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About MrAgdesh

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  • Birthday 06/21/1967

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  1. Re: Hexes, you can set these up via the Page Toolbar tab - Page Settings supports horizontal and vertical hexes in place of the standard square grid and you can set the hex size to represent 1 Hex=2m.
  2. At lower levels (we are now 4th) they have seemed incredibly tough - to the point where the fighting types (including two paladins and two fighters) seem to pale by comparison. This particular player has played more 5E than us and says that "later on, after about 6th, I am outclassed by fighters of a similar level". This just seems like shoddy design to us. To design a broken killing machine early doors only to have it fade out if and when the party survive to mid levels? We would undoubtedly be dead on more than one occasion if it were not for the Bear/Spider WildShapes. and not from any strategic play, just from damage dealing and soaking.
  3. In a D&D campaign I'm in, one of the players is playing a Moon Druid - he gets to 'Wild Shape' (assume different animal forms) which are effectively different combat suits he wears with a free set of hit points each. If the form dies he just has to wait a while (rest) before he rinse-repeats. Our group has been chatting on how you would approximate this in Hero terms. Multiform is balanced in Hero in that any damage taken is proportioned to the form you assume, but this D&D monstrosity doesn't work like that (only if damage carries over past the form's hit points is it a problem to the Druid's main form hit points). I've said that essentially under Hero this build is something that transfers its consciousness between several, summonable, essentially indestructible repairable robot bodies, but I'm having a mental block as to how best to set this up (although actually, there is probably something in The Book of the Machine that covers this, thinking about it). This is purely from a design perspective in creating the above. - not meant as a legit way to create a broken template. I say 'broken' because in our experience the Druid in question totally outshines all fighting types in our group.
  4. I might have three or four planned adventures to start the characters off, but as a product of how these these pan out, 'sandbox' opportunities will naturally occur. At this stage, I consider that the game has got to a position where 'it runs itself' - in other words, I do not have to necessarily come up with a new plot thread in order to run the next session of play. The players may decide to follow up on loose ends from previous sessions and all I have to do is come up with the plot of that adventure (which will largely be formed in my mind due to the previous escapades) rather than a completely new adventure for the next session. That's what I'd call a Sandbox, and it's always great when a campaign gets to the position of being able to run itself because a) that's less work for me, and (b) the players are getting immersed in a reactive world.
  5. Just emailed my GM my 5E character and his copy of HD didn't have access to the advanced Combat Skill Levels options (such as 6pt ones from Ultimate Skill). As such, it showed errors in my build. But his copy of HD (2015) is later than mine (2013). Did these get removed? He just has the standard block of options from 5rEd.
  6. 1) I have several Battlemats in different scale hexes - for Champions I use 38mm hexes (1 1/2”) because that’s the scale of Heroclix and they are the figures I use. For Fantasy Hero I am using 28mm heroic scale figures mounted on 30mm bases so I use 30mm hexes. I always equate the hex, whatever it’s real-world size, to 2 metres. 2) I write handouts for players with campaign info on them. I usually post these as PDF files on an FB group or blog site, along with adventure synopses so that people can refresh their memories. I run three systems a month and play in a fourth so each game runs once a month - having a reminder for people is crucial as not everyone takes notes and even those that did can miss vital points. 3) I tend to write my own adventures with bullet points. I find it’s easier to pick bits out than from a wall of text.
  7. This. Speed is the broken part of the system.
  8. Interested in this because I asked a similar question here; Simply removing the Focus aspect works for say the main MacGuffin, but when you have someone who can teleport a vast variety of things to their hands then its different (E.g. A Porte sorcerer in 7th Sea can do this by blood marking (Floating Locations?) individual items).
  9. I think that you have a point here. Although we have a boom of 'normals' playing D&D, a lot of them are only casual roleplayers. They are people with a variety of pastimes who dip into the RPG hobby from other related interests such as console gaming, or maybe watching 'Stranger Things'. When we started playing D&D in the early 80's sessions would last the full 11 hours that we had the rooms at Uni and then we would go back to somebody's room on campus to discuss what had gone on. Now, the students struggle with concentration on sessions lasting more than 3-4 hours. That, and they're tied with other pressing social engagements. They obviously enjoy playing but its not the be all end all that it was to us. New players don't want to invest huge amounts of time and effort in creating scenarios when they can just purchase them. Certainly this holds true in the local games clubs that I have recently visited. Whilst us older gamers may not have time to put our own stuff together due to life commitments I think that younger players are definitely more used to consuming than creating. To quote the Mandalorian; "This is The Way".
  10. Sambo it seems is a very modern invention (like karate) in that its 20th century years old. It does seem to incorporate many features of older arts (such as Mongolian wrestling etc). As for a Russian wandering the Old West, that's easy. He was the Cossack bodyguard of a late White Russian aristocrat on a hunting party expedition (Shalako!) who having failed to save his master from a marauding grizzly/injuns/bandits has become a lost soul in the Old West - ashamed to return home. Incidentally... Googling Turkish Oil Wrestling brings up the question "Why do Turkish oil wrestlers put their hands in each other's pants?" "Because they're Turkish" is not the answer apparently.
  11. 6E2; Pg 181: "If a character wants to buy multiple items of equipment that cost less than 5 points, he can buy the items individually or using the 5-point rule, whichever is cheaper."
  12. This is a peculiarity of the system, and I agree with you in that it is glitchy, especially so for Hero games that emphasise 'realism' over 'dramatic realism. I remember years ago, one of our group who was fairly new to Hero had set up a Justice Inc. game. He had a number of hoodlums holding tommy guns - menacingly, but not pointed at anyone in particular - across the far side of the street. Combat erupted on Phase 12 with both parties exchanging fire. Next turn when a player who was SPD 3 realised that the hoods were SPD 2, he used his Phase 8 to charge across some 40' distance with a 'Flying Tackle' (Move Through) on one of the hoods. The GM couldn't believe that RAW, the PC would be able to charge across the road to hit one of them before ANY of them got a chance to fire off a shot. It didn't suit his dramatic sense so he allowed half of them to fire off rolls as though they had the PC 'Covered' (which they hadn't previously announced of course, so effectively he was allowing them to abort their Phase 12's to an attack). Nobody had any issues with this as I seem to recall, including the target PC. It was just a system rule that sounded dumb to the guy in charge and his fix didn't seem unreasonable.
  13. Plus Capoeira. There was even an episode of Kung Fu where Caine encounters a capoeirista.
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