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souldymono

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  1. That's basically what I was going for I believe. Someone else suggested that I give them a VPP pool to represent the gear, one they can only change inbetween hunts, and just let them upgrade it over time. It seemed like a neat idea but I don't know if it would be the best one.
  2. Hello! I'm new to the hero system and have been wondering how viable it would be to run a game based, or at least inspired by, Monster Hunter in it. For those that don't know its a game Capcom made thats all about its namesake, using various oversized (and I mean OVERSIZED) weapons to hunt down giant monsters, carving off their parts to make unique equipment later. My main issues are the fact that I'm quite new to the system and don't know how to represent all the aspects I want to keep in. I'd assume it would be a heroic game despite the Hunters in the game being borderline superheroic with their physical feats, but everything past that I've been having mild issues with. Mainly how to handle loot, because monster hunter is a very equipment heavy game for its progression and I don't know how well to handle that, or how well to handle the whole "craft equipment from monsters you kill" thing, do I just handwave it and give it to them? Make them spend points on it? Another issue I had was representing the weapons themselves, because of their unique mechanics in game, but imagined I could represent most of their feats with a multipower? Unless there's a different way to represent all the combos and unique things they could do. Any assistance would be wonderful.
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