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Doc Democracy

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Everything posted by Doc Democracy

  1. Well, here is a 4th edition character I built for a recent 4th edition game my friend ran with the Bag of Holding pdfs. ? https://1drv.ms/p/s!Air1KSKvgXqLhf8BzhTotsyZ1RNhEw
  2. Yup. ?. Obviously there are some powers that are purely there for colour purposes, but my Blast Standard is a decent way for me to convey effectiveness to players.
  3. There were a few links in the early posts but The Great System Purge has cleaned those. My sheets are all a bit customised and focussed on the groups I was running things for. Will see if I can dig up an example or two.
  4. It was the very next line, checking the utility of a power against the utility of an equivalent active point spend on Blast. ?
  5. I think this kind of stuff comes into its own more in mystic/horror/fantasy type games. The most immediate example would be a demon walking about in the form of a human. They might look and feel like a human to sight and touch but to other senses they would look like their real scaly form with mandatory chaos spiky bits. All kinds of auras, astral forms and other things would depend on the ability of those who can see beyond the usual. To me, Images, self only is wholly self-delusional. ? Doc
  6. It is not a terrible question but we live in a different world. I would like to think there will be more people playing the game that I want to play but I think if I want to GM, I will always find players if the game pitch is good enough. I grew up in a time when, if there were no copies of a book in my local store then it was essentially impossible to buy it. Now the internet has changed everything. Right now, I can take a PDF to a local store and have a hard copy printed. I can have 3rd, 4th, 5th or 6th Edition printed as often as I want. I will always have access to those books. It is likely that anyone that wants the book will always be able to purchase a copy and print it out. I do not think it is likely that games will ever disappear any more. The system will always be around. I think this means that game companies do have to re-think how they survive - re-selling old editions is easy. Doing new things can be easier but when all the old editions are available, are there other things they need to do? I think that the driver to produce a new edition - rather than re-print the old stuff a company would tart things up and publish a new edition. If the need to have hard copy reduces, why go to the effort of doing a new edition. This is probably doubly true of HERO where there are lots of things that are essentially the same?? I think the things that come out of this kind of discussion are the kinds of things that might sell, and thus might motivate talented people to produce text. As such I think it is good to talk. We might not necessarily change anyone's mind and talk past each other but it might inspire something the rest of will buy some time down the line. It is especially good to talk when the discourse is polite, even when it gets robust. So much more chance of positive outcomes. Also, what else would I do when I was sitting at home? Just watch TV, much more interesting to interact with folk all over the world who share an interest with me. ? Doc
  7. Even though Duke said he was not going to peek, I don’t believe him... the phrase “no matter how much maths we do” reads fine to me....
  8. This. Fantasy HERO Complete does not deliver a game, it delivers a nuance of the HERO system focussed more on designing a fantasy game than ANY genre. It narrows the options. What it does not do is deliver you Thieves World, or Glorantha, or Dark Sun. It makes none of the design decisions that would deliver the ‘feel’ you are grasping for. I completely understand your concern of everything feeling the same, that to me is the work of the GM. You work under the hood, taking the infrastructure and then you apply a skin over that which you present to the players. If you are doing a good job, the players are not choosing between a 2D6-1 killing attack with 1” range and a 1.5D6 killing attack with AP. Instead they are in a blacksmiths deciding whether they want to buy the Dwarven Long Axe or the Th’Kreen Glass Duelling Blade. The stats might influence that but the magic is right there. If the book was doing a good job, then the GMs job would be to understand what is under the hood and help players experience the created world in a consistent way. Because it is HERO underneath, the GM would be able to tell the player that while this blacksmith does not have the Th’Kreen Glass Lance (which delivers the same wicked cuts but at a range) he does know of a Th’Kreen glass maker who might be willing to deal with humankind (and can build the stats consistent with everything else, knowing just how much advantage access to such a weapon might give over other players etc). Doc
  9. Christopher, you are not reading properly. Sean said that to pass through a small hole while looking like something else to sonar, which neither Desolid or Shrinking would do, but is easily achievable via shapeshift.
  10. Good grief Duke - you churn out the words!! ? I understand what you are saying. There was a very deliberate decision made in 5th Edition to try and clarify what the HERO System is, a generic set of mechanics that could be utilised to deliver a game in multiple genres. Those genres were then described (with guidance on how to apply the HERO System) as how to play a game within those genres. That is where things diverge - the actual rule options in one set of books and how those rules might be applied in a different set of books. The Big Blue Book combined the HERO System with the Champions genre book. I reckon 5th Edition and Champions covers the same ground but better. 6th Edition further evolved the rules, breaking things down so that different genres might be more closely emulated. I think the big mistake people make with HERO is that they think they need to use the rules that exist or have watertight arguments on what they will or will not allow players to use. The genre books missed a trick in that they did not begin with an overview of the things that they would utilise and the things that they would gloss over (for the betterment of the game experience). HERO suffers when the GM does not put in enough thought into what they will and will not utilise in the game they want to run. Hugh's vision of games Powered by HERO would do that for the GM. In first edition Policeman 14 or less covered much of the detail that might take 10 lines of skills in the usual 6th Edition game - separating out all of the elements of being a policeman. If you want transfer - you know how it is built in 6th Edition - you can simply write 3D6 END Transfer. You know how it works. If you want instant change, you can write instant change - you know how it works. There is no NEED to play the maths games. There is no requirement but it means that you, as GM, have (if you want) a greater insight into how everything hangs together. 6th is only huge because it contains shedloads of design information - things I would scour magazine supplements to gain are all in 6th Edition as standard. I reckon I play HERO. I will bet I dont play pure 6th, there will be elements of almost every edition I have played and forgotten/ignored changes in later editions because I like how it plays. Would I like a Golden Age book that does not facilitate me to write a Golden Age campaign but delivers a version of the rules that push the bold strokes of four colour comics, broad skills that have little detail and a fast and loose way of playing? Absolutely. Huge time saver. Would I buy a game that better emulated Bond - giving talents that are bought as black boxes and delivers the feel of a spy game (possibly writing out the SPD chart as an explicit thing because everyone has the same SPD by design)? Most probably. I reckon my group would love that game. The other reason I would buy those games ahead of other systems that do the same is that I would know they were both built on a consistent base and that,with a little bit of work, I could consistently add elements to those games that I wanted, properly costed. In other games it would simply be changes made by sticking a finger in the air. Dont peer too closely at the detail. Pull back, ignore the stuff you don't want, aren't interested in. The system is robust enough to cope with that. 6th provides you with more options than previous editions, no one says that you have to use them all... Doc
  11. Interesting because I now find Shape Shift to be a pretty straightforward power, though I went through a lot of confusion before arriving at my enlightened state. I really like the idea that, if bought cheaply people with different senses might 'see' the real you and that it provides for all kinds of stuff. I can really get into the detail of that. Whether detailing that detail means that it ends up being too expensive for what it is, is another matter completely.... I sometimes think that we have driven detail into the system and that has caused some inflation because differences often have to be reflected in point costs for us to believe it is 'real'. For some powers, that makes them far more costly in points when compared to more straightforward powers. I like to use the Blast Standard. How useful is this power compared to an equivalent amount of points spent in Blast. Obviously this is a relatively unsophisticated comparison but it is a beginning in thinking about costs.
  12. I'm up for re-classification. I have broken things into four groups, the first impacts on the starting rolls for skills, the second is all about acting/reacting and how effective that might be, the third is about the condition of the character and the last is outside combat because those numbers are routinely advantaged in some way where other numbers are not. Characteristics = STR, DEX, CON, INT, EGO and PRE Combat numbers = OCV, DCV, OMCV, DMCV, SPD Health indicators = STUN, BODY, END, REC Defence numbers = PD, ED, PowD, Mental D, Flash D (all potentially advantaged with resistant, hardened etc). You think breaking them up into groups like this would help in presentation terms?
  13. I will resist the temptation to derail the thread. I have mentioned in other places things that I think would bring the system up to date and be more modern. I am not sure what I would really pull for but there is no unifying mechanic for things in the system - the mechanic for skills is different from the system for skills resolution (even when the skill is actively opposed), the speed chart (one of my favourite aspects of the game) creaks a little and there might be some thought on how that might work in a modern system. Even D&D has upgraded and modernised how it goes about things (such as the use of advantage - taking the best of two rolls, etc) and I think it would behove HERO to recognise it probably did not get everything right in 1980 and have a good think about how the mechanics of the system might be brought up to date and deliver a system that better reflects the accumulated gaming knowledge of three decades. Doc
  14. OK. There is a community here that has grown up with multiple versions of this system. Each of us will have a golden period they remember that makes the system at that time shine in their brain, it is also, likely, the time when they had the greatest knowledge of a ruleset. For me that was probably just prior to and after publication of the BBB. I had a group of five players and we played multiple times per week and lived superheroes, burning through a huge number of 4th Ed published adventures. I have played HERO much less since then but despite enjoying a number of other systems, this is the only game forum I frequent regularly. This is the only system I think in. I have picked up each edition as it is published, every publisher needs to update its ruleset to keep it fresh, to make it new for new audiences and to provide something for long-standing fans to buy. HERO is distinct in that it does not have lots of black box surprises that can be added to new editions to make it new and shiny and different. It simply seeks to achieve a better mechanical balance between the various powers and effects it provides. Characteristics were one of the remaining black boxes, 6th Edition removed those and made more archetypes available without going through the sellback contortions that figured characteristics would require to get, for example a gymnast that was a poor combatant, and to remove the incentive for almost every player to buy raised CON and STR due to their figured characteristic value. What drives the impression of complexity is the amount of explanation and example provided. Champions Complete shows that the explanation can be removed to expose quite a simple system that is not hugely different from its roots, probably just more flexible and balanced. I do think that Steve missed a trick. The focus was on character creation, something each edition has done. What remains almost the same as those very first poorly typeset rulebooks is the core system. It remains a sophisticated point buy system resting upon an ancient game, I think that some of the rules could have been updated and made the core system as sophisticated as the character creation has become. I think, mechanically, 6th is the best in character creation. I think it is a tough call when you talk gameplay after character creation as that has not significantly changed. Doc
  15. Is it only here that it is reported that Mr Trump said that grocery stores would work with federal workers and not charge them for food because "that is how it works"? Is it not noteworthy that that kind of statement by the President is no longer noteworthy??
  16. Sounds to me like a port of Runequest (specifically RQIII) very similar principle.
  17. I am working with the players to turn concepts into actual characters. As they are mostly not HERO afficionados, I am looking at ways to get an idea of how they might work in combat. As such I have written a short narrative of an early gathering of the heroes as a group. I am hoping this engages the players to either adopt the narrative or change it and that this will provide me with more information on what needs to be on the character sheet. I thought I should kick it out here too. I might do one or two more before I get to the point of generating and posting the character sheets. Prologue-part 1: A sensational beginning What a disaster. This was supposed to be the first triumphant meeting of Britain’s greatest heroes. It was supposed to provide the broadsheets with a morale boosting story to communicate to the the citizens of the United Kingdom. The Empire might be fading but Britain still wields power and influence in the world. That is what is was supposed to be. Mr Chamberlain promised them that when they signed up, he called them The Union, to represent standing together, joining things, didn’t hurt, in Mr Churchill’s mind, that it also weakened the brand of those upstart socialists who were determined to unravel the fabric of British society and hasten the end of Empire. It should have been easy, Chamberlain’s team had uncovered a plot to subvert the King. The fascists in Europe had found a siren, someone who could bind a man’s heart and twist him round and apparently they were going to use her to bring the King to their cause. All the Union had to do was stop them meeting. They knew how she was coming to the country, she was American and the fascists had got their network over there to provide her with protection, should they be intercepted. The plane she was supposed to be on arrived in London empty, not even a pilot on board, though it flew and landed perfectly. The hunt through London was frustrating. Tank, Robbie and Colonel Mustard were frustrated as the promised opportunity to confront these fascists constantly slipped away, each lead vanishing into the London fog. It was almost as if they knew the Union was coming, knew what they were going to do. The date of the annual Guildhall City of London dinner was fast approaching and the Union had not found where she was being kept or even who was protecting her. The team decided that the leak had to be somewhere in Chamberlain’s office and so, with two days left, the former Army Chaplain, known to his fellows as Charlie Foxtrot, delved into his network of former soldiers, clerics, medics, charity workers and friendly civil servants. It is amazing what this network was able to accomplish or find out. A day later they had a lead, one not being preferred by Chamberlain’s office. A huge man with a strange French accent had been seen somewhere in Brixton, he was accompanied by an albino man who did not speak at all but, when seen in the gloom, his skin seemed to almost glow. They had taken residence in a house over a fortnight previously and recently had friends appear. Plans were drawn up. Charlie would approach them directly. Offer them the chance to go home, the game was up, and while nothing had been done unlawfully, they should take their corrupted woman back to wherever she came from. Charlie would be accompanied by Colonel Mustard as they should be able to get out of trouble as quickly as they got into it. Robbie, Tank and Tam would be stationed close by, ready to intervene if these colonials decided to fight. It was obvious that the big man was puzzled at the appearance of Charlie at his doorstep but the albino behind him was quickest to react. His clothes burned away to reveal a being of light rather than flesh and his skin began to pulse with fascinating colours, making the muscles of both Charlie and the Colonel go slack. Robbie jumped the gun, he went blazing into the house, firing at the light being, The Fascinator as he came to be known. Tank followed up as he heard the sounds of fighting, he crashed through the back entrance. Tam decided to scout, he cast Kelly’s Eye on a large diamond he always carried with him. When placed against his own right eye, the diamond merged and allowed him to see right through walls. The problem was that it also saw through skin and other things. He was able to see that there were three other people in the house, two of them upstairs, one of whom was bound to be the Siren. Tam let Tank know to head upstairs. He reckoned Robbie and the Colonel should be able to keep the muscle busy and while Tank distracted the upstairs guard, he would pop into the house, grab the Siren, and get out of there. He blew on his chanter and imps popped into existence both beside him and 60 feet away within the house across the street. These imps could create a gateway that Tam could just walk through and he waited until the guard was drawn away by Tank to make his move. Charlie came to his senses as everything went to hell in a hand basket again. Robbie was flying past, pouring eldritch fire into the man of light, the Colonel vanished in a burst of speed, heading into the house to engage the big man. There was another figure in a back room lurking, apparently hiding from Tank who had burst through the back door and was heading up the stairs to confront a strange clockwork type figure heading in the opposite direction. When the big man fighting Robbie turned into Gator, Charlie thought things would be fine, that played into Robbie’s strength, he could control reptiles, surely that would make everything easier. Charlie phased into his Sanctuary mode. Most things would now not affect him and he could walk relatively unhindered through the chaos of battle. He strode into the house. The Fascinator had fallen under Robbie’s assault, the Gator was now looking at fighting both Robbie and the Colonel while Tank battled the Clockwork Man, machine guns rattling against rods and pistons while metal muscles creaked as they smashed down on the plates of armour protecting Tank. Where was Tam? On the roof of the adjoining building Tam removed Kelly’s Eye and cast a quick enchantment to provide him with protection against the probable charms of someone called a Siren before trilling a command on the chanter to the imps to create his gateway. He steeped through and faced the most beautiful woman he had ever seen. She sang to him, her music disrupting his control of the imps and, despite his protection, causing him to pause, hesitate and actually consider helping her to escape. It would be easy, the others were occupied and she wasn’t dangerous, just a misunderstood woman being used by these brutes. Charlie passed by Robbie, blessing his reptile control powers to give them a boost, and Robbie tried to get into the mind of Gator. Colonel Mustard threw a trench foot grenade into the room the other person was hiding, it should cover the entire room, causing anyone in there some difficulty in moving or acting against the Union. Tank was gaining the upper hand and he presumed Tam was in the process of taking custody of the Siren. It was there he was probably needed most. The Colonel, acting at his blindingly fastest, had followed up the trenchfoot grenade with one of his glue bombs which even Tank would take time to escape from. He had ignored the potential that the bound opponent might still be a threat. Stupid. He would not have been hindered by those bombs, it had not entered his mind that someone else might be similarly advantaged. As he passes Tank and the Clockwork Man he can hear singing above the noise of the fray and then hears the Colonel swear. Robbie has indeed controlled the big gator man but has sent it crashing into the Colonel, it took him by surprise and how has him in its arms, crushing and biting him. Those jaws have caused massive gashes in the shoulders of the Colonel and are working up to taking his head off. Charlie does not hesitate but rushes back down the stairs and touches the Colonel, granting him Sanctuary, that will keep him safe while his speedy metabolism heals him. In the meantime Robbie has sent the Gator crashing into the back of Tank, swinging that battle back in favour of the bad guys. Charlie begins to help Tank but realises that he needs to address the source of the problem, the shadowy figure trapped in the Colonel’s glue. It is obvious his power is not obstructed by being trapped and Charlie needs to deal with him before he causes this to become the kind of situation he took his name from, an army slang for when everything goes wrong. Tam, with the help of his magical protection, shakes off the influence of the Siren, long enough to switch protection from the effects of the Siren song to not being able to hear it at all. With his hearing blocked he sees just a well-dressed middle class American woman. Not particularly beautiful, nothing special. Nothing threatening. He steps forward to grab her and his head explodes with pain as he is attacked from above. There was another guard! On the stairs Tank wrestles with two opponents. Neither of them are able to beat him individually but together it is a struggle. He reckons if he focuses on the Clockwork Man then he might finish him quickly, allowing him to concentrate on this reptile opponent. It is at that moment that Robbie pours Eldritch fire into him and the addition of a third opponent quickly reduces him to unconsciousness. Charlie sees him collapse and he realises he needs to rescue him, wading through the melee and takes Tank into the Sanctuary before rushing upstairs to find Tam. He arrives just in time to see the Cougar leap from rafters onto Tam’s back. The claws rake down his back exposing bone and muscle from his head to his waist. Charlie does not hesitate, he pulls Tam into the Sanctuary and shouts to Robbie to join him. It is time to retreat. It is obvious they have not worked together before and there was more threat in this house than anticipated. When Robbie arrives, he pulls him into the Sanctuary, steps in himself and closes the door. When he opens the door again it will be to the small church garden in Ely where he first found his vocation after the horrors of the Great War. It always opens there and nowhere else. They will have to pull themselves together and get back to London.
  18. Useful, I tend to make this a problem for the players rather than me. I ask that each character has a reason why they would want to team up/ help at least two other members of the group and I do not allow a closed loop of three players. This would help them think about ties that would work for two or more characters in the team.
  19. Just for maintaining accuracy, the UK had a King during the war but the princesses (one of whom would become the Queen) would be of huge significance to the morale of the country and foiling a kidnapping would be huge... I think that the superheroes in the country might, initially be enlisted into a special forces section of the Home Guard (after Dunkirk). Good thinking on the draft it will be a decent secret ID session for those heroes for whom it is an issue. Doc
  20. Always be aware that Ireland was neutral in the war and so the divide between the Republic and the six counties (Northern Ireland) is an important one. There will be heroes from the six counties that count themselves as British, some that count themselves as Irish and may be considered villains by the British while those in the Republic are officially neutral. The Republic fought and won a war of independence from Britain less than twenty years before and immediately fought a civil war that leaves it a bit battered and bruised and trying to find its own identity. Lots of potential for fights between those considered heroes...though this would not deliver the Golden Age feel that I want in my campaign. Doc
  21. I actually have no preference on either unless you are writing the whole thing out on the character sheet, THEN my preference is for the simple version...
  22. I think, once you have seen the game effect of working it, I would have ruled that the player can decide to (1) simply take extra time on the TP to shed the velocity (that is in effect what you are doing but in shorthand) (2) TP in real time and shed the velocity as heat (1d6 NND, area effect for every x" of velocity shed) Those provide opportunity for roleplay and heroism without too much in the way of disrupting the flow of the game... Doc
  23. I ought to read the pages closely instead of listening to folk talking about them on forums! ? In my games they will be advisory by the GM...and I may insist on a number to enforce an element of consistency...
  24. I think disadvantages were a cool concept way back when. They incentivised players to build flaws into their characters that would not otherwise exist in a point buy system. Why would you nerf your own character (I hear my 15 year old self asking). I do think that the current system of requiring a set umber of points (that do not add to your total character point pool) is better than players scraping round the bottom of the barrel to find enough points to make their PD resistant. ? I say I play 6th edition because I do utilise stuff throughout the editions. Indeed, we played a quick 4th edition game last year and I found building characters using figured characteristics constraining in a way I never did prior to 6th edition. There was an element of nostalgia to the exercise but only in character building, once the game started, I barely noticed the difference. Keep building the characters Pariah, even if just for the nostalgia!
  25. Black Nova is going to require careful play. If she has the force field up and using NND each phase, she uses 30 END a turn and recovers only 12. If your game features combats that go longer than two turns she is going to run into issues. Faster if she has to turn to the regular EB.
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