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Doc Democracy

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Everything posted by Doc Democracy

  1. Re: 6th Edition Hero System If that is the Mucchiello I think it is, Joe used to be very active on the old Hero email lists... Doc
  2. Re: 6th Edition Hero System The only reason a battle tank had to be upgraded in the fashion it has been was to make it a credible threat to superhero level characters. Those are the numbers in the main rulebook. As I said, its not explicit that is the driver for setting the numbers where they are and its not necessarily wrong to set them there (they have to be set somewhere) but it would nice for that to be transparent to users of the system. it would make all of the genres more accessible and facilitate the setting of standards in the other genres. Doc
  3. Re: 6th Edition Hero System Oh yeah - Steve's considerations have to be sound commercially. I think that you can keep all the system information in one place as long as it is clearly labelled fro genre use. With good genre construction advice in the source books they should be even more useful and valuable to have...no need for new rules - just new applications...
  4. Re: 6th Edition Hero System Hugh does a good job of outlining the problem faced by Steve when looking at his universal system. There needs to be some consistency of system and settings if Hero is to be truly universal. Currently the setting standards are dictated by the most popular genre within Hero (supers). Any long standing Hero GM will have no problem changing settings for other genres but the need to change is an entry barrier to new players and GMs. The detail that is necesasry to realism for other genres also clogs the filters for people wanting to play Champions (as was). So what to do? I love the principle of the Big Book - everything is there to do anything I want. Personally I would like to see a new edition use colour simply to indicate the genre that particular rules are most appropriate for. Even if the colour was simply a splash across the title bar. I think Steve goes some way to providing genre advice in teh source books when he goes through the powers etc and their uses within particular genres but this could probably be tightened up and expanded to talk about how to change settings and standards to be appropriate for the settings. It is fine for the main book to have Superhero style settings if this is explicit in the rulebook and there is some pointers to newcomers that they might want to reduce things by a percentage for other genres. his could be made more explicit in rule books. I have no real problem with a main battle tank in the main rulebook having a 7D6K turret weapon and an armoured weapons carrier in Star Hero having a 7D6K particle beam weapon. I would however expect the latter to win any encounter - either because when they meet in a Star Hero scenario for the battle tank to be reduced in power or when they meet in a time rift Gulf War scenario for the Particle Beam weapon to be upgraded. This IS toolkitting but the game is currently lacking the necessary focussed discussion on where the default settings lie and what the game expects of you as GMs and players when sitting down to prepare your game.... It would not hurt to have worksheets in the game that ask the questions GMs should naswer before they prepare their first scenario, their first NPC or ask for characters from players... Doc
  5. Re: 6th Edition Hero System But Torchwood says that it is in the twenty first century that everything changes....are you saying they've already missed it? Doc
  6. Re: Desolidify/Tunnelling Phil, my initial thoughts went along the lines your did - let me outline my second thoughts! Now this is an artefact of the power as written but gloves would not allow you to do this - they would count as part of you and as such would be desolid. Obviously the GM could handwave this as 'common sense' stuff. But he would be able to wrap a cloth around the utensil - or simply insist on wooden handles. But strictly gloves and shoes will be desolid as well.
  7. Re: Please review this Sciences package The genetics could quite easily have been covered by the Biochemistry skill - speaking as a biochemist who has worked in genetics for a while. The problem with these things is that it is always easy to look for specialisms. If you want to include genetics then you might also want to include other biochemistry specialisms. I believe there is a large connectedness table in the Ultimate Skill for this kind of thing. I would, in superhero world, tend to keep supervillain science at the very top level and give them big numbers to reflect their complete mastery of particualr fields. Breaking it down is more for super agent stuff... Doc
  8. Re: Adjusting Costs When STR is 2 points Its when I have to think about things like this that I get to thinking how much I actually dislike characteristics and figured characteristics in particular. If half of my utility in STR is figured characteristics then why should the affect the solid world be applied to the whole cost of my STR - surely it should only be tjhe lifting capacity more than the damage causing aspect. How do we work out those numbers? Not possible really - a black box in a game that aspires to be a toolbox. Anyway - to answer the question - I would think carefully about Desolid and the affects the solid world advantage... Doc
  9. Re: LotR What if... question It's an interesting question. I would think that there may have been the chance that the Rohirrim might not have gone to the aid of Gondor if they had not been stirred into action by the presence of orcs in the Mark due to Saruman's corruption. I suppose Saruman would have been an additional ally in persuading them to do so though.
  10. Re: Taming Absolutes Sean did you say lawyer or actuary - that looks more complicated than my last pensions seminar! Doc
  11. Re: Taming Absolutes You forgot the REC factor Sean. Because you're STUN is being multiplied your REC is more efficient in replenishing all of that extra STUN you just bought.... Doc
  12. Re: Advantagous sfx I'd have repped him but I'm out for the day - will have to wait and join the list...
  13. Re: Advantagous sfx And as long as you understand you are wrong then me and Sean will be happy.
  14. Re: Advantagous sfx Exactly - powers limit or remove the ability to perform cambat manouevres not SFX, powers. Those points you spent on the powers are allowing you to get an advantage the SFX that you didn't spend points on should not be as effective as the powers... Doc
  15. Re: Advantagous sfx I thought that I'd quote the part of the original mail that started Sean off (on this topic anyway) Now to me that reads like an absolute that is granted to some SFX that trumps the grabber and other people with the same power that have different SFX. As I say - I think Sean has a legitimate grievance. He hasn't announced that all SFX advantages be abolished (alongside their disadvantages). He has also said that he likes the wiggle room that SFX can give to a GM looking to apply a small advantage or penalty to a player. However, as read, the SFX here completely negate another players advantage - they allow the user of that SFX to escape grabs for free (very useful if you don't have to worry about one of the main combat manouevres. If it had said that some SFX provide extra dice to escaping a grab then I don't think that Sean would be so concerned - that'd be obvious.... Doc
  16. Re: Advantagous sfx I'm not with the chorus here. I can see Sean's point. The fundamental point of Hero is that the mechanics are the mechanics and the system used the mechanics to determine game effects. SFX were to be the added extra that overlay those mechanics and gave the game colour. Obviously the game designers said that particular SFX should possibly provide added benefits and drawbacks but these should be effectively +0 and cancel out. Firestorm might launch his Fire Bolt down the dark tunnel, light the place up and burn anything flammable at the endbut he would also suffer in the rain as it made his fire less fierce. Evens. And all about negotiation between the GM and the player in the spirit of making the game seem more realistic. I think what Sean is concerned about is for some of the SFX stuff being hardwired into the system. Fundamentally it is overlaid just now but the example put forward there hardwires it in. From what I've seen so far people here would like the system to hardwire more SFX into the system. After all - we're here to play powers not numbers right? Doc
  17. Re: Avlse But surely that's why my standard defence package now contains a 10 point variable sfx force field.... You might want to change the costs of that in a campaign where people have AVLSE Doc
  18. Re: Avlse Another good topic Sean - I've stopped repping you - I don't get around to repping enough other people to keep up with the number of times I want to rep you... Anyway, I enjoyed reading the thread but I have one question that may reduce the utility of the advantage or may not. If you have a EB AVLSE (Heat) and your target has a Flame Force Field and Lavaskin Armour would the defences add for the purposes of defence against the EB? Doc
  19. Re: Curious of Other Opins What is the rationale behind the power? Doc
  20. Re: Demo Game Well, there's always the old Wolfman standby - weres are rife through mythology and there were always stories of nobles and others that could change into animals....
  21. Re: Multiple-Power Attacks--Untenable Rule I haven't played under 5th yet - lack of opportunity and too many other games to play in the time we have. However, I see MPA as a good addition to a toolkit, I think you have to remember that there are not really 'standard' rules anymore if you buy into the toolkit approach. I might consider making MPA a perk - possibly 5 points or so and that allows two combinations (as agreed with the GM) and an extra combination for every point spent (all with GM agreement). I'd argue that it isn't just for supers - I can think immediately of several sci-fi scenes where a starship goes into a situation full on - firing from all directions (in Star Trek alone I can think of several scenes from TNG and DS9 where a ship uses MPA style attacks). I'm sure given time I could think of examples from fantasy and other genres as well. Perhaps your qualms about it could be soothed simply by making a ruling in your game that MPAs have to be agreed before a session begins. That allows you to discuss the combinations (and their reasonableness) out of the context of a tense combat situation. Doc
  22. Re: Adjustment powers... As I said - I wasn't promoting this as an answer but expressing an interest if people had tried it. I think it is true that one drawback would be that playability could suffer if arguments about applicable defence SFX arose. Personally in your example I would be more flexible - I think that an argument could be made for the main defence being spiritual/mystical as that is the source SFX of the power affecting the victim. As Dust Raven suggested - if you want to use an SFX based system there might have to be more thought put in as to the constructs you'd allow in the game (thus giving you the choice of compromising the range of the system to allow SFX based adjustments). As GM you might find better SFX based defences (Magmaman's damage shield provides a defence as it burns away the grass as it tries to take hold, StrengthGuy's strength provides a defence as he tears the grass out of the ground as he wades through the area of effect. I'm not sure what I'd give - possibly take the DC in an attack or power as the points of power defence it provides. Doc
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