robotics labs, Dr. Light graduated with honors, "Dr." Wily was kicked out for cheating on his exams) he engineers a virus that reworks the Three Laws software on the Masters series of robots, which in turn take control over the more simple robots and start wreaking havok. aghast at the havok his inventions are creating but not yet suspecting that anything other than programming error has occured, he decides he most shut down the Masters. when all the override codes no longer work, he is left no recourse. that's when our heroes step in. wanting to help their "father" they decide to fight the Masters. having the Three Laws hardwired as opposed to software, they are immune to the virus that corrupted their "little borthers". grieved that it has come to this, Dr. Light reluctantly agrees, and outfits each prototype with an armament fitting their "personalities" aka original programming and they are off to fight the evil robot hordes! and yes, the campaign will pull about equally from Asimov and Mega Man, because i don't really see anything that is mutually exclusive in this situation. Asimov adds the drama and RPability that Maga Man lacks, and Mega Man adds the action that Asimov lacks. together they make Reece's Cups!... er.... an excellent setting!
  14. Re: so... i'm in closed beta... ok... lol. i've made like 4 more characters, but i haven't actually played any of them yet! the character creation itself is SO much fun! i've done lots of different concepts and all but "chick made of diamond" has worked out PERFECTLY! chick made of diamonds was passible, but neither setup really looked like what i wanted... about to try a Human Torch kind of character to see how that works out.
  15. Re: so... i'm in closed beta... ok, so i've messed with the game for awhile. after reading (and rereading) the NDA, i am unable to tell you anything about what is actually going on in the game or how anything works exactly. however, my impressions and opinions of it really aren't covered, so this is what i'll stick with. character creation is really sweet. its not as free as one might like, BUT its light years from anything you get in other MMOs. plus with the idea that some additional power sets can be unlocked and added to what you get to choose from initally makes the powers section really cool. its not HERO system (we already knew that) but its really not bad at all. and the ability to design your costume is absolutely phenomenal. if you can imagine it, you can do it, or at least come REALLY close. of course this makes it very complex, but ultimately extremely gratifying. a huge improvement over CoH/V. and thats saying something, since many people thought it couldn't get better than that. as far as gameplay goes, its hard to say, as i have not gotten to play much (not even out of the starting scenario) but its a very interesting twist on the typical MMO experience. if you've played WoW or LotRO then this will feel very natural, albeit different enough that you can totally feel the difference between the genres being presented. it also has a very pleasing art style that fits the world and setting very well. the combat currently gets a little tedious. i can't really go into why at the moment, just suffice to say its related to a core combat mechanic and its a problem i totally forsee going away as more powers are gained and levels rise. it also may simply be a problem that is more apparent with certain builds... only played one character at present, even though i've made 2. thats my impressions thus far after about 2 hours with it (although over half of that is character creation, cause that was so fun... am about to go make some more characters )
  16. Re: Creating chracters in Champs Online not had this happen yet (although there are very few peoples on at the moment)
  17. Re: Open Beta in Mid-August? ok, i can't tell you how it works, but i think it will be fine to tell you if i like it as long as there are no specifics involved.... so expect some very vague ramblings of a positive, neutral, or negative nature and just go with it.
  18. Re: so... i'm in closed beta... as i said, i'll say what i can within in any agreements i have to sign
  19. do you guys wanna hear about my impressions of the game (when i have some? still gotta collect the code from work tomorrow)? i'm not certain if there will be any restrictions on what i can say or not say, but i'll be happy to post up as much info as i am allowed if you guys want. of course, if no one cares.... whats the point?
  20. Re: Open Beta in Mid-August? well, i dunno about open beta... but i very well may be snapping an in into closed beta, courtesy of Gamestop being an awesome place to work! we got an email from the district manager today saying that the Store Manager and 1 (count them ONE) employee from the store get codes to the closed beta. since i'm the only guy at the store with any interest in the game, it looks like its me . i just gotta get the code tomorrow and install!
  21. Re: Order of the Stick i agree. i think that the door was just the easiest way out. there was another, and he was attempting it before he changed his mind. go V. redeem yourself and be a hero for once.
  22. Re: Order of the Stick i think bringing knives to a gun fight would have been safer
  23. Re: eliminating the SPEED chart when i first started with HERO i decided to simplify the SPD thing, so i went with a modified Shadowrun system (4th Ed, in case it was different in earlier editions. i played 2nd years uncounted ago and can't remember a darn thing about it other than it was fun). essentially i decoupled SPD from DEX and made DEX 2 cp/point (for fairness), then i made everyone SPD 1 base with all that that entails. a point of SPD still cost 10 cp. then it was pretty simple to do things the way that was more familiar for my other players (we were all picking it up cold, no one knew anything about it when we started). ultimately SPD 2 people would have an additional round after the SPD 1 people, etc etc. of course, it got kind of messy if you let someone get more than a couple of SPD higher than the others, and it could be argued that really fast characters should go first not last, which could be remedied with some sort of "two SPD higher than anyone else gets a free starting round" or something. however, as others have said, i generally found more problems in doing away with SPD than keeping it as normal with a very narrow band (my games tend more towards normal, with SPDs of 1, 2, and 3) mostly because of the myriad of interactions that can come up in HERO games. however, i do think that a little more information on exactly where the bottleneck with SPD is occurring it may be helpful for us to be able to more accurately give you tips that actually address the situation that you are having. you asked and i answered! hope that maybe some of this rambling helps!
  24. Re: Order of the Stick yea, in fact, in 3rd edition, with a 14 CHA you can even cast all of your spells. just cause the rules state it doesn't make it a good idea.
×
×
  • Create New...