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Scott Baker

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Everything posted by Scott Baker

  1. We always use a map for the "big" combats. For smaller stuff we'll wing-it. It really comes down to the style and comfort level of your players. Since you're all just learning, I'd recommend using the map, etc. to start with. Once you are familiar with how things work when you actually track the details, then you can abstract things away. It's harder to go the other way. Another option for speeding up combat is to have your players help out--if they aren't too busy just figuring out what they're going to do. They can roll the villain's damage against another player's character for you, etc. Keeps the folks who are waiting engaged, and lets you move on to the next thing. Mind you, this only works if you aren't following the old D&D DM-style of hiding behind your DM (GM) screen to keep every little detail secret.
  2. Hero Clix figures for minis - come in all shapes and sizes, You can re-paint them and mix-and-match many of the parts (X-acto knife and glue not included). As I mentioned in one of your other threads, we use the Combat Record Export from HD. (I have Hero Combat Manager, but I don't GM all of the time, and several of the things it didn't do were common in the current campaign--I'll be revisiting this as both the tool and the characters have changed over time.) Edit: Fixed a spot I rewrote when originally posting, but didn't get it all cleaned up.
  3. Since I've played the same power armor character (and now his "progeny") off-and-on through multiple campaigns for the last 27 years--correction 28--I'd have to call that my favorite.Not so much because he's a power armor character, but because he's who I like to think I would be given a world with super powers. Beyond that, I don't have a favorite. I've played all kinds of characters in Hero both as player and GM.
  4. Absolutely. It also follows that those who've played the longest are smarter than those who took longer to realize the greatness of the system.
  5. <mumbles something about being far more related to personality types, mindset, and misinformation than IQ score>
  6. Not sure of your point here. No one said it was revolutionary. I specifically called out that you could do it manually. And I don't see that this provides any help to the OP. At least the rest of your post is relevant to your experience with the game.
  7. Put all of the characters (including any villains, etc.) in Hero Designer. On the File Menu you can do a Combat Record Export. You can do this manually of course, but HD makes it faster. I'll also mention Hero Combat Manager, but that is an additional purchase. The combat record you can do with what you already have.
  8. That's what my group does as well. And for normal BODY damage, we just look at the 6s and 1s and add the difference to the number of dice rolled.
  9. Hooray! Sounds like fun was had, and that's the point.
  10. That recipe applies to many systems, including various flavors of D&D given all the splat books, etc. (haven't looked at 4E or 5E). Keep it simple to start with (as has been discussed in a couple of these threads. Add more later as you become more comfortable with the system.
  11. At cons I've been to I have always found that the game system didn't matter. It was the GM. Good GMs made for good games, whether I liked the system or not. Bad GMs, well, you get the idea.
  12. They made 3 sets of Cardboard Characters: http://www.herogames.com/forums/store/product/173-cardboard-characters-team-villains-1-pdf/ http://www.herogames.com/forums/store/product/172-cardboard-characters-master-villains-pdf/ http://www.herogames.com/forums/store/product/171-cardboard-characters-champions-pdf/ I'm not sure how well they sold, as they did not continue with additional sets.
  13. Which likely limits its viability to address the issues. While it may be complete, the (IMO) very poor delivery seems to hamper the ability to expand that setting, even if it's the greatest thing ever created. (For anyone not aware, this was a Kickstarter and is now almost 2 1/2 years late on delivery.)
  14. OK. Started this with 6E info, but went back and saw you have CC. CC 81 states, "Alternate forms must be regular characters..., and are built on the same Total CP...as the true form...." If Dr. Tapestry is 400 CP, then the Incredible Bulk is 400 CP (or less). ------------------------------------------------------------ For reference if anybody is looking at 6E. 6E1 266: The first paragraph talks about the basics of how it doesn't matter which form (true or an alternate) is the most points. It ends by stating, "As always, the GM should monitor the situation to prevent abuse." The clincher is 6E1 267 under Total Points and Complications: "A character's forms are built on the same Total Points...as the true form....Each form that's built on more points...must also buy additional Matching Complications to balance out the extra cost." There's an option to pay for more points without additional matching complications, but see the previous note. So Dr. Tapestry is 400 points (your post didn't say, so I'll just make it up) with 75 in Complications. Incredible Bulk is 975 points and needs 75+(975-400)=650 points in Complications. The Incredible Bulk probably only survives long enough to finish shifting forms.
  15. I just did. (Still waiting for a group that wants to play pulp, but I can get my fix in.)
  16. Those powers are in a Multipower. One is a fixed slot,the other a variable slot.
  17. (flip the middle 2 characters on these) OIAD OIHD OIND
  18. 2E expanded the list greatly and gave some other variations of the numbers for some materials. Of course that was still prior to any branching off into the "heroic" level genres.
  19. Lets look back to Champions 1E. There was no Heroic level then. There were no free weapons. Brick Wall - 8 BODY (they didn't have PD and BODY back then) Reinforced Concrete (similar to the concrete wall) - 10 BODY (with a note that very heavy objects may have more BODY) Bank Vault - 16 BODY (much less than the vault door listed above) So, while there's some variation (and additional items listed in the newer rules), the basic numbers really did come from a Superheroic level. By the way, Home Interior Wall - 5 BODY; Home Exterior Wall - 6 BODY; fairly easy to smash even in 1E.
  20. Greywind gave you the superhero entries from the BBB (Champions 4E) p11. Champions 3E p96 had a section on "Reasonable Characters." At a beginning power level of 250, the guidelines were: DEX: 18-30, centering on 20-23 CON: 18-33, centering on 18-23 PD: 8-28, centering on 12-18 ED: 8-28, centering on 12-18 SPD: 4-6, centering on 5 Attacks: 40-60 points Defenses: 20-40 points Movement: 10-40 points I don't remember the chart you posted, but that's how my memory is these days.
  21. Tunneling does leave a hole that can be used. The Fill In adder (6E1 310) allows you to fill in behind you.
  22. I agree, as in #2 of my original reply.
  23. Feel free to disagree. I only stated what I might do in my game. That doesn't make it arbitrary, it makes it part of my campaign world background. If I ran Lazer in that circumstance, I'd change the character write-up. As far as being published in a book of villains, you'll find the forums are full of people who disagree with how particular characters in the published sources have been built (from 1E up to current 6E/CC/FHC). If your choice is to only used published characters as-is, that's totally acceptable. That others (including myself) may not do so, doesn't make our choices any less acceptable than yours, just different. My final thought: You posted in a discussion forum. If you wanted an official statement, you should have started over in the 6E Rules Questions forum--where I see you have now posted and Steve has responded. (been offline for a couple of days, so just catching up.)
  24. Best I could do was respond to some of the negative discussion posts, since you also can't comment on reviews, or rate them.
  25. 1) I would say you take 4x, assuming I allowed both of those vulnerabilities on 1 character. Likely I would only allow one as I would determine that "blasters" are/are not KAs. 2) Not in the Rules As Written. The GM can add additional steps if they like. I wouldn't as that's a ploy for extra points that would just lead to an unhappy player when they run into that vulnerability and are likely taken down with one hit of whatever.
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