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Scott Baker

HERO Member
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Everything posted by Scott Baker

  1. I think that's what the gators say about eating us too.
  2. High Rock Press (Jason) posted in the campaign comments:
  3. And for the OP I should point out that Champions Complete even has an option (Extraordinary Skills on CC 25). Not as granular, but it certainly works.
  4. You're allowed your opinion. I'm not stating mine, just providing some information related to published Hero System materials.
  5. I wasn't implying there was anything wrong with how you run this in your game, or that you have to own the Skills book. Along with other options for handling the OP's question, p.210+ defines multiple KS categories and applies a -5 penalty for each step out of the category the skill is bought at.
  6. Not an idea for a stretch goal, but for the rewards. If you have a reward level for a super-special signed and numbered physical copy (or copies), include a regular copy that could be lugged around as well. I'm looking at the Bolo level for AASF--get the #1 copy and another copy. Obviously the pledge level has to make that work. Yes, I still like to hold the paper books in my hands. Not having to mangle a "limited edition" copy, or wait until general availability to buy another copy to read is a nice touch that I hadn't seen on other Kickstarter campaigns.
  7. Hero System Skills covers several ways of handling this. Page 210 covers what JohnnyAppleseed098 wrote for KS, although his modifiers are (significantly) different.
  8. To add on to what bigdamnhero said, while removing SPD doesn't break things, you do have to make a decision (i.e., pick a "SPD" that everyone has) to determine when they get Post-Segment 12 recoveries.
  9. It sounds like, for a new/learning game, there's too big of a spread between the slowest character and the fastest character. It really doesn't have anything to do with being SPD 5 or less, just that at least one character is going significantly faster than SPD 5. This would be made more evident by players (especially those playing faster characters) taking a long time to decide what to do, or trying to figure out the rules. My recommendation would be to keep characters within 2 SPD of each other (to start with). Say SPD 4-6. That way everyone is relatively even as they learn the system. It also puts makes them faster than most agents/thugs so they really can feel "super" when fighting them. While you could eliminate SPD as you noted, it's (obviously) not an option I would choose. One of the things that has always differentiated Hero from other systems for me was the ability to have characters acting at different speeds.
  10. Thanks for your original answer. I may have confused it a bit by using very specific examples. I wasn't trying to imply that only a single characteristic or power difference would/would not qualify as being built on fewer points with lesser abilities. More generically,what I would like to know is if the term "abilities" excludes any of the overall types of things you purchase for characters (i.e., characteristics, skills, talents, perks, or powers)? If this is still GM's choice, that's fine.
  11. On 6E1 198 it states that duplicates built on fewer points than the base character (typically) don't have to pay for the cost of Duplication if they are built with fewer or less powerful abilities. This seems obvious for things such as powers (e.g., base character has a Blast 8D6 so the duplicate could not have the Blast, or could have Blast 4D6). Do lower characteristic values also count as less powerful abilities? For example, the base character has STR 30 and the duplicate has STR 20. Thanks.
  12. I think this is an admin setting--which appears to be all-or-nothing for all posts containing an attachment or from shared media.
  13. Especially since Edge is the default browser for Windows 10.
  14. And Steve very politely replied with RAW, subject to GM approval, as most of us already posted.
  15. True, but you did post on a discussion board. And when asked about the build, you simply stated, "reasons." You've been registered on the site since 2010, so I expect you would know where that would lead.
  16. So are the other characteristics when bought this way. Resistant Protection adds to your PD/ED (in this case). It is not some separate characteristic or defense applied independently (such as a Barrier). Your assertion that it is an exploit may or may not be true. Right now, without any input from the OP, that's your opinion. As a GM, I likely would not allow such a construct myself, so we're in agreement there.
  17. In this case, even the resistant defense is adding to PD and ED. I still prefer Hugh's build given that the OP hasn't given their reasons yet, so there's no way to evaluate what or why beyond our own musings.
  18. The rules state that you can't buy down to 0 without GM permission.
  19. That's not what is happening. Continue reading onto 6E1 399 as mentioned by Hugh. You can have multiple slots affecting a characteristic since they are outside of the framework.
  20. Although it's old, there's a post quoting the FAQ on this: http://www.herogames.com/forums/topic/3419-clarification-on-a-multipower-faq-item/ EDIT: Can't find that reference in the 6E FAQ from 2010. Makes me think this is probably in the rules somewhere.
  21. 6E1 47 under toolkitting. If it's not used, the GM can just remove it--and Steve used the specific example of mental powers/combat. Also references the sidebar on Dormant Abilities on 6E1 46. CC 11 call it out very clearly under Dormant Game Elements. If the GM doesn't remove it, or change the base value, then it should be eligible to sell down to 1.
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