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redner

HERO Member
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Posts posted by redner

  1. Re: speeding up character creation v0.01

     

    Maybe you could work up some system where you limit the powers and advantages and limitations the characters have access to. I realize that this would ruin some of the flexibility of the game but it would help new players get acclimated to making the kinds of choices you need to make in character creation.

     

    K. Here's my attempt.

  2. Re: speeding up character creation v0.01

     

    Very White Wolf-ish' date=' but not that bad.[/quote']

     

    Thanks, but...

     

    My intent was to create a worksheet for new players to fill out and not replace the HERO's character sheet.

     

    I copied White Wolf's technique in determining stats because it's very visual and understandable. The numbers below each slots are based on the Characteristic Maxima (6E1 50). GMs should change them base on what power level they want their games to be. IE, GMs can scale their games. With this slot technique, players don't need to know the numbers just yet. They just need to infer that 1 checked slot means normal, and all 6 slots filled means something great.

     

    BTW, the "#per" means to count the number of checked slots (excluding the ones that's already checked by the sheet(those are the default values)) and multiply by the #. This would give you the total cost of the set. Also, the reason I chose 6 slots for each characteristics (except for SPD) is because it just feels right. I think it's because of HERO's use of the D6 die. But it's not written in stone. I may have to use 10 slots for Superheroic High-Powered level, but keep the rate of change an even slope. As you can see, the slopes are different in my END and STUN, but even.

     

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  3. Re: Announcing Kazei 5, Second Edition

     

    I bought the pdf a week ago and printed them. I'll be buying the dead tree version once my FLGS gets them in. Your book has made it easier for me to convert Cthulhutech to the HERO System. Hmm...I could see myself converting Shadowrun also. I never did like having elves and orks in a cyberpunk setting. But designing cyborgs to look like minotaurs makes sense to me. Thanks for a great book.

     

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  4. Re: Horror Hero: Handling SANity

     

    Never really understood the whole "You go insane from gaining knowledge" thing. *shrug*

     

    Here's my $0.02:

    The knowledge of the Mythos is really an illusion which fuels man's arrogance. Arrogance creates a feeling of worth. But this sense of worth is worldly based hence it's intrinsic flaw. Arrogance needs MORE "knowledge" to sustains it's illusion of worth. The truth of this knowledge is that it actually in time transforms a person's ego into a gateway for the Dark Ones come into our world. In other words, our knowledge-addicted arrogances bring Cthulhu into this world.

     

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  5. Re: The artwork drives me nuts

     

    My $0.02:

     

    My first superhero rpg was M&M. Loved the artwork, but hated the rules. Then I bought GURPS. I didn't mind the artwork, but it's system didn't hook me. Then finally tried Hero System. I didn't mind the artwork, and it's rule system made me a convert.

     

    I think the "bad" artwork in VVV has a purpose (intentionally or unintentionally). It prevents people from using the images to their game. This forces people to be more creative and replace those images with their own artwork. The way I see it, those crappy drawings of villains and heroes are meant to be replaced. While the good ones are the "official" images.

     

    Also, bad artwork keeps the lawyers at bay. In VVV, some of those stats very closely resemble Marvel or DC characters, imho.

     

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  6. Re: City of Heroes to HERO conversion?

     

    FYI: I'm a noob. Anyway, here's my conversion for the Blaster (Assault Rifle) power set. Note, I didn't apply any values to each power. I'm just showing you how I would convert them. I'm open to suggestions. The lethality of each power really depends on how much character points you are willing to allocated for them based on a GM-given quantity. Also, I didn't apply Focus since in CoH the "focuses" are really special effects. Finally, I didn't apply Framework. I want to keep it simple until I could figure out how to use it.

     

    BURST

    Energy Blast (Physical), Decreased Stun

    plus

    Drain PD, Linked

     

    SLUG

    Energy Blast (Physical), Does Knockback

     

    BUCKSHOT

    Energy Blast (Physical), Does Knockback, Area of Effect (Cone); Range Limitations (Reduced by Range)

     

    M30 GRENADE

    Energy Blast (Physical), Does Knockback, Area of Effect (Radius)

     

    BEANBAG

    Energy Blast (Physical), Extra Time (1 Turn)

     

    SNIPER RIFLE

    Killing Attack (Range, Physical), Range Advantages (Line of Sight), Does Knockback; Extra Time (Extra Phase)

     

    FLAMETHROWER

    Killing Attack (Range, Fire), Area of Effect (Cone), Duration Advantages(Continuous), Uncontrolled (removable with water or sand); Range Limitations(Reduced by Range)

     

    IGNITE

    Killing Attack (Range, Fire), Area of Effect (Radius), Duration Advantages(Continuous), Uncontrolled (removable with water or sand); Range Limitations(Reduced by Range)

     

    FULL AUTO

    Killing Attack (Range, Physical)

     

  7. Here's a summary of my understanding. Please correct me if I'm in error. I still have doubts. Thanks in advance.

     

    Given: PD = 10; Damage Resistance = 5

    Normal Defense

    vs Body = 10

    vs Stun = 10

    Killing Defense

    vs Body = 5

    vs Stun = 5

     

     

    Given: PD = 10; Armor = 12

    Normal Defense

    vs Body = 22

    vs Stun = 22

    Killing Defense

    vs Body = 12

    vs Stun = 22

     

     

    Given: PD = 10; Damage Resistance = 5; Armor = 12

    Normal Defense

    vs Body = 22

    vs Stun = 22

    Killing Defense

    vs Body = 17

    vs Stun = 22

     

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  8. Re: Champions Or Mutants & Masterminds?

     

    Ok, sorry, but I have to ask. :) You can easily multiply and divide fractions but you found adding +1 or subtracting -1 to the cost of a power confusing? :eek:

     

    Hero: 8d6 energy blast [area effect: +1, armor piercing: +1/2, no range: -1/2] = 67 points.

    M&M: blast 8 (costs 2 points per rank) [area: +1, penetrating: +1, no range: -1] = 24 points [8 ranks @ 3 points each].

     

    You're probably the first person I ever saw say that. :)

     

    I was doing the math in some of their heroes/villains to test my reading comprehension. My numbers didn't equate. With Hero, all my numbers (so far) equated. I trust the "integrity" of Hero's than M&M's system.

     

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  9. Re: Champions Or Mutants & Masterminds?

     

    Looking to start a Superhero game with a new group. Only 2 of us have ever played with the Hero system. In your opinions what system would be easier on new players? What one is better for character development? Thanks for any replys.

     

    Before I was "into" the Hero System, I've REALLY tried M&M. For the life of me, I could NOT figure out their math. Frustrated, I turn to GURPS. I liked their math, but could NOT understand/accept "GURPS Powers" book. Finally, tried Hero System. Loved the math (ie understandable). And I was very impress with their concepts of 1) Power Frameworks, 2) Damage Class, 3) game Turns, Segments, Phases, 4) two "Hit Points" (Stun & Body) system, 5) Special Effects, and 6) combat.

     

    So, to answer your questions. Which system will be easy for noobs? Well, that depends on how far the GM will go to hold a noob's hand. In one extreme, players don't need to read the rules and let the GM do all the work. A GM could supply players a catalog of heroes to choose from and not let them modify the stats. And combat can then be done verbally without miniatures. The GM would have to be REALLY good at storytelling.

     

    If a noob is willing to do some work, I say let them start reading the Sidekick book first. It's a good book for new players, IMO.

     

    As for your second question. Hero has a better character development system. Power Framework is really cool and logical.

     

    And another thing (this may be a turn-off for new players), FRED reads like a computer manual which I like very much.

     

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  10. Re: Fantasy Rant

     

    My replies are off-topic and off-base (you can ignore), but I can't help replying. So, here's my 2 cents:

     

    On the other hand, there is the dictum: "the Torah speaks in the language of men," which is to say man most easily relates to his own experience and perceptions, and that the truth is hidden in a cage of words.

     

    There was this guy that came to fulfill the Word and to condemn dogmas. Unfortunately, people created another dogma base off of him.

     

    I guess the main thing is whether or not the stories theme requires "magic" to make the point.

     

    Sometime being true to yourself is "magical". Take Howard Roark in Ayn Rand's "Fountainhead" for example. No way he's for real. Yet, millions aspire to his strength in character.

     

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  11. I've searched the forum and FAQ. I'm still confused.

     

    Demonhorde Spell:

    Summon 125 150-point Deamons, Any Lesser Demon (+1/4), Friendly (+1/4) (97 Active points)

     

    My understanding is that it costs 45 Character Points for ONE summoned demon. Question: how do you get 52 more Character Points to summon the other 124 demons?

     

    I hate to say it, but I can't comprehend "2x number of Summoned beings for +5 Character Points". Can you express this in an equation?

     

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    Thanks

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