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Scott Baker

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Posts posted by Scott Baker

  1. Yes. Even the article doesn't claim otherwise. More red shirts died, period. All of the math regarding total number of crew members in what color shirt is trying to make an argument about something that wasn't the original point. Not to mention that I don't remember all of those crew percentages actually ever being specified in the original series. The only number I remember is Kirk talking about the total crew.

  2. Perhaps to its credit, the current official CU has written up only two villains with a Nazi background. You might feel better knowing that, aside from others who share their philosophy, everyone else in the setting loathes them and thinks they're crazy. :)

    Edit: Never mind. This is the Champions forum.

  3. Under the Powers Tab, right above where the Powers list is, there's a couple of Drop Down Menus, one of which is Power Pool, click there & select.

     

    Just so there's no confusion...the menu title is "Power Frameworks". Then you select New Multipower... from the menu.

  4. I disagree.

    System matters and if a system actively supports or even "demands" a highly tactically or very detailed approach to combat, then it is fair to say that combat can take longer than in other systems. Yes, you can play HERO without the options: Don't allow levels (especially with 6th Edition yu can buy your OCV and DCV straight as a Characteristic), don't use hit locations, Stunned, Impaired, Disabled rules, ignore END and - hell! - do away with STUN! It is still HERO and it still works (more or less).

    But that is like playing classical D&D without Magic-Users and Clerics becaus ethe spells are too complicated.

     

    But I do agree that D&D 3.0/3.5 of PF suffer the same problem when you start to reach about level 6+ AND it is harder to remember what certain spells do or don't do. The streamlined approach of Hero are a definite plus here.

     

    And I am not saying that any us (especially NOT me!) is ruining anything. I just said: Combat (in FH and Champions, not so much in modern settings with lots of high-powered guns and comparable low resistand defenses) can take a long while.

    Of course you disagree. My experience/opinion doesn't exactly match your own, so you go off on yet another variation of your argument, ignoring what I actually wrote.

  5. With one player in my group (a good friend of mine) playing Champions sometimes feels like a game of chess - counting hexes, recounting them, looking at the area of effect etc.

    But I am guilty, too: Sometimes takes a while to figure out my OCV and DCV with all them levels juggled around, manouvers to consider, DCV-bonuses for the Shield and malusses for encumbrance (that was FH).

    Another player gets quite confounded with damage taken: Body damage MINUS resistant PD modified by hit location, STUN damage MINUS (Armor PLUS PD); then compare with CON for STUNNED effect and BODY for Impiared/ Disabled etc.

     

    Come on, people: The game IS complicated sometimes!

    Change the terms and this sounds a lot like the last time I played D&D. Every little option, every little bonus from umpteen-dozen sets of (poorly integrated) rules books, etc. Gosh, it didn't used to take that long to run a combat in D&D back when I started. So there must also be something fundamentally wrong with the game system.

     

    If Hero doesn't fit how you want to play, or you just can't control yourself, fine. No game system is going to work for every player. But there's a player (type) that can ruin every game system. Saying things are complicated because of a player type isn't fair to any system.

  6. Did the $100 level come withe the original off or did I misread somewhere?

    At that level, you get everything except for specific special items (like artwork, etc.).

     

     

    ShadowWalker - $20 - At our base pledge level, backers receive immediate access to the in progress draft of Aaron Allston's Strike Force through Backers Only Update #1. When it is complete, backers receive a PDF copy of the complete Aaron Allston's Strike Force. You have the option of having your name, your characters name, or your company name included in a special thanks section of the PDF. In addition, you receive a PDF of character sheets for the heroes and villains of Strike Force for ICONS, Mutants and Masterminds, and Savage Worlds!

     

    Lightrune - $100 - As ShadowWalker, plus you receive a signed and numbered copy of Aaron Allston's Strike Force. You will also receive *all* of the Add-On's, an electronic copy of any stretch goals we unlock, and a physical copy of the Strike Force Anthology if it is unlocked.  

    Additionally, you will receive a special Strike Force adventure written by Michael Surbrook based on one of Aaron's ideas (2,000 words), and will be given access to a special one-hour character creation seminar hosted by him over Skype. Finally, you will receive access to the Strike Force Sketchbook: a PDF file containing artwork penned by Denis Loubet over the many years of the campaign.

  7. I've seen that before. I've replicated most of that programs functionality myself with some very messy registry changes.  Still, it's as good a time to test it as any in case I need a fast and easy to deploy solution and I do like how clean it's UI is. Let's see if it works as advertised.

    It has many satisfied users. The developer keeps updating it to handle changes made by Microsoft. Steve Gibson even recommended it.

  8. Ie: Does having been a baker or cobbler in the 1400's affect the game in any meaningful way on a regular basis? No? Free.  Want it at 18-? Still free.  Congratulations, immortal superhero, on being one the best shoemakers in history and making truly legendary cookies

    Pay For What You Use (6E1 10)

    What Not To Spend CP On (6E1 31, CC 10)

  9. Well, not quite. Look at the Complete Character Conversion document and judge for yourself. It's not so much that only a few things have changed, but the way those things changed involved concepts/mechanics removed or renamed or rearchitected. For someone already familiar with the system, these things are no big deal. Try to imagine how that looks to someone wholly unfamiliar with the Hero System.

    Someone who isn't familiar with the past releases and comes into this using CC or FHC won't have an issue with those changes since they aren't trying to compare to anything else.

     

    As a mostly self-supported community, we are as much to blame as DOJ for confusing people. (Ignore the DOJ part as I don't want another rehash.) For our part, everyone generally jumps in and answers without giving a moment's thought to what version/book the OP is using. Worse, when we do know what book, people still jump in talking about whatever one they use instead. Add in all of the house rules, etc. and the confusion can go through the roof.

     

    Could DOJ do some things differently? Certainly. But you're picking nits over the differences between the 2-volume 6E and CC/FHC. When it comes to the health of Hero based on the community, we need to do our part and stop using every new member question as a pulpit to blast DOJ for sins against our favorite version. 

     

    [steps down from pulpit]

  10. Actually, you got the specific rule correct but not the reason. Multiple Attack DOES allow for the mixing of different combat maneuvers in a single Phase.

     

    Steve Long doesn't provide a direct reason that I can see but I would hazard a guess that the prohibition against combining Haymaker and Multiple attack has to do with both including a 1/2 DCV Penalty so it is similar to the prohibition to combining attacks with mutually exclusive Limitations like Concentration.

     

    From 6e2 page 74

     

    :) HM

    Actually you're still only performing 1 combat maneuver in a phase, Multiple Attack. That particular maneuver has the effect of allowing you to (in it's timeframe) perform multiple maneuvers. However you can't, in a single phase, perform a Multiple Attack in the first half phase, and then perform another combat maneuver (including Multiple Attack) in the second half phase. 

     

    As for Haymaker, Steve might point out that the Multiple Attack maneuver does not allow you to use attacks that take extra time. Haymaker adds an extra segment (even though you aren't specifically buying the Extra Time Limitation). As for Haymakering a Multiple Attack, I'd just chalk that up to limiting rules abuse.

     

    As for the OP post, in my original read I thought he wrote that the player was doing Multiple Attack for the 2 strikes, and then doing a Haymaker. Which would have been to combat maneuvers. Re-reading it does say all 3 are in the Multiple Attack, which is why you're call-out to the exclusion on Haymakers in a Multiple Attack, or on a Multiple Attack, is the correct answer.

  11. IMO the issue is a much more narrow one: newcomers coming to the official Hero Games website with questions are unable to get official answers that reference the "current official" books they own, and if they do mention CC/FHC, the official company answer they get is "Sorry, I didn't write that book, but here's how it works in 6ed..." which implies (incorrectly) that CC/FHC are not 6ed and that there's a different set of rules they should be using instead...except those rules are out of print... 

    I'll agree with this. I never did hear back from DOJ after I broached the subject of direct support for CC right after it released. Since I can't force DOJ to do anything, my solution is to try and give a reference to both books (since I have the luxury of owning both). I stop short of looking in FHC unless it's a Fantasy Hero question.

     

    As for the issue, I mostly sit back and watch this argument get rehashed every time someone new comes to the forums asking a question. 

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