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LoneWolf

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  1. Hero system gives us building blocks to create anything we want. Part of the Hero philosophy is to start with the special effect and then work out the game mechanics. Part of this is choosing appropriate advantages and limitations for the power. In some cases the limitation or advantage may not be enough to alter the cost of the power but it should still be applied. In your example of supper running you defined the flight as running so by special effect it is subject to the drain running. By the same logic it would not be affected by a drain flight. This would be considered a 0 advantage/limitation. In some cases the player will come up with a special effect that does justify such a broad effect. If you had a character that has the ability to alter reality something like this would actually make sense. If the character had a code vs killing than a drain vs RKA would make sense.
  2. Hero system allows a player to define most of the flavor on almost everything including martial maneuvers. Visually a maneuver can look like just about anything a players wants within reason. Either maneuver could have multiple different visual appearances. In some cases they may look identical; in others they could be completely different. You can freely change the name of the maneuver to whatever you want. If you look in Hero system martial arts book you will see a lot of the styles use standard maneuvers with different names. The real difference between them is that Legsweep is a more aggressive maneuver that does more damage. Takedown on the other had is more defensive and does less damage. A casual observer may find it hard to tell the difference between them.
  3. To me this is about the most annoying thing a GM can do. The first problem is that every Gm I have encountered lacks the narrative skill to properly describe what is happening without becoming repetitious. I am sure that a lot of people are thinking that they have better skills than those I game with. The fact is that one of the GM’s for my group is a published author. His ability to describe a situation is quite good, but coming up with different ways to describe basically the same thing without using game terms is difficult and time consuming. Which brings us to the second problem is that this slows down the game to a crawl. Combat takes long enough without having to add the time for a round of twenty questions to figure out the effect of your attacks. Another problem with this approach is that most heroes are supposed to be skilled combatants. Part of being a skilled fighter is being able to judge the effectiveness of your attacks. Without this your character is kind of just swinging in the dark. Mystery damage denies this ability to the characters. The last reason that I dislike this is that it makes it so that everything in the game is from the point of the GM. Often people will have different perspectives of the same event. The 1950 Japanese movie Rashomon is classic example of this phenomenon. By having the GM as the only viewpoint it actually diminishes the story and roleplaying.
  4. If you really want to simulate D&D type magic look at the advantage Delayed Effect. Although to me using the Hero system to simulate D&D is kind of like turning steak into hamburger. One thing to keep in mind is that if you use a VPP the Wizard essentially knows every spell. You can require all spells to be from a prewritten list, but nothing prevents the player from writing a huge list of spells. For Fantasy Hero you don’t really need a framework. Spells in Fantasy hero tend to have a lot of limitations on them so often end up being incredibly cheap. Most of my attack spells are under 15 points and the other spells are usually even cheaper.
  5. The first step in any successful tactic is assessing the situation. Part of assessing he situation is understanding your opponent, but it also includes being aware of your surroundings. You also need to be aware of your own abilities and those of your teammates. Once you have assessed the situation you can start looking for opportunities. Hugh is right about all tactics having a counter tactic. That is why it is so important to conceal your tactics from the enemy. This is what Sun Tzu means when he says “All war is based on deception”. Forcing your opponent to abort his action is often a good tactic. Not only does it prevent you opponent from attacking it can allow your teammates to take advantage of the situation. For example if the villain aborts his 2 to dodge my attack in 1 I can move back to allow my teammate to use his area of effect attack and the villain cannot dive for cover because he has already acted. It can also allow a teammate to get off his haymaker. It also creates a situation where now the entire team can go all-out offensive in phase 2 because the villain cannot act. At this point I have forced my opponent to act and have created an opportunity for my team. Whether my team can exploit the opportunity is another thing, but at least I created the opening. The large group of low powered opponents is using the same tactic against me that I used in the first example. The first example was based on the idea that I am attacking a smaller number of more power full foes. There defenses are higher including DCV so I have to work harder to affect them. This is not the situation when I am facing a large group of less powerful opponents, so I will need to adjust my tactics. I should have an easier time hitting the weaker opponents and my attacks will be more effective. At this point I switch to a defensive stance putting more into defense while still being able to attack. Areas of effect attacks are particularly useful in this situation. I also use the terrain to try and limit the number of opponents that can attack me. This will be along drawn out combat. In each case I assessed the situation and adjusted my tactics appropriately.
  6. The VPP is the best way to go. If your wish is for the genie to fight something the VPP is used to summon the genie. Special effect is everything in the hero system. There was a college of demon summoning written up in one of the old Fantasy Hero companions that had very few actual summoning in it. Most of the spells were written up pretty similar to the spells from the other colleges, but the special effect of all of them were you summoned up a demon to do your bidding. There was an attack spells that was written up as a simply RKA that you summoned up a demon to attack your opponent. After the demon made the attack it disappeared.
  7. On good tactic is to hold phase until just before your next phase. This allows you to go twice before your opponent can do anything. If your enemy does not act in that phase it allows you to go fully offensive in the first phase and then take the appropriate strategy in the next phase. For example you hold phase twelve and allow you opponent to act. Just before your next phase comes up you attack all out putting all skill levels to offensive and using a maneuver that gives you a penalty to DCV. If you manage to stun you opponent you continue attacking full out and will probably take him down. If you did not stun him then you switch to a defensive maneuver so he does not take you down.
  8. I have done something similar to this with an NND KA that does body. The defense was surviving the attack. This is very expensive or it is completely useless, but it does work. Probably need at least 6d6 which puts it at 270 active cost minimum. This is probably not something a PC is going to be able to afford, but works for a major villain.
  9. Does having an obvious focus mean that others automatically know that you have the power the focus provides even when the power is not in use. Your answer to dsatow’s question on invisibility raised this point. I have always gone by the assumption that an obvious focus is only obvious when the power is in use. For example if you have ring that shoots energy beams it is only obvious that the ring is the source of the power while you are actually using it. If that is the case would invisibility not cover the obvious focus while not in use? If that is the case would not the armor be invisible unless the person takes damage?
  10. Under the old rules most package deals also reduced the maximums on other stats. Most of the times the net cost of the racial maximums were 0. For example elves had reduced maximum on CON and BODY to pay for the cost of INT and EGO. Also disadvantages from the package deals did not count towards your point cost they just reduced the cost of the package deal. So most package deals cost around 5-8 points. So if played a race that had a package deal cost of 5 points you still had another 145 points to spend. The package deal may have given you 10-15 points of stuff, but that did not count towards your maximum. Not saying it was a better way, just stating how it was.
  11. I am trying to create a mending spell that will repair objects. Can healing be used for this or would it require transformation? If it does work does that mean that normal healing can be used on object or does this require some sort of advantage or limitation?
  12. Flash vs Hearing NND with defense being hearing flash defense Mental paralysis with the special effect of fascination Images vs hearing
  13. Do the characters without code vs killing have any limitations stating they are casual killers or the like. Normally in a champions campaign there is an understood 0pt reluctance to kill. This is not the case in a dark champions campaign, but a standard champions campaign is usually assumed to be this way. Actually if the players with a complication are ignoring it you can in fact enforce it. At the least you can require them to either buy it off, or change it to something else. This is no different than a character with a vulnerability choosing to ignore the extra damage. You players with the code against killing need to decide if they want to keep it.
  14. Unified Power is basically the idea that powers actually one power. Doing it with stats can be dangerous especially if apply it to all your stats. Like Doc Democracy said any drain on any power is a drain on all powers. If you really want to put a limitation on your stats a better choice would be only in Hero ID, or even a focus.
  15. Your marital art needs some adjusting. The martial strike and offensive strike are very similar maneuvers. Both give a bonus to DCV and damage. A better combination would be fast strike and offensive strike. You use your fast strike on fast hard to hit targets that don’t do a lot of damage. The offensive strike is used on targets that are easy to hit but soak up damage. You may also want to include a martial dodge to use vs ranged attacks. Other maneuvers would also allow you to do more than just hit your target. Also consider dropping your OCV and DCV by 2 and picking up 4 more skill levels. This will allow you greater flexibility to adjust to the situation. That way you can adjust your combat values to adjust to the situation. For example if you are fighting something that is hard to hit, but does not do much damage you can boost your OCV to be able hit them. If on the other hand you are fighting something that will do a lot of damage to you, you can boost your DCV to avoid being hit. If you do like I suggested and pick up a martial dodge you can really pump up your DCV to extremely high levels.
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