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eternal_sage

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Everything posted by eternal_sage

  1. Re: Characteristics in an EC when i played Tachyon (the above mention character with an EC) it was the GMs first experience running HERO (he'd only played once before), so i explained very clearly the advantages and disadvantages of the build (i had to point out to him on two occasions the thing about drains), so it was a bit of a rocky start, but ended up fun. benefits of a group of GMs playing, i guess.
  2. Re: Real sounding fantasy reporting that WAS AWESOME!!
  3. Re: When the heck does this spell end? i like the "duration of the scene" thing. it works well in nWoD, so i've though about giving it a whirl in a HERO game at some point. not really good for any of the things i've done lately though. two DnD conversions and a low-fantasy pay-END-till-you-want-it-to-stop kinda thing.
  4. Re: Double The Hero Excitement! lol! someone rep g-a for me!
  5. Re: Characteristics in an EC i guess i'm lucky, since all my players are either also GMs or GMs-in-training, so most game balance doesn't really apply. we all just police ourselves and never have any problems. i personally played a game in which i had STR, DEX, CON, and BODY in an EC. it went fine, because it was only 10 points worth (just enough to put him squarely in the 20-30 range) but i actually ended up being the one lagging behind in that game. of course the character was really spread out, having martial arts, flight, and energy projection powers (flight and energy projection in a MP). then again, alot of my powers had activation rolls too. i dunno. but yea, i couldn't put up the damage of our TK character, the speed (SPD or action order) of our speedster character, or the hand to hand of our dedicated brick/martial artist. bleh.
  6. Re: Order of the Stick actually, my prediction is that Celia will find out that Roy's dead, and resurrect him. but maybe not until a funny possession scene plays out. maybe even Celia.... that would be interesting....
  7. Re: Order of the Stick plot time. it'll be funny again soon.... it always is!
  8. Re: Double The Hero Excitement! probably right... but still, i think that would be a cool chance for HERO, cause it would give us more publicity with a group who may not even know of us (they are playing a d20 Supers game, so maybe they have, but still). otherwise, i really don't know what the announcements are. i think the concept of Horror HERO with Hite is the best bet for the normally scheduled time. Heroes would be a possible candidate, but i dunno about it. it was really hot, but my understanding is it is already cooling down (although the source of that information slips my mind, so for all i know it could be "Ask A Ninja".... although "Ask A Ninja" HERO could be interesting.....)
  9. Re: Double The Hero Excitement! something i thought about in the shower just now... Mutants and Masterminds will not be going to 4th Ed (they can't, Wizard's new OGL states that the main rules cannot be altered, meaning everyone needs at least 3 books from WotC to run their games). since M&M is a major revision of the d20 system, maybe they are looking for a new home. maybe that home would be with HERO? (instead of squabling over the small, leftover hunks of the Supers RPG market, they could team up to dominate the industry, ala DnD for Fantasy). just a thought...
  10. Re: Natoxia, Home-Brewed Game - Need expert advice (Long) you are reading it correctly, and you will have that trouble from all defense powers. HERO has the idea that defenses should be cheaper than damage (which i only agree with in a Supers game, and then only barely). so, i tend to write up all the spells in my own games, but if you want to be more freeform, i'd go with simply doubling the cost, or enforcing Costs END (for Armor) and Increased END for Force Field, so that they work, they just only work for a few rounds, then your out of it. its a hard call, but most players will be fine with a simple soft-cap or some such.
  11. Re: Accorlands Blackiron cool, thats what my mind was saying, but my heart was saying "limitation!" you guys are a great help!
  12. Re: Natoxia, Home-Brewed Game - Need expert advice (Long) flipped through the Player's Aid you sent me, and it all looks good. reading through some of the Archtypes/Races, i have to wonder: have you looked into the Warlords of the Accordlands RPG? its just that some of your ideas are similar to those in that setting (Seers, and Mercenaries troops being a major part of the world, etc). but the only questions i have is these: what feel are you going with for this campaign? is it High Fantasy, Low Fantasy, something in between? and, what are you doing about money/gear/etc? it feels pretty good and low, which is cool, because in that case your magic system will probably be fine. if its more High (DnD-esque) then you may want to consider using frameworks of somekind or a base 1/3rd cost or some other method to reduce costs. since i didn't see any pricelists, etc, i'm assuming that you are using one from a book? basically, this sort of dovetails into the above question as well, in that if magic and gear is hard to come by, its not a big deal either way. but if your gear is cheap (via money) and your magic is expensive (via CP) then wizards are going to be rare. not that this is wrong, since the world feels pretty low magic anyway, to me. ultimately, i think it sounds interesting, and i wish you luck! building a homebrew world (which i take to be what you are inexperienced with) is a big endeavor, but one that is ultimatly worth it. i think you are definately going in the right direction.
  13. Re: Accorlands Blackiron would the fact that there is really strict limits on who can carry blackiron because its a national treasure be a side effect (must be issued a permit by Devernia, the only place you can mine the stuff)? or just a roleplaying opportunity? for the record its really only a big deal in Deverenia, where the knights can kill you on the spot for having unregistered blackiron, although anywhere a Deverenian knight goes is dangerous as well, as Deverenia lays claim to the entire Accordlands as being part of its jurisdiction (even though it hasn't been in 500 years or more). not sure if i should build it into the gear or just let it go as is.
  14. Re: Strength:Mass Ratio Restriction well i know that, physically speaking, a human body doesn't have the leverage to lift things bigger than himself with any sort of weight. plastic palm trees, maybe, but give it more than 50 to a 100 pounds, and forget it. so the size thing totally makes sense in that context. plus the leverage issue would also play a part in normal lifting, giving them a general higher lifting capacity. i've thought about it, but since my Fantasy games tend towards low fantasy, and everything else i play sticks pretty close to reality, only supers need such a thing, and i agree with the others...why? i can fly and be stretchy and shoot lazer beams out of interesting locations of my body...so why should lifting be realistic??
  15. Re: Tell me about Ninja Hero! my personal take on Ninja HERO is that, while really good, i personally didn't get much from it. however, i am a long time lover of Wuxia/Anime/Fighting Games, so alot of the ground covered was old hat to me. i think FH and SH are even more awesome than Thia does, and i wouldn't change a thing. in fact, it was FH's broadness (it was my second book) that really crystallized in my mind the concept of "i can do anything!", from magic, to races, to equipment....anything! and still have them come out fantasy (another old school fave for me, might i add), but not DnD! i was happy. and thus i am here. Ninja HERO has some of that, but i feel it didn't really give me great breadth or depth. mind you, Susano is the shiz-nit, and i love his work (including about 50% of this) but alot of it felt either rushed or just uninspiring. but, again, thats 100% opinion, there, take it for what its worth (a couple of pennies is a good price, i'm telling you!)
  16. Re: Accorlands Blackiron ...... ....... ....... my god. i'm a moron! thats so perfectly SIMPLE! bleedin HELL! thank you! i'm so used to playing all these fancy games with crazy builds and everything else! thank you for giving me a reality check!
  17. Re: Accorlands Blackiron true. so it would be 1, 3, 4, 6, 7, 9, 10 on the END costs. sorry about that. also, the END is personal.
  18. Re: Natoxia, Home-Brewed Game - Need expert advice (Long) looks good!
  19. ok, in Warlords of the Accorlands (which i am currently converting from d20 to HERO) there is a certain material called black iron. the stuff has certain properties. it seems to channel magical energies, but it can't hold an enchantment for anything. in DnD terms it has the following properties. weapons: expend 1 spell, get a bonus to attack and damage equal to the spell's level for 1 round. armor: expend 1 spell, get a Deflection bonus to AC equal to the expended spells level. light lasts for 1 round, medium lasts 2, and heavy lasts 3. holy symbol: expend 1 spell, get a bonus equal to spell's level on Turn Undead checks and Caster Level for 1 round spell aid: expend 1 spell, get a bonus to caster level equal the spell's level for 1 round in addition, blackiron has a "bleed off" effect. basically, after it is used it takes a number of rounds equal to the spell level to cool down before it can be used again. my version of the magic system doesn't use spells/day, but instead costs END for every spell. also, i'm only using 7 levels of spells (15 point increments, up to 105) with associated END costs of 2, 3, 5, 6, 8, 9, 11 for each level, respectively. so, my thought for the reworking is as follows: weapons: +1 DC per "spell level" (END increment) spent to trigger it. armor: +1 rED per "spell level" (END increment) spent to trigger it. holy symbol: 5 AP additional effect per "spell level" spent to trigger it. arcane focus: same as above, but for arcane magic. anything you guys can help with is cool. my main hang up is how the construct will scale, and the bleed off effect. i was thinking of using charges that only replenish when END is paid into it, but i'm not sure how that would work. anyway. thanks for any help you guys could give!
  20. Re: Bow & Arrows separately. i'm actually using my last example (the telekinetic version) in my Warlords of the Accordlands conversion. the wife liked them, and i liked them. so we did it. i'll post up the final version i'm using in a minute.
  21. Re: Bow & Arrows separately. it does what you want, and looks good. i don't see any glaring holes in it. and its all rules legal, which is cool. i think its done, personally.
  22. Re: Bow & Arrows separately. i was talking about the making the arrows "throwable" by non-bows thing. i may tinker with it some more, but i probably won't
  23. Re: Bow & Arrows separately. yea, check 165 in FH in the key to the table it says that weapons marked "Can Be Thrown" are built with the RBS (+1/4) advantage
  24. Re: Bow & Arrows separately. "Can Be Thrown" i believe is actually built using RBS. i think the can be thrown thing is just in the tables. i've been building ASS-LOADS of weapons for FH lately, so i'm fairly sure (although that doesn't actually mean i'm right, i'm not usually). and the +1d6 is just to bump the arrow damage up? hmmm....i dunno. just seems out of whack to me, but you're right in that it accomplishes what you want without the handwave of the doubling rule....
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