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About GreaterThanOne

  • Birthday May 15

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    History, reading, cooking, TTRPG's, Video Games, programming.
  • Biography
    I played from 1985 to ~1998 and recently came back.

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GreaterThanOne's Achievements

  1. Does anyone know if there is book, article, etc. for 6th Edition (or that I could adapt) that covers advanced hacking/programming such as for a Cyberpunk, Modern, or Near Future setting? If not, any suggestions on how to develop a system that would represent cyber 'Combat'? I'm thinking both Cryptography and Analyze: Network Security as complementary skills, but I am also thinking of perhaps a sort of mini-game element that might add to scenarios where the hacker is running in real time parallel to the 'action heroes' like in the movies. I am not opposed to adapting from another system to Hero if required. Any ideas or suggestions welcome.
  2. So funny, I just found this night before last on accident looking for Gaming Music. It is actually very enjoyable so far! Do you know what tools they are using for distance communication? Tools etc? +1 worth listening to.
  3. This. It doesn't matter how good the products look if no one buys or plays them. I personally believe the best thing at this point would be to make the system free and sell the modules, miniatures, etc. Using Unreal Engine as an example, they were able to quickly dominate the market because they a) Made a product that was easy to learn, hard to master, and b) they let everyone and their mom make mods, systems, games, add-on and plug-ins for free and retain a percentage. We are still following old models in a very much changed world but there are some excellent opportunities with long range playing advancements, VR, etc. But we have a lot we can do now. Maybe we need a Hall of Heroes where GM's share resources for new players and coordinate for conventions? I just came back from a long hiatus so there may be a bunch of resources I am missing but first we have to run the games so people can see that it isn't that hard. Also we should probably stop telling each other that what we are doing is "hard". It isn't. It's a set of logical rules which anyone can learn with some patience and diligence. No, you can't learn Hero by flipping through a few pages and scanning a weapons chart but it can be learned without much fuss if your IQ is anywhere near average. I spent most of yesterday at a sponsored event which had a series of short games. One of the games is new and being released and we each got a character sheet, some dice and a quick overview of what was on the sheet. We played. The launch is in a few months and it was an excellent way to spread the game but it is a COORDINATED effort not some lone Urban Gamer trying to revitalize a system. Anyhow, I for one am here for the long haul.
  4. I agree with you. I worked in mining financing for years and its the same problem. There are dozens of quality mines with little or no funds for them and a few large Market Darlings. Capital or a hell of a lot of sweat equity will be required. What I meant to imply is that funding, planning and execution all require at least a few motivated persons. Financing nor motivation alone will solve the issues but I believe it is worth doing.
  5. I disagree. Never underestimate what a few highly motivated people can get done when they decide to. If we will decide to is a separate issue. I can say with almost absolute certainty that in some way shape or form HERO will continue to exist so long as people play RPG's because of the morale of the people here and a bunch of quiet individuals out there that understand why the D&D crowd doesn't know what they are missing. Not that D&D can't be fun, I have had fun playing some of the most terrible RPG systems ever! I don't know if it will be a financially successful or popular endeavor but people will be using HERO or one of its iterations for a long time. Ours is a social hobby and the players and more importantly GM's have to advocate for HERO. They don't know what they don't know. We have the Community system coming to hopefully create some cool On-Ramps for HERO which should be one of our primary objectives as a group along with hosting games. I found out there was a mini-convention in town last weekend and it was very easy to drum up interest in a possible game. I agree with the art or Color issue but maybe we can turn it into an asset. Slap a sticker on the front that says : "Pretty, Misleading Picture Here". Make the fact that it DOESN'T try to sell you on the color a strong point. Maybe we need better art in a rules book. I don't know. Not that I have anything against art for RPG's in general. Not a single one of us can say we haven't looked at some stunning picture over and over and played imaginary scenes in our heads. I tell people that poo-poo Splash and Color to think of it as foreplay for gaming. It's Viagra for our imaginations. Art is dry tinder for our minds. It brings back all those fantasies from staring at an amazing image. We get the benefit of all that time imagining when we play, albeit with differences, because we share our imaginations with the others so our world becomes an amalgam of each person that participates. However, we live in an age where we have nearly unlimited Splash at the press of a few buttons so I personally do not pay much attention to Color outside of the actual playing and planning part. I use it to spark my idea machine, it doesn't help me understand or appreciate the rules any better. I wanted a universal system not a specific game world so I got exactly what I wanted. I do believe we need some great splash for the Campaign Worlds though. It helps people "be" in the world, especially those with less vivid or active imaginations. I would rather have someone buy a HERO product because of a "stupid reason" than not get to know the system.
  6. I could not agree with you more! Honestly, it is one of the biggest issues I have with HERO. The openness of the system seems to bring out the Power Gamer in a lot of people. I can't recall where I read it but "Not all the answers are on your character sheet" is a good mentality to keep in all TTRPGs. Your point total (within a certain range) is not what determines how effective you are in resolving conflict and shouldn't unduly affect your enjoyment but if it does tailor your campaign to that. The freedom of HERO can lead you down a lonely, boring road of Overpoweredness. Don't forget the Roleplaying part of RPG in our never ending quest for The Perfect System.
  7. OK, so a little background. I have been playing RPG's since around 1985. I played Champions for a long time but, like many, had a difficult time finding groups and almost all HERO groups were Supers related. The common belief then was that Champions had the broadest creation system (it still does) and creation wasn't random (most still are). I took a nearly 2 decade break from TTRPG's but coming back has given me a lot more perspective on the hobby. I have a couple of dozen GURPS books in a box under my stairs including Man-to-man and a bunch of awesome world books that are all, without exception, excellent. GURPS does world books well, no doubt about it! Their skill system is ostensibly more logical and accesible but I haven't purchased HERO System Skills yet and overall HERO may be at least as good. I will reserve judgement on that issue until I have the skills book. Now where HERO just simply destroys GURPS is in the hands of a creative Player or GM who understands the intricacies of the system. This is the primary reason I decided on HERO: Think of ANY ability, power or thing and you can make it in HERO. YOU, not a Game Designer. You don't have to buy a module, learn a new sub-system or invent your own rules. You want a Native American shaman that can put a curse on you that transforms you into a talking monkey over a month? Done. Need something like Dr. Who's Sonic Screwdriver? Done. A tank? Easy. An alien that drains-life-from-everything-around-it-even-when-he-doesn't-want-to? Done! GURPS lacks (or lacked) an overall system for EVERYTHING. There are no true Rules to Make The Things only the rules and the things they make for you. It makes it difficult or impossible to compare the total power of say a mages blast to a cowboy's six-gun. HERO makes it possible (though not exact) by comparing Active Points. You can tailor HERO to the scale you want from planet eating gods to kids investigating a lemonade stand's stolen funds. GURPS handles the latter well but if you want to do the former you will likely need to buy a new book (p.s. It's GURPS Religion and a few others like Vodoo which is amazing!) or try to adapt the rules. Equipment charts and splashy art tend to get gamer's attention and often a player new to a system opens to the Weapons and Armor or Spells section, scans for the most "broken" weapon and then builds a character around that. Fine, but what if you want something that isn't in that list? How does adding Range or making it a Focus affect its power or cost? The consistency of HERO allows you to fairly easily create brand new things to the degree and detail you desire. Instead of looking for what you want you can make it! Now to the crux of your issue, and I sympathize with you because Westerns are one of my favorite gaming genres, the period is well documented, it translates to other Universes (Horror, Frontier Space, Outlands Fantasy, etc) well and it has a broad range of activities to engage in usually involving fighting. Assuming you aren't just looking for period equipment lists (check HERO Equipment Guide if you are), you can create things in the world that may not be part of that world book easily by comparing similarly powered abilities or objects and simply changing the "Special Effect" and playing with Modifiers. Characters, weapons, vehicles and armor all use the same meta-rules. The specific books just go into more detail about how to achieve specific effects or address Genre specfic issues such as Time Dilation or Scalping. Example: "Two-Guns" McClintock hides from his pursuers in some abandoned Native American cliff dwellings. He lost his custom (OAF) guns in his escape but at the back of the caves finds a long dead bandido with a rusty .69 calibre 1822 US Model 1822 rifle(31/2D6 RKA!!!) with a dozen or so bullets. Because of its rust and age, the GM gives it the Activation Roll 11-, Jammed and Inaccurate, 1/2 OCV limitations. Now we have a general idea of how effective it is overall, the player can assess his risk of using it because of limitation standardization, and because of Active Points (69!) we know how DEADLY it is when and if it hits despite the modifiers and roughly how likely it is to kill someone. The key to enjoying HERO is learning (and using) the rules. Often people say "Learning the rules is half the battle". For the HERO System "Learning the rules IS the battle!" Once you learn the fundamental rules you can make anything with any series of attributes or characteristics you want in absolutely any universe you can imagine. GURPS is a collection of rules, terms and concepts but HERO is truly a creation system. Doubt it? Ask for anything here and I promise you one of these nerds can design it in no time at all. I do disagree with a lot of the players here in regards to big dice pools. Larger dice rolls are not favorable to EXCITING combat as it creates an average at high enough numbers. I'm sure some of the math people have gone into it in excruciating detail but I find the variability of low dice attacks to be perfect for the unknown. At high levels it's very easy to know if you are going to affect the target if you know their defenses. With HERO this "bloat" appears to come from the players in using what I consider extremely high values in their games a sort of Power Creep. I think this is a left over from being primarily used for super hero campaigns but it isn't inherent in the system and I'm inferring the advancement of this phenomena from looking at people's character sheets. I personally prefer a large variance in effect but many people prefer higher level "attrition" combat. Whatever floats your boat! When I came back to TTRPGs I compared the two side by side and if you can deal with the lack of specific World details (outside of the Champions Universe), the system is much more adaptable. Like most things in life though, if it is worthwhile it probably takes time to master. GURPS uses an exponential cost scale which inherently limits scaling (that was its intent). The idea is a natural one since it represents the law of diminishing returns but it limits its applicability to being "universal". Cost is a function of rarity or effort for a normal human and the system gets a little wonky at high levels. To retain its Universal applicability, HERO uses linear costs, i.e. +1D6 costs what the previous +1D6 costs UNLESS the GM puts a Maximum Characteristic or Active Cost limitations in place which will vary depending on the feel and style of the campaign. Hope this made sense I have been typing in short bursts between work and cooking. TLDR; HERO is easier to scale than GURPS but both are pretty awesome.
  8. Both Normal Defenses and Resistant Defenses defend against Killing Attack STUN damage. (HSV2 pg. 103) though you might have just mis-typed but just in case.
  9. Interestingly enough, one of the players decided to join the "the other guys". It is making things much more chaotic and fun! I really like free-form gaming even if it can put strain on my GMing abilities. This is turning out to be very fun!
  10. "You keep using that word, I do not think it means what you think it means." ~ Inigo Montoya
  11. Thank you to everyone for the information. I am reading as quickly as possible both on Mechanics and World Building but I am definitely going to get the Updated Version first. If only because, for all intents and purposes I am relearning the rules from scratch. I am certain things have changed but its been so long that I can't see the differences. I don't want to awaken memories that might affect my fluidity with 6E as a GM. I'll almost for sure get the original later anyways.
  12. Help a guy out. What is the difference between that version and the $20: Aaron Allston'sStrike Force PDF aside from price of course.
  13. The Sith were originally a race. They were defeated but their Philosophy became like a religion. So Sith were warrior monks based on might and power. The third "version" is a revival like The Third Reich or MAGA.
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