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Scott Baker

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Posts posted by Scott Baker

  1. Perhaps the anthology could be a separate KickStarter campaign should the current one fail to unlock it, yes?

    High Rock Press (Jason) posted in the campaign comments:

     

     

    We may very well still do those supplements even if we don't reach them as stretch goals. I would very much like to: M.E.T.E and The Circle were two of my favorite RPG supplements when I was a kid! Put I can't promise this for certain.
  2. I just prefer to use the system I use. It makes things simpler for me! Besides, I don't own Ultimate Skills, so I wouldn't quite know what they put for modifiers. If you could be a saint, quote the book please!

    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.

  3. 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.

  4. I've played & run games without Speed (essentially giving everyone a SPD 3). It works fine mechanically, and some people definitely prefer having everyone get the same number of Phases. I prefer using SPD personally, but I agree about keeping characters down to a 2-point spread. So I'd suggest trying that out first, and if you all collectively still don't like it, then yes, removing/ignoring Speed doesn't break anything else in the rules.

    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.

  5. Hi everybody,

    discussing with my party I've had the opportunity to capture their feeling about the system, the rules and so on... One problem all the players found is related to the down-time during the combat when a character has a value of speed of 5 or less.. Well, I would like to know: do somebody of you has already done an experiment by cutting out the SPD characteristic? my idea is trying to manage the combat allowing everyone (Champions and villains) to do their action at every round by following the DEX value... I mean, cutting the SPD value for everyone during the character/Villain generation, more or less the balancing should be guaranteed? What do you think about?

    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. 

  6. 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.

  7. 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.

  8. Here are some knights from my science fantasy campaign. The names of their respective orders are included.

     

    attachicon.gifKnights.jpg

     

    Edit: I seem to have forgotten how to make the pictures show up in their full size. Can anyone remind me how to do that?

    I think this is an admin setting--which appears to be all-or-nothing for all posts containing an attachment or from shared media.

  9. Thanks, I hope everyone does just that!  In my case, I do own the original, but I did get into the Kickstarter at the $100 level, so I should be getting all that, right?

    Yes.

     

     

     

    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. 
  10. Don't know what you all are going on about.  Its exactly like buying two variable slots in a multipower, except each is broken down into two fixed increments. Completely legal.  Not seeing the problem you have with it.  Not that I plan to debate it further; the only opinion that matters on the issue is Darren Watts'.

    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.

  11. Resistant Protection is a power, in this context. (Also the whole thing is an exploit, so the hardest line interpretation wins. ;) )

    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.

  12. I admit I only looked at the Body of Wood (Resistant Protection) slots. They're still dodgy, since they are only adding to each other, and not to a power outside.

     

    The Body of Flesh slots (characteristics)... maybe.

     

    The whole setup is an exploit, which usually wouldn't pass the GM's veto, but by the book... maybe.

    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.

  13. Aside from the munchkin aspects of selling down to 0, there should be consequences in play similar to 0's in other Characteristics. At 0 in other stats, a character needs to make a roll to act, is defenseless, exhausted or unconscious. 0 REC can't heal and 0 DEF objects will crumble under their own weight.

    Unless you come up with some similar problem, you shouldn't sell below 1.

     

    Dropping DCV to 0 is an option that is sometimes forced upon a character as part of another action or opponent's attack. I can't think of any reason to do it otherwise.

    The rules state that you can't buy down to 0 without GM permission.

  14. Check out page 398.

     

    "a character cannot buy a slot in his Power Framework defined as “Blast +8d6” to add to the Blast 12d6 slot in the same Power Framework or another Power Framework"

     

    That's exactly what's going on here.

     

    Thank goodness. The universe is still in balance. That would have been a doozy of a loophole!

    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.

  15. Are there official examples of Multipowers that stay allocated persistently, or that have persistent powers that are noted as shutting down when the character sleeps or is knocked out?

    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.

  16. So, is it valid to sell back a Characteristic that has no use in the campaign? I've gone round on this a couple of times myself.

    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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