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sbarron

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Posts posted by sbarron

  1. Re: Urban Fantasy dead horses.

     

    I heartily disagree - it depends on the nature of the RPG. If you are in a detective, investigation or exploring kind or RPG - these are exactly the kinds of things you need. likewise particular types of horror require things that the players have no knowledge of before hand - the unknown.

    It can be a fantasy, science fiction or some other genre - but unknown creatures and settings have a definite place in RPGs. Just not very often in games/settings that are all about adventure and daring-do that requires confidence on the part of the players, and familiarity.

    I think we're just talking about different things. Dropping "new" monsters into a traditional Urban Fantasy setting is not what I'm talking about at all. I'm talking about creating a new Urban Fantasy setting that is build in an urban environment around things that are fantastic, but doesn't include vampires or vampiric things, werewolves or there like, faeries, aliens, mummies, or anything else that's been written extensively about for the past 30 years.

     

    Basically, creating a new setting, with new magic and new creatures that aren't just plays on what has gone before. The problem is, as Captain Obvious points out, its difficult to capture the imagination of readers and players with things that are new and unfamiliar. Which is why I suggested novels that contain these new settings first. That would allow people to get comfortable with the setting and its inhabitants before being forced to make a character.

  2. Re: Urban Fantasy dead horses.

     

    Well, there's the quick buck, and then there's playability. It's already hard enough to find RPG players without forcing them to learn a completely new setting. That's why most fantasy settings are Tolkienized knights/castles/dragons/elves/orcs. You don't have to educate new players as to how the world works, you just have to drop in the place names and go.

     

    Don't get me wrong, I wouldn't be as huge a fan of Hero if I didn't love completely original settings. It's just that I think the average RPG player isn't necessarily willing to earn a history degree for a fictional world in order to play.

    I totally agree with you. But I also don't think RPGs are the place to start new settings. I'd like to see some novels that feature new "monsters." The RPG could then spring from those books.

     

    I was trying to think of some new monsters that have come out recently. Something that wasn't derviative of something else, but still able to capture the public's attention. The Blob was the only new one I could think of, and that was what, 50 years ago? Everything else I could think of was a vampire cross-breed (Underworld, Blade), a human and animal mix (werewolves), aliens and aliens cross breeds (Alien vs. Predator), or killer plants (the Ruins, ala Little Shop of Horrors). Nothing really new came to mind, though I am only aware of what I've seen/read.

     

    I did read a book recently that had a "new" monster in it...by Richard Layman, called The Cellar (written in 1980). It was about a monster that I imagined looked like the sewer monster from Big Trouble in Little China. It could cross-breed with humans, had a voracious sexual appetite, and a mouth and tongue on the end of its penis that drove the ladies wild. I'll never read anything by Layman again. I'll give the guy this, though, he's got an imagination.

  3. Re: Urban Fantasy dead horses.

     

    Aliens. Vampires. Werewolves. Faeries.

     

    You have to admit, all these have seen a lot of coverage over the years. I can't believe there isn't a market for some new "monsters."

     

    Are there not more things in heaven and earth than are dreamed about in our fiction?

  4. Re: The Price of Hiring a Villain

     

    3. five (or 23) nuclear bombs
    "I've considered your offer, and I'll cure this plague for you. But at a price! You must deliver to me five nuclear bom...ah...indeed. Yes! Yes of course! 23! It must be 23 nuclear bombs..."
  5. Re: Any ideas?

     

    It's just a SFX for defense. If it only works vs. Ranged then its got a limitation on it. NBD
    This is the right answer.

     

    Activating a power is a zero phase action. So as soon as this character realizes he is in combat, he can activate his shield with no loss of time...or, you could say, automatically.

     

    I'd probably build this as a forcefield if I were doing it. To me, that's a shield. If the character is actually preventing each attack from hitting him, then I'd go with the missile deflect or +DCV. Or if he's just making turbulance around himself, then maybe just +DCV. Personally, I like my defenses to always work when they're on, which is why I'd go with FF.

  6. Re: Balancing various challenges.

     

    I suggest that you be careful with sci-fi weaponry around your PCs. I played in a warhammer Hero game once, where most of the weapons were in the 2d6k-3d6k range. Even though all the PCs had 12 PD/12 ED armor, a small group low-end baddies and a couple of lucky shots really put a dent in the PCs. And nothing ruins a game like an inauspicious start.

     

    Keep the damamge classes low, the number of opponents low, and CVs of those opponents low for the first few encounters. Try to get a feel for what the PCs can and can't do, and then toughen up the opposition an needed.

     

    You're going to make some mistakes as you get a feel for things, so don't worry about it when it happens. You'll learn fast enough what works and what doesn't, and pretty soon you'll be able to design these encounters in your sleep. Good luck! :thumbup:

  7. Re: Concubine Seeks New Position

     

    I agree that she should either be trained-up or start using equipment. I always thought it was so cliched in comics when the "seductress" type character suddenly develped "seductress" type powers after a radiation accident. It just seemed too convinient...

     

    Looking over her character sheet, I see she already has a Viper FF belt. Maybe she could add a...

     

    1) Jet Pack for flight, or maybe just spring boots for some limited super-jumping?

     

    2) An energized power whip (1d6K, or maybe 1d6+1K), rather than the rather plain one she has now? Maybe add an entagle to it?

     

    3) A blaster pistol of some sort for her off-hand to add a ranged attack?

     

    4) It looks like she's just some skill levels away from being a really good hand to hand combatant. I'll parrott the suggestion that she get some further martial arts training.

     

    5) A suit of powered armor? Maybe not full-on Iron Man to start, but a good way to add some defense, some offense, some life support and such, all at a decent discount. And it makes sense, since you can stick anybody in powered armor and make them tougher.

     

    Well, those are the ones that jumped into my head. I hope this helps! :thumbup:

  8. Re: Masterful Ambush

     

    The environment dictates a good ambush site. I'd just do this with skills, and let the properly chosen terrain provide the advantages (concealment, higher ground, cover, open fields of fire, difficult kill zone to get out of, etc.).

     

    Also, I wouldn't back away from giving a PC with the skill Ambush 13- all the advantages he needed to set-up and pull-off an effective ambush. But, everyone does thing different, so YMMV.

  9. Re: Ask Cryptic 5/2/2008

     

    I've never played an MMORPG. After spending just 10 minutes on the Champions Online MMO boards after this was first announced, I was surprised at the number of terms like those in my first post that seemed to be prevalent over there. My suggestion that the superheroic terms be adopted by board, in an effort to make it feel like supers, went over like a lead ballon.

     

    It's a really interesting situation, I think. Most of the MMORPGers come from WoW or Everquest backgrounds, which means they bring their fantasy MMORPG preconceptions with them to games in other genres. The tabletop corillary to WoW and Everquest is obvioulsy D&D, with the same problems with players bringing D&D notions out into other games, settings, and genres.

     

    I don't know what it all means, but I do think its interesting how being first and being successful can so shape everyone perceptions...:thumbup:

  10. Re: Were these left out, or no?

     

    Don't worry overmuch about it. It seems that' date=' unlike with making contagious powers via the Sticky attribute, there's no way to assign a power so that it exclusively influences its own focus, not the character...[/quote']

     

    Flying Sword

    1d6 HKA, OAF (-1)

    5" Flight, self only (-1/2)

     

    If a character were buying this sword, I would probably allow the "self only" limitation to be higher, like maybe (-1) or even (-2). I can't think of why having a sword that can fly is really that useful, especially to the character who purchases it. Maybe to allow it to return to his hand if he loses it?

  11. Re: Were these left out, or no?

     

    So far' date=' it's not really sounding like there's a real clear way to do either of these things. As far as I can tell, the ideas thus far, though not bad, don't really QUITE capture the main property of a contagious power - namely, the ability for a victim to pass it on to others.[/quote']The most direct way to pass something on in Hero is using the sticky advantage. In its base form, sticky isn't ranged, and it doesn't pass the "power to pass the power" into its victims...which means it only spreads to those that touch the original victim.

     

    However, I'm sure we could create something that provides the effect you're looking for. But first, and this is always important in HERO, you have to describe the effect of the power your building, not using HERO terms... ;)

     

    Edit: Ah, that ghost-angel...always beating me to the punch.

  12. Re: Setting a real point limit, instead of AP limit

     

    I think limiting based on real points could work. However, I think the GM should take the time to list the limits that he's willing to accept, and perhaps more importantly, list the limits that fit the magic system.

     

    There should be a system of give and take in place, so that characters can't sneak in high end attacks without paying a price. Extra time is great for this. The longer it takes to cast, the more powerful it can be. Increased END is good, too. The greater the AP power, the greater the END cost multiplier.

     

    I wouldn't allow charges at all, because to me they don't give anything back. Sure, you can only do it once a day, but why? I think there should be a why that makes sense with every limit, and charges just never work for me in fantasy settings. I don't doubt some of you have explanations for charges that makes sense for you, but I can almost bet I won't like them. I'd much rather go with an END reserve or required ingredients.

     

    Please do let us know how it works out. :thumbup:

  13. Re: Ask Cryptic 5/2/2008

     

    I like so much that Cryptic is using the traditional super-hero terms for archetypes like "bricks," "energy projector," "martial artists," etc. rather than the MMO terms of Tanks, DPS, healers, etc.

     

    I think you have to get into the genre if you want to simulate the genre. And calling bricks "tanks" just totally does nothing to get me thinking like a super-hero. It feels like I'm playing fantasy in a modern setting...with brightly colored armor. :)

  14. Re: So, what don't you like about HERO 5th?

     

    I dislike that HERO has become a very, very complex game, even though it comes from a very simple, effective system. Too many exceptions, too many special cases, too much stuff to keep track of...

     

    And I also dislike that because HERO generally can do anything, in its own way, creativity from its gamers always seems to be limited to these ways.

     

    HERO is still by far my favorite system. I'd just really like it to be stream-lined, and I'd like for certain elements to become simplier and more open ended (power creation being a big one).

  15. Re: Is combat in HERO strategic?

     

    KS wasn't talking about "HERO" scales when he said...

     

    I think you mean is combat in HERO tactical. Strategic would be more appropriate to a larger scale.
    KS was talking about the difference between tactical and stategic combat, in general. Tactical battles are fought on a smaller scale than stategic battles.

     

    Everyone that's posted in this thread understood his sentence to be not only accurate and clear of meanding, but also grammatically correct...except you. And you admit English isn't your first language. Why continue to argue this point?

     

    P.S. By the way, if KS were talking about maps, you'd be correct in your critique. But given what a stickler KS is about stuff like that (and I'm pretty sure he plays/has played Warhammer, and I know he was in the military), I'd bet he would have properly used the term "scale" if he had been discussing maps with us.

  16. Re: Side Effect: Distraction

     

    I disagree with this on the principle that things are costed for what they do' date=' and if you make a significant lowering of what it does, that should be accounted for in the cost. If you say that all Energy Blasts are automatically No Range, that should be covered by saying 'all EBs must take the No Range limitation', rather than simply nerfing the power unilaterally.[/quote']Life is too short to go through every power and restat it with things like this. It's much easier and quicker to just tell the players what things do, and how they work, and not worry too much about the "actual" costs of them. Does that mean that maybe Armor becomes a better choice than FF in this game? Sure, it might. But, presumably all players build their characters with this knowledge in advance, so no one is cheated by the new cost or benefits of adjusted powers. It just means that some builds are a little more effective than others. Which is absolutely no different than things work now.

     

    Of course, we can agree to disagree, I don't want to hijack the thread...;)

  17. Re: Opinion Fluff: Game Mastering Styles

     

    This would fall under setting or campaign rules that are established upfront, so it would become part of the rules to adjust things to prevent death as needed.

     

    - Christopher Mullins

    Yeah, I guess so. I'd never thought about it before, but really, it changes the role-playing "game" into a role-playing experience, or interactive storytelling, or something. :think:

     

    I don't GM games where players can lose or die because of a bad turn of the dice. Maybe a series of really bad choices...but c'mon, if I ask you three times "you have a bad feeling about this, are you sure you want to do it?," and you do it anyway, then you're kind of asking for it, right? ;)

  18. Re: Opinion Fluff: Game Mastering Styles

     

    I haven't GM'd in a while, but I certainly like to shoot for Benevolent Dictator. In truth, I just want to keep things moving at a fast clip. I don't want to get bogged down looking up rules, discussing tactics, tracking stats, or anything else that will slow the game.

     

    As such, I tend to makes rulings on the fly and try to move on. Of course, sometimes players aren't happy with my rulings, and probably feel I'm being heavy handed with them when I won't immmediately entertain their attempts to rectify what they see as an unfair or incorrect ruling. I always tell them in advance my intent with regard to speed, and let them know that we can discuss anything they didn't like after the game.

     

    This is so foreign to some players, though, that they never really learn to accept it. If I ever found a group that I gamed with often, I'd probably end up like Vondy. If you like what I'm doing, and see the utility in just getting through stuff, then you can stick around. If not, then you can move on. No hard feelings.

     

    Just one last point I'd like to make. Everything I do, everything, in my role as a GM is to set the players up as the heroes of whatever story we're telling. Characters don't die unless that's what they choose, they only lose when its setting them up for a bigger win, and I'm willing to go to great lengths to allow everyone playing to role-play out their heroic fantasies in our game.

     

    The players having fun is my primary objective. Of course, that's true only as long that fun isn't at the expense of other players, or in repeatedly arguing about the rules. It's surprising how many people I've gamed with who's sole enjoyment from role-playing seemed to be derived from betraying the party in some way, creating strife between the players, or just arguing about every ruling I made. That seemed to be all they wanted out of their gaming. I still scratch my head about it. But, it appears to be far too common for it to be unusual behavior in gamers... :think:

  19. Re: Side Effect: Distraction

     

    This is exactly the kind of thing I'd like to see more of in HERO. Because, in theory, you can actually "build" the negative effect into a power, many people's first reaction is to attempt to do just that, with something like a "side effect." But it's almost never necessary.

     

    You want FFs to be a pain in the booty? As suggested, just have anyone with a FF be at a -3 on all roles. Simple, effective, and exactly what you want. No need to get bogged down statting out the technical details of something that will be applied to everyone. Just do it! :thumbup:

     

    I'd rep LL, but I've got to spread the love first. ;)

  20. Re: wizard powers (spells, etc)

     

    What's the most suitable framework to put a wizard's spells in? I lean towards a VPP with the "Slightly Limited Class of Powers: Magic Only (-1/4)" and "Requires a Magic Roll (-1/2)" limitations and either "Powers Can Be Changed As a Half-Phase Action (+1/2)" or "Powers Can Be Changed As a Zero-Phase Action (+1)" (I haven't decided yet) so he doesn't have to waste time flipping through a spell book in combat situations.

     

    I'd also give him "VPP Skill: Magic Skill" to allow him to create new spells in the fly and a suitably high "Magic" Skill so he can make the roll.

     

    The idea is a master wizard who is powerful enough to be able to leave his spell books behind because he's got so many of them memorised, can switch spells really fast in combat and can create new spells on the fly.

    It sounds fine. I'd just recommend that you stat out as many spells in advance as possible, so that you're not trying to build spells in the middle of combat.

     

    Also, I'd recommend giving each of the spells a specific name, like Lankor's Lashing Tendrils, so that the spells feel like spells, and not "Entangle linked with HKA." And as your mage casts his spells, if he were to yell out, "Villian...feel the sting of Lankor's Lashing Tendrils!," that would even be better still. :thumbup:

  21. Re: Children of Frankenstein

     

    I like the idea. However, genetically speaking, how does cobbling a "superhuman" from the parts of other humans change the genetics contained in the sperm and egg of Frankenstein's monster and its wife? :think:

     

    Not that I would ever let real science get in the way of a good story, mind you. Just pointing out this apparent inconsistency. Since you've already altered the Frankenstein story a little, maybe you could go a little further? Somehow incorporate magic into the creation, or perhaps change the designing of the monsters to be more of a cloning/birthing excersice, and less of a sewing together of other various human parts into a greater whole?

     

    In any event, don't let my nit-picking disuade you from this excellent idea, in whatever form you chose to give it. I love Frankenstein, and I love that you've stayed true to the original story. :thumbup:

  22. Re: Converting Palladium to HERO

     

    6 in 1' date=' half does the other.[/quote']Maybe you're just goofing around here, Thia. And if that's the case, the jokes on me. But just in case you're not, you're probably wondering what the heck that expression means. The actual phrase is "six in one hand, half-dozen in the other." Which I'm sure makes its meaning a lot clearer. Either way, no offense intended. :thumbup:
  23. Re: Menton is up

     

    I can only assume for now that the "younger stronger body" is the one in Stronghold and the one in the preview art is another psychic he's possessed.
    The time-line seems to start just after WWII, which could put Menton's original body well into its 50s or 60s by the time the 2009 game release rolls around. Taking a younger body would make sense if the original Spanish body were that old. It wouldn't be hard to justify "younger, stronger body" at those ages, either, even if the younger body is an extra from Revenge of the Nerds.

     

    Granted, aging well has always been a staple of comics. But that doesn't mean it always has to be that way. Let's just say, I'm willing to work with creators...to help their ideas come to life for me. ;)

  24. Re: EC's cannot have non-END powers!!!!

     

    This was usually how I used to make all of my super armored heroes' date=' I take an EC where I put all of my static powers such as life support, armor, flash defence, mental defence, power defence, damage resistance, and most importantly characteristics.[/quote']So, you probably save at least 50 points in your build because you use an EC, and it costs you nothing. And then you say...

     

    I suppose that I used EC's like I had primarilly because it put all of the appropriate powers in a tight package that was kept nicely...
    If I were a player in your group and you gave that as the reason for using an EC that saves you at least 50 points...well, we'd be going to post-segment 12. :bmk::thumbup:
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