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Stonewild

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  1. Good to hear you have the skeleton. Exciting. I can't wait to try it out. I have some coding experience of the ancient sort. I can read and steal code, but not enough experience or time to do real work. Let me know if and when I can help debugging. Oh, this is Cal. Some how I ended up with 2 accounts. .and I keep forgetting which is primary. Oh well
  2. I like it. Especially for skills where multiple rolls are more fun. Solving a complex puzzle, etc. Problem Complexity can be represented by the defense, and body of the puzzle. Multiple players can work on the same puzzle. The heroes can roll body until they bring down the wall of confusion with intelligence / skill rolls.
  3. what strength is, it is a good representation of our channelled expectations. Plus it is too cheap, which is the real problem here. This. Strength is the only characteristic that can with all the character points added to it would allow the toon to destroy a city. Do the city up right and on the cheap. 310 point strength toon could have a pretty good time in the old town tonight. A 310 intelligence toon would really enjoy the library while noticing the city turned into rubble. Same cost?
  4. Strength shows up all over the place. In heroic, Strength is qualifier for using some combat items. Strength can add extra damage from the item. Strength can be used to resist some effects like entangle. On a side note: Just remove the characteristics and keep the individual effects? Taking away some calculations from some characteristics, seems to have made characteristics superfluous and confusing. The whole point of characteristics was for them to determine calculated effects. Selectively removing these effects for balance, is confusing. What would an effect only character sheet look like?
  5. We have not played in 20 years. Everyone moved away. We got stuck in our houses. We learned to online connect. 3 games a week. 1 is Champions based. Rediscovering fun. I keep looking for a decent VTT, might be my Technology skills are the problem. Theater of the mind is working too.
  6. Strength for damage is such a part of my gaming experience, I have a hard time imagining any other way. Yet, champions seems bent on removing calculations based on stats. Wonder what that would look like? Strength only helping skill check rolls and not used for damage rolls. Like ego resisting mental attacks, use strength for Breaking entangles, resisting grabs, and such.
  7. I feel you, but Str. breaks the game. And, it is usually not what is really happening in the situation. Str. could still used to break grabs and entangles. Strength and using strength is not the same thing. Isn't that the entire point of MA. A zero strength toon with skills can kick a 20 Str. Toon into the ground. In RL, 100lb power lifter can pick up as much or more than 200lb lifters who are "stronger" but less skilled. I feel there is some argument for strength skill rolls over raw strength. Muscle bound is another example of strength without ability to do damage. Also, The hulk Strength does not come from his muscles, he is not strong from muscles. He is Superpowered from radiation. Controlling the radiation that gives him the damage, throw and carry powers. Zero range TK from radiation powers.
  8. "So, right, I was walking the dogs and thought, “why do we do characteristic rolls for Strength differently to all the other characteristic rolls?" Makes sense to me, Strength is a complicating stat to still have around. Now that all the all the other stat calculations are gone, Strength's calculations should go too. Strength could go into strength based skills and nothing else. Not sure what? Damage should be bought as damage and never come from a stat. Super Strength is just another special effect now that we are removing all the other calculations. Make MA much simpler.
  9. EGO / 5 Adding to ego damage would be game changer. I like it, put it in the game. Maybe Dex can add to OCV, no wait, have I heard that before?
  10. Opps, this is old tread. sorry I'm doing some thing similar for a Traveller Star Hero Champions Magic mash up. It is hero level but with limited Psionics and "Ancient bracers", low power stuff working not terrible unlike someone's green ring. I started with VPP and other such power point savers, but I finally decided on treating the bracers like equipment, where the characters buy skills for each power they want to learn to use from the bracer as an activation roll, and also charging them endurance. I list the powers individually in the equipment and they used skill rolls to use the powers. This is mainly because I'm too lazy to keep with all the VPP and multipower complications. Considering all the limitation is sorta works by swapping skill costs for power costs. I'd like to hear how your game powers/ items work out? Ganulph II aka the phantom planet has reappeared. A jewel in the center of the Eygrn Subsector. On Ganulph II Steam Powered Ocean Liners, Mystery, Horror, Wizards, Mutants, Ancient Tech co-existing on one little bubble of spacetime with Imperium Merchant Corporations increasing their Galactic profit as fast as they can.
  11. Is this thread or the Foundry project still active? I'll continue to reply a few times. In my local version, I patched the HDC skill upload for blank names where the description is also blank. The HDC allows for blank lines in the Skills causing the HDC upload to blow up. Do they still say blow up. I haven't programmed for a living in 20 years, but JS is so easy and fun. I was afraid to mess with the description load or try to jump out of the loop so I just tested for white space in the name, replacing with default word. Not pretty but it don't blow anymore. Hopefully you can put in a real fix.
  12. I agree. Is there a Hero designer export format that only prints the notes and list headings. I can use notes and List heading to make the player's character sheet I want. For my more casual players, I have been creating descriptive list names and adding notes to help them out. One example of a Skill List: " She can move thru the starship's innards like an Olympic gymnast." Then in the list are several agility skills that match the player's concept of her character. She gave me the concept and I translated to Hero. All the agility skills have the same chance. So I don't really need to list all the skills for the player. I could just add 14 or less to the list heading, and print the heading on her sheet. And if I needed, put a few details in the notes and print those too. The player may not know Champions agility skills, but she knows what a gymnast can do. Because that is how she described her character. Using the list and notes fields, I can also pull in descriptions from supporting talents and equipment into one place for her Starship Engineer's "Olympic Gymnast" abilities. If I can't find a export format to do the notes and list heading, maybe I can create my own print?
  13. The original concept can come from a fictional character, or a need in the group, wild imagination, or from a power gaming desire to work the system. The character concepts and powers usually take several day-dreaming moments followed by number crunching. Total time, an hour or two.
  14. I like your comment about one liners.... and take it one step further for player's character gaming sheets.... My goal is make a block that looks like Traveller Classic Character block. ____ Capt. Jim 879A9C ZeroG-1, Gun-1, Pilot-2 2000cr _____ Okay, not really that short. I'd like a block summary made up of only "special effect" headings and a few necessary numbers. Thus the character sheet could assist the GM in her alternate hero universe adventure. Otherwise, some players feel like they are all taking a high school math pop quiz while being told a ogre is throwing a bolder at their wizard. It is really hard for some of us to be in both places at the same time. The only character stat elements needed after character creation are the target numbers for skills and health. Show the character elements in terms of the genre "special effects", not power descriptions. Special effect stat example: Can lift a dragon. Usually dodge an arrow. Health as a Orc. Mostly Clueless. Generally speaking, my folks use the same short list of skills, attacks and defenses in most situations. My proposed summary character sheet reminds me of the old spell list, which was simple and short descriptive "magic" sounding titles. However, when needed the simple summary titles are backed up by a book of details for each ability. The great part of Hero system is that the GM and player get to build their spell book.
  15. In any limitation value consideration, I start with asking how much does this really affect the character or power? Endurance only matters when you can run out of it. Like having 16 charges is no limitation, because you will hardly ever run out of 16 charges. As I understand your question: there is no real disadvantage in most situations, thus no limitation value. A limitation of -1/4 could be okay - if you think this would limit the toon in 1 out of 4 adventures?
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