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Daisuke

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Posts posted by Daisuke

  1. On 10/31/2019 at 4:42 AM, Crusher Bob said:

    And since character generation has come up again, are the guidelines and examples I did up in this thread good enough? 

    Is there something unclear? 

    Is how the characters mechanically operate understandable?

    Are the build tech tricks I use explained clearly?

    Should I comment more about how campaign assumptions interface with character generation and assumptions?  I did a little bit of that, and implied some things, but didn't really write up much about it.

    Sorry I haven't looked at before I'm checking it out currently 

     

    -------------------------------------------------

    I shaved off as much as i could, but now I'm stuck on shaving off the rest is (400cp + 44xp) Currently at 570cp

    I also wanted a follower or Summon an Ally be I think there was no where to fit it

    I was also thinking about building the hero character like Shazam, but I wanted then "main body" to some of their heroic abilities but less potent 

    My Soul Weapon are my main damage dealers

    Daisuke Endgame 400.pdf Soul Blade Endgame 400.pdf

  2. 1 hour ago, Gnome BODY (important!) said:

    Well that's your problem right there!  If you don't have any way to know how much is enough and how much is too much, you'll never be able to find the right numbers.  I'd recommend sitting down with your friends and figuring some guidelines out. 

    Your book should have a handful of suggested guidelines, but my experience is that they're way too loose to be useful.  Pinning down some more exact numbers is far more useful. 

     

    Yeah the only thing we know is the we start with 400cp, and the he reviews it to see if any powers are broken

  3. 5 hours ago, assault said:

    It's more conventional for your first character to be built on a few hundred points, rather than a thousand.

     

    The more points a character has, the harder it is to balance it. If you want us to provide you with useful feedback, it would be helpful if you could provide us with the campaign's guidelines.

     That's the thing, there isn't any

  4. So I've been thinks about what to say and how to say it lolz cause this is a lot lolz. Sorry I haven't been responding.

     

    First thank you all for all your tips & tricks I really appreciate it honestly.

     

    I've notice that most of you talked about building characters at its peak and build them with the potential to grow, I was going the "at their peak" route because it's the character I envision and once I hit that peak and I'm still playing them the powers they have would just be strunger. And I'm fine with that also because whatever lack on that's just their weakness, their no such thing as the perfect character, the GM can always build a character to counter you and then you would be truly tested, sounds like fun to me :)

     

     

     

    On 10/16/2019 at 3:20 PM, Tech said:

     

    Are you referring to creating your player characters, or creating characters as a GM?

     

    If you mean player characters, I'm guessing the GM will handle that.

    Bolo has good suggestions if you mean as a GM. Don't be afraid to make them potentially weaker than you anticipated in battle. There are multiple times I've done that and the heroes stomp the bad guy; in those cases I've said, "I expected him to last longer." The players like it because it shows their characters have power, not 'just enough to get the job done'. If you create an enemy that you find it too powerful, nothing prevents you from quietly lowering the PD, ED, Con, whatever of the enemy. The same can be said if you make someone too weak. I think the following is key: finding the balance requires you to know the effectiveness of the heroes, not just the villains. If you know a particular team is powerful, then you have an idea of the enemy strength to create. If a group of heroes isn't powerful, you can go easy on the creation of the villain.

     

    I'm referring to Player characters, and my Hero Group that i play with are all new to HERO System 6th Edition.

     

    On 10/19/2019 at 1:12 AM, Crusher Bob said:

    In theory, character generation guidelines for champions should for trade offs between various stats, not just set campaign maxima for everything.

     

    If you are good at character creation, it's usually possible to have the campaign maxima at everything right at the start.  The people who aren't good at character creation usually can't do that, so the whole point of the campaign maxima (to help create sorta balanced characters) has not fulfilled it's purpose.

     

    More detailed write up of the 'forced tradeoff' idea can be found here

     

    That set of rules also has several other good guidelines for preventing your character from not needing any party members.

     

    Examples:

    A character should not have all 3 of: mental defense, power defense, sight flash defense

    Note: a non-sight based targeting sense should generally be considered as flash defense.

     

    These special defenses should also reduce the maxima of your regular defense (PD/ED) so that you aren't making a character that's highly resistant to everything.  Otherwise the attack that does 'normal damage' to you will probably wipe out the other party members.

     

    A character should not attack multiple 'special defenses'

    Example:

    a multipower with:

    blast vs PD

    blast vs power defense

    mental attack (vs mental defense)

     

    is 'legal' but generally means that the character can use one of their attack powers to attack any bad guy in a weak defense, unless the bad guy has every defense.  But that means that the other members of your party that can only attack one 'special' defense never get any spotlight time.

     

     

    here is a thread I wrote some time ago about character creation.

     

    The Character i'm building has PD/ED/Power/Mental Defenses Only, No Flash Defenses; he also has a cuple of powers that's against mental defense but none of them does damage except one (Haven't Built The Power That Does Damage Yet In Case I Scrap That Idea)

     

     

    On 10/21/2019 at 8:40 PM, Crusher Bob said:

    Hmm, nothing new from Daisuke yet, so I'll put some stuff up about character creation:

     

    One of the things to consider when making a character is that a character made to be the (lone) protagonist of an adventure series is considerably different from a character that's made to be part of a group.

     

    A lone protagonist has to (sorta) be able to answer ever single problem that crops up in the story.  While a co-protagonist can rely on a team member to do something.  In fact, a co-protagonist almost has to be worse that their team member at whatever their team member shines at, so the focus can easily shift to one of the other co-protagonists when it's their turn in the spotlight.

     

    Compare, say, Harry Dresden and Harry Potter.

    When a Potter needs a plan, or to find out something, or to brew illegal polyjuice in an unused toilet bowl, Hermione is there to do that.  But when Dresden needs that sort of stuff done, he's really the only one he can rely on, so he has to be able to do all that sort of stuff too.

     

    This concept in game design is usually called 'niche protection'.  Where, for example, only the thief can disarm traps, only the cleric can heal people, only the wizard can make all the baddies fall down, and only the fighter is strong enough to carry all the phat lewt the other party members procure.  Well, at least until the wizard gets good enough to cast 'summon donkey' and then the fighter is mostly out of luck...

     

    So, if you are making a wizard character to take part in wizard adventures, you should probably be thinking more about Harry Potter, rather than Harry Dresden.  And try not to go full Hermione.  She's an example of a character that doesn't really need to other characters to solve the adventure.  It's only great restraint on her player's part that keeps her from just doing everything while Harry and Ron stand around like the idiots they are.

     

    But in a Champions game, where particularly cleverly designed characters can do almost all the 'pillar activities' needed for an adventure, you generally have to talk to the other players during character generation to both make sure that the characters taken as a group can cover everything needed by the average adventure, and that the characters don't step on each others toes so much that some will never be able to be good for anything when the spotlight shines on them.

     

    For most superhero games, the pillar activities seem to be:

    Beat up baddies

    Investigate baddies

    Provide soap opera

     

    If your superhero game is going to do some additional 'stuff' you need to make sure everyone knows what this stuff is going to be, so that they can take this into account when creating their character.

     

    My Character that I'm building is a hyper speed swordsman with cosmic soul abilities, with he's partner who is an electric warfare specialist with the power to electrical & bio components. And their biggest enemy who is a mental manipulater and controller of people with defense that makes annoyingly untouchable.

    On 10/26/2019 at 4:00 AM, Crusher Bob said:

    Since people have brought up character advancement:

     

    1

    The ability to blast moar is not necessary for actual character advancement.

     

    Consider Han Solo:

     

     

    In the A New Hope, to one of the characters in RotJ addressing him as, "General Solo?" and none of the other characters think that the fact that Han is now a general in the rebellion as anything odd.

    He's undergone a lot of character 'development', but he hasn't really gotten any better at flying things, or shooting poor fools in the face.  So it's more than possible to have important stuff happen to your character without them getting better at blasting people.  Exalted and Nobilis both made some nods at this sort of thing, but I don't think either one really did it well.

     

    ------------------------

     

    As for the getting better at blasting type of development, one of the other advantages of the 'forced tradeoff' system I I described above is that you can allow characters to advance by allowing characters another 'positive' when making their trade offs.

     

    For example:

    We define our starting campaign averages as:

    DC 10

    CV 7

    Def 25

    SPD 5

     

    And one step as:

    DC 2

    CV 2

    Def 5

    SPD 1

     

    And allow a starting character to have a balance total of +1 from the average.

     

    We make our character something like Spiderman, and their stats look like:

    DC 10 (Average (0))

    CV 9 (High (+1))

    Def 20 (Low (-1))

    SPD 6 (High (+1))

     

    So our character has a balance total of +1.  Later, as the campaign advances, we can spend points to bring our character up to +2 in total.  We decide to up not-Spiderman's Def, so he's not so squishy:

    DC 10 (Average (0))

    CV 9 (High (+1))

    Def 25 (Average (0))

    SPD 6 (High (+1))

     

    He now has a balance total of +2, and he's theoretically balanced vs a character in the same campaign that went to brick route and now looks like:

     

    DC 12 (High (+1))

    CV 7 (Average (0))

    Def 30 (High (+1))

    SPD 5 (Average (0))

     

    Who also has a balance total of +2

     

    ------------------------------

     

    There's some problems when you double down on things, like +2 CV, so you are +4 OCV/DCV over the campaign average, but it seems to work better than just upping all the campaign maxima at once and allow players to do whatever.

     

    I have an idea about what you mean on this but I'm have difficulties understanding this fully

    ____________________________________________________________

    Daisuke is the character I'm trying to make from a manga I'm trying to build Daisuke Endgame is way to must, build him without thinking about the points, I know I know It's Unrealistic To Build To That Extant. So, I've been trying to trim him down to 1000cp. This is also the first character i've ever built.

     

    Daisuke Endgame.pdf Daisuke Endgame 1000.pdf

  5. I need some advice on not overdoing my character creation. I gotten better at building characters but now I'm building them more powerful than they need to be. I was wondering how can I have a concept for a character that doesn't have to be overpowered, deciding the wants and needs, taking out things that seem unnecessary. Any tips?

  6. 4 hours ago, Gnome BODY (important!) said:

    You can use it to change costume, that's a Transform on your costume not on yourself.  Inanimate objects generally have 0 DCV unless they're being held by somebody who doesn't want you touching them. 

    Changing your appearance is Shapeshifting, but if it's just "Nobody recognizes Clark Kent when he's in the Superman spandex", that's generally just part of the genre conceits and nobody has to pay for it. 

     

    3 hours ago, dmjalund said:

    Instant Change isn;t targeting yourself, It's targeting the clothes you are wearing

    OK that makes sense thank you

  7. It was due to the Transform Power, I wanted to build it in a way to fully transform from my character's normal form to superheroic form. But because on the power says "Target: Target's DCV" he said I had to roll against my Stats. We're new to Heroes, but that didn't make sense to me, so I told him I'll look into it. And because we're now, he's trying to stick to the rule book till he gets the hang of things.

  8. I was wondering if it's possible to make an underground city as a base. I'm asking because I'm not sure if making a base means you have to build each building in the city individually or it can all be bought as one? Also when I buy the list the benefits the base has, do I have to write the designated location to use such benefits [Ex: Library-KS: Small Arms 11-] so when someone wants to use this skill in the base, is it from anywhere in the base or it's only in a specific location in the base?

    Demain.jpg

  9. I appreciate all the tips and tricks you all have given me, I really do, but I'm not gonna lie all of this is kinda overwhelming. I've been reading your advices over and over again so I can have a better grasp of the game, I also have been reading the Hero's book seen last thanksgiving so it makes things a bit easier to understand. And I don't know if this is also a problem but I found out that it takes me more than couple days to even make a character or make a character sheet for an existing fictional character, Multipower & VVP has also been hard to understand. I'm afraid that once I start the game I'd slow the game down because I still lack understanding of the basic core rules.

  10. 11 hours ago, bluesguy said:

    Here are some question I have for you:

    • Have you been a GM with any other game system?
    • Do you have a group of people who are ready to game with you and are willing to try out Hero?
    • What Hero products do you own?
    • Are you going to run this as Heroic or Superhero level campaign?  I am providing some generalizations about how each of these approaches could 'flavor' a campaign.

    1. No, not really

    2. I have 3-5 people willing to play Hero

    3. I have...

    1. HERO System Sixth Edition Volume 1: Character Creation

    2. HERO System Sixth Edition Volume 2: Combat & Adventuring

    3. HERO System Martial Arts

    4. Gun Fu

    5. Hero System Equipment Guide

    6. The Ultimate Base

    7. The HERO System Bestiary

    8. Hero System Skills

    9. The HERO System Grimoire

    10. HERO System Advanced Player's Guide

    11. HERO System Advanced Player's Guide II

    4. I was gonna run it as a Heroic Campaign 275CP

     

    I'll try to build some of the characters "I'm going to change the campaign to be more like "A Certain Magical Index" instead, but it's still kinda like My Hero Academia

  11. Hey, I was wondering if I can get some tips and tricks on how to be a GM for heroes. They aren't any games being run where I am, and I've never actually played the game before, but since there's isn't any games around me I wanted to run a game myself. I have some hero's books and I have a general idea on how to make characters, still figuring some things out. 

     

    My Idea for a campaign would be like My Hero Academia the anime, but I'm not sure how to go about it.

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