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Jagged

HERO Member
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Everything posted by Jagged

  1. Re: Dropping defences Depends ... Maybe Power Defense is like dodging. You want to be hit by one thing but not another, so you actively avoid one type of attact but jump in front of another. Power Defense doesn't reduce the heal. Maybe Power Defense is like a valve and only allows stuff to flow in one direct. Power Defense doesn't reduce the heal. Maybe Power Defense is a wall. Power Defense does reduce the heal.
  2. Re: Rolling lots of D6s Holding tons of dice in your hand before attacking that villain is a simple pleasure but one I enjoy. So I have no idea why you'd want to roll less dice
  3. Re: New option: Absolute Abilties, help please Agreed. I am also of the opinion that if you want "absolutes" in your campaign then go ahead and have them, just don't bother with rules for them, they are "absolutes" after all. The other thing to say is that if you do have them then you need to be careful how you introduce them. Players of the Hero System will be used to the idea that there are no absolutes and if they can just somehow build up a big enough move-through then they will break down that unbreakable object. For example when I introduced the heroes to a force wall I decided was totally indestructable I introduced them to the idea by smashing a big nasty baddie against it. It acted as a nice way to set up the story and saved the players from wasting time attempting the impossible with dice
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