Jump to content

PhilFleischmann

HERO Member
  • Posts

    3,144
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Like
    PhilFleischmann reacted to TranquiloUno in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    90 seconds!? But that's like over 7 turns!? Of course they're tired. ;D ;D ;D
     
  2. Like
    PhilFleischmann reacted to Chris Goodwin in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    ...It was always metric.  A hex was 2 meters. 
  3. Like
    PhilFleischmann reacted to Hugh Neilson in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    I would say balance is gained.  I would, however, have supported a sidebar on keeping Figureds, and the adjusted cost of the Primaries if they came with those Figured's.  The price of DEX would rise dramatically under that model, of course.  STR and CON probably not as much, as their Figureds were repriced more in line with their value.
     
     
    KAs were far too effective at pushing STUN past defenses - much better than normal attacks. Not sure the 1 - 3 was the best fix, but some fix was needed.
     
    The issue did not seem to arise when using hit locations, perhaps because normal damage also got multipliers.
     
     
    Actual distances seem more intuitive than hexes, and hexes are not "exact distances".  How do the patterns change?  They are still the same shapes. 
     
    I've never quite grasped why those so opposed to metric can't change "meter" to "yard" and be just as happy.
     
    But then, I've never understood why a nation that fought a war of independence still clings to a measurement system based on the size of an appendage of some bygone monarch of the nation they gained independence from.
  4. Like
    PhilFleischmann reacted to Lucius in Zero Cost Martial Arts   
    Pitchforks and torches are not necessary. What's necessary is to point out that no, Martial Arts are not OVER priced, they are UNDER priced.
     
    Lucius Alexander
     
    And a priceless palindromedary
  5. Like
    PhilFleischmann reacted to Gnome BODY (important!) in Luck question   
    Never actually had a PC with Luck.  Closest was the one with Unluck, which of course never got rolled.  That said, I've got ideas.  Hot, spicy, dangerous ideas. 
     
    Old ideas:
     
    New ideas:
    My experience is that mechanic/concept dissonance occurs when a "lucky" character is equally subject to the whims of the dice.  To avoid this, Luck should entail some form of dice manipulation. 
     
    Two Luck dice is equivalent in cost to three 1pt Overall Skill Levels with a 1 Charge (-2) Limitation.  So if a die of luck means that once per [session/in-game day] you can shift a 3d6 roll by a point and a half or so, you're good!  And it turns out that rolling 4d6 and dropping the highest improves the average by just about a point and a half! 
    So method one is to have the player roll their luck dice at the start of every [session/in-game day], count the NDB, and write that down as their Luck Points.  Anytime before they roll 3d6, they can spend a Luck Point to roll another die and ignore one of the dice after rolling. Or more than one point if the GM's on-board with it, which I would be since it works out to be less efficient. 
    That works great for 3d6 rolls, but sorta sucks for damage rolls since the pools are so much larger.  So scale it to 1LP = 1/3rd of the base dice pool in added dice. 
    This is quick, easy, and fun (in my experience with the system I'm cribbing from).  It also has the benefit of working well for Unluck, even if the character has both Luck and Unluck applied to the same roll. 
     
    Another option I've toyed with is that at the start of each [session/in-game day] the player rolls their Luck pool and leaves the dice there.  At any time before they make a roll, they can move dice out of their Luck pool and replace dice they're about to roll with the Luck result they already rolled.  Need a success on that skill check?  Put a 1 in!  Need damage now?  Put that 6 in! 
    Haven't tested this or seen it in a game, so can't speak to how well it'd work or how well it's balanced. 
  6. Like
    PhilFleischmann got a reaction from drunkonduty in Luck question   
    I usually prefer to have luck (and unluck) affect something other than actual rolls.  Dice rolls are luck already.  Luck makes something entirely different happen, not just a better or worse roll of something that you're doing.
     
    Lucky (Very Lucky):
    The guy chasing you trips or stumbles.  (He trips and sprains his ankle.)
    The guy chasing you in a vehicle is cut off by a truck coming in from a side street.  (The truck hits his vehicle.)
    You fall in water instead of on concrete.  (You land on a stack of mattresses.)
    Normal in the crowd distracts the enemy you're fighting.  (Normal throws something, throwing off the enemy's aim of his BFG.)
     
    Unlucky: Well, pretty much the same as the above, except flipped.
     
    And yes, combat re-rolls are also a legitimate use of Luck/Unluck.  But there should be a narrative reason for it.
     
    "I was fighting Professor Evil, and I rolled a 16, but then my Luck kicked in and I re-rolled a 4!"
     
    vs.
     
    "I was fighting Professor Evil, and my shot would have missed, but he was distracted by a bug flying around his face.  So he swatted at it, rather than keeping he eye on me and avoiding my blaster!"
     
    It suddenly occurs to me that it might be useful to have a handy table of lucky/unlucky things that might happen to justify rerolls and their results.  Each GM can write one up in advance based on the genre and campaign circumstances.  Then they can easily refer to it and pick an appropriate one, rather than having to make them up on the fly, risking always coming up with the same thing.
     
  7. Like
    PhilFleischmann got a reaction from dialNforNinja in Luck question   
    I usually prefer to have luck (and unluck) affect something other than actual rolls.  Dice rolls are luck already.  Luck makes something entirely different happen, not just a better or worse roll of something that you're doing.
     
    Lucky (Very Lucky):
    The guy chasing you trips or stumbles.  (He trips and sprains his ankle.)
    The guy chasing you in a vehicle is cut off by a truck coming in from a side street.  (The truck hits his vehicle.)
    You fall in water instead of on concrete.  (You land on a stack of mattresses.)
    Normal in the crowd distracts the enemy you're fighting.  (Normal throws something, throwing off the enemy's aim of his BFG.)
     
    Unlucky: Well, pretty much the same as the above, except flipped.
     
    And yes, combat re-rolls are also a legitimate use of Luck/Unluck.  But there should be a narrative reason for it.
     
    "I was fighting Professor Evil, and I rolled a 16, but then my Luck kicked in and I re-rolled a 4!"
     
    vs.
     
    "I was fighting Professor Evil, and my shot would have missed, but he was distracted by a bug flying around his face.  So he swatted at it, rather than keeping he eye on me and avoiding my blaster!"
     
    It suddenly occurs to me that it might be useful to have a handy table of lucky/unlucky things that might happen to justify rerolls and their results.  Each GM can write one up in advance based on the genre and campaign circumstances.  Then they can easily refer to it and pick an appropriate one, rather than having to make them up on the fly, risking always coming up with the same thing.
     
  8. Like
    PhilFleischmann reacted to Lucius in How do I make thrown item return   
    Even simpler: just don't put any Limitations on it that would prevent it from returning when thrown.
     
    Any ordinary ranged attack is by default usable over and over. The question asked boils down to "How do I get a Power to act the way the Power acts by default?" and the answer is, "don't change that default by the Limitations you use."
     
    Lucius Alexander
     
    The palindromedary wants to know what "Spartan Style" means
  9. Like
    PhilFleischmann got a reaction from tkdguy in Anime Weapons? Worse, historical weapons   
    I remember all those combo pole arms from the deendee charts that all had highly detailed stats because the were all so importantly different from each other - yet without any illustrations or even descriptions of what the heck they are.
     
    "So whatdya got?"
    "Well, there's glaive-guisarme, glaive-fauchard-guisarme, glaive-spetum, halberd-spetum, glaive-guisarme-halberd-spetum, spetum-voulge-fauchard-spetum, spetum-voulge-spetum-halberd-fauchard-guisarme-spetum, lucerne hammer and spetum, Bohemian ear spoon and spetum, spetum-spetum-mancatcher-spetum, spetum-spetum-spetum-spetum-spetum-spetum-spetum-spetum-khopesh-spetum-spetum-spetum-spetum, and a double-bladed dwarven urgosh with a removable balanced throwing pommel, spring-loaded poisoned dagger blade, sharpened quillions, blood grove, retractable sling and built-in carrying case for a dozen bullets and a bore down the length of the whole thing that you can use as a blowgun and spetum."
    "Have you got anything without spetum?"
    "Well, there's spetum-voulge-fauchard-spetum. That's not got much spetum in it."
    etc.
  10. Like
    PhilFleischmann reacted to Lord Liaden in Today is special because ?   
    As a Canadian, I honor this day because of the ideals it expressed and strove to make manifest, that transformed the world. That all men are created equal. Everyone has the right to life, liberty, and the pursuit of happiness. Government of the people, by the people, and for the people. It's no secret the United States of America has often fallen short of those ideals, as have we all. But in just aspiring as a country to make them real, America has been an inspiration to people everywhere, and helped ignite a fundamental shift in how people see their responsibility to their fellow human beings. Whatever pettiness we may be dealing with today, that's a legacy worth celebrating.
  11. Like
    PhilFleischmann reacted to Old Man in Today is special because ?   
  12. Like
    PhilFleischmann reacted to Pariah in Today is special because ?   
    I love this 3000. Or 1776. Whatever.
  13. Like
    PhilFleischmann reacted to Cancer in Today is special because ?   
  14. Like
    PhilFleischmann reacted to Pariah in Today is special because ?   
  15. Like
    PhilFleischmann reacted to Iuz the Evil in Today is special because ?   
    Celebrating throwing off the yoke of British colonialism. #feelsgoodman
     
  16. Haha
  17. Like
    PhilFleischmann reacted to Lord Liaden in The Turakian Age is Seriously Underrated   
    Now that more folks here know what The Turakian Age is, and how the setting is supported... it's not too late to invest in it. The books are still in the Hero Games website store, at greatly reduced prices from their initial retail. Buying from this store also means Hero Games gets all your money.
  18. Like
    PhilFleischmann reacted to Duke Bushido in Annual Harry Potter post that most people don't find interesting   
    Don't sweat it, Brian. 
     
    I don't mind spell colleges when there is actually a different focus: healing magic; killing magic; social engineering magic--
     
    That makes sense to me.  What happened to me was that 4e supplements and such just kept throwing out "college" after "college" that were quite literally the exact same thing: magic worked the same, the spells were identical, etc.  The _only_ difference was special effects: the leaf college: a blast of vines and leaves doing 4d6 AOE: Cone.... 
     
    Ice college:  a blast of ice and snow doing 4d6 AOE: Cone.... 
     
    Desert College: a blast of wind and sand doing 4d6 AOE: Cone.... 
     
    Pioneer College: a blast of wagon wheels doing 4d6 AOE: Cone..... 
     
    Music College:  a blast of sheet music doing 4d6 AIE: Cone..... 
     
     
     
    And on and on and on..... 
     
    Esentially, Fantasy HERO gave us an interesting idea, the company-approved supplemental material turned it into a complete joke. 
  19. Like
    PhilFleischmann reacted to Tom Cowan in Weapons of opportunity table   
    End Table
  20. Like
    PhilFleischmann reacted to Stirling.N in Speed in Fantasy HERO   
    Because normally the is one SPD - 3, with one 2 and one 4 as outliers. This way they are 3 - 2.5,3,3.5 - with 2 and 4 as outliers. So there are 5 viable SPDs rather than 3. 
  21. Like
    PhilFleischmann reacted to Stirling.N in Speed in Fantasy HERO   
    >What do you use it for?
     
    In normal games, in my experience, almost all characters are 3. What I do is:
     
    1. Double the turn length.
    2. Double the number of actions, so 2 SPD has 4.
    3. Insert  .5, that is 2.5 (which will have 5 SPD) and 3.5 (which will have an 7 SPD)
    4. Give a post-6 recovery.
     
    Basically double the number in a 24 second turn.
  22. Like
    PhilFleischmann got a reaction from drunkonduty in How do I make thrown item return   
    OAF, just like a gun.  But don't put the Charges limitation on it.
     
    If someone grabs the shaft of the spear, you can't throw it, can you?  If someone is grabbing the barrel of your gun, you can't aim it.  Can it be grabbed?  Is it indeed a physical thing that's just held in your hand?  Returning to you is just the special effect of not having limited uses (Charges).  Mechanically, it's no different than a gun with effectively unlimited ammo.
     
    A regular thrown spear is an OAF with 1 Recoverable Charge.
  23. Like
    PhilFleischmann reacted to Chris Goodwin in Help modeling an unusual solar system   
    If we assume the smaller star isn't there, then the planet has four seasons lasting one Earth year each.  
     
    Adding the smaller star in... the smaller star orbits the Sun eight times for every one time the planet does.  Which means that every season will have two full smaller-star cycles in it.  Each of those cycles consists of three months with the smaller star on the "far side" of its orbit around the Sun, then another three months approaching.  So, every season will have a warmer, brighter period and a cooler, darker period, then that cycle repeats.  
     
    Think of the Earth seasons like so:  
     
    Spring goes from cold to cool, to warm.
     
    Summer goes from warm to hot
     
    Fall goes from hot to warm to cool.
     
    Winter goes from cool to cold.  The "border" between winter and spring can range from cold to cool.  
     
    For each of those, apply a cooler period and a warmer period.  Which comes first probably depends on northern or southern hemisphere.
     
    PS -- yeah!!!   Those who like a little bit of science in our fantasy, represent!
  24. Like
    PhilFleischmann got a reaction from drunkonduty in Can someone clarify summons for me?   
    A few things to consider are: How does the Summon power itself work?  How often will the player use it?  And for how long at a time?  And how much control does the player have over the summoned character?  If the player can have the summoned character around all day long, and he always obeys the character, then the player is essentially playing a 375-pt character, in addition to the base character.  If the summoned character can only stick around for five minutes per week, then that might be OK, even if it's a totally overshadowing combat monster - because you have to save it for when you really need it, and the other PCs get to shine normally most of the time.  OTOH, if the summoned character is NOT a combat monster, but has various utility abilities that aren't useful all the time, that can work too, even if the summon is not particularly restricted at all.  The summoned character doesn't step on the other PCs' shticks because he's only useful in certain specialized circumstances.
     
    If Wally the mouse dies 😢, anything at all could happen, according to the rules.  The main consideration is in-game justification and narrative.  If the Summon is bought with Independent, then this would probably be an example of when the points spent are lost.  But even then, Wally could come back to life - it would just take spending of more points (and a story justification, one would hope).  Assuming the Summon is not bought Independent, then the points should not be lost.  So there are many options:
     
    1. The Summon power is temporarily useless, but the GM will put a story arc into the campaign that justifies bringing Wally back to life (clone, time travel, alternate universe, somehow miraculously survived, etc.), and then the Summon works again - possibly with a slightly modified Wally.
    2. The Summon power is temporarily useless, but the GM will put a story arc into the campaign that introduces "Wally Jr.", the new subject of the Summon.  "Wally Jr." is not necessarily exactly the same as the original Wally.
    3. The player can immediately bring Wally back or introduce "Wally Jr.", subject to GM approval and likely requiring some in-game story justification.
    4. Wally is gone, but the PC finds a new character to Summon in his place, that might be totally different.  Subject to GM approval and story justification.
    5. The PC gets the points spent on the Summon back, and can spend them on something completely different.  (Subject ....)
     
    The death of a unique specific summon (or DNPC, or Follower, or major Contact, etc.) is a significant change in the PC's life, so let it play out dramatically.  It can change the way the character is "built" - the way his points are allocated, maybe his Psychological Complications.  The possibilities are unlimitless.
  25. Like
    PhilFleischmann reacted to Gnome BODY (important!) in Skills Based on Powers or Background   
    Yes. 
     
    Levity aside, deciding "I want this mechanical trait" should generally cause a (small) change in a character's backstory and vice versa.  Neither crunch nor fluff live in a vacuum. 
×
×
  • Create New...