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bushido11

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Everything posted by bushido11

  1. I'm not sure about the rest of you, but I've always wondered why the dice-roll modifiers between HERO and GURPS were so different, even though they both use 3d6. I'd guesstimate that modifiers in HERO are about half as to what a GURPS modifier would be when describing a certain level of difficulty. GURPS will throw around -4 and -6 penalties to tasks pretty casually, whereas HERO modifiers seem more reserved (tasks of the -4 and -6 penalty will be of the -2 and -3 penalty for HERO). In my opinion, GURPS just overdoes it with the modifiers. Would be a pretty interesting discussion in design philosophy.
  2. Re: Combat Tracking Chart A Combat Record Sheet is what I meant. Sorry for the misleading title, Steve; I wasn't sure what the name of the sheet was. I'll go check out the Online Store now, and thanks for pointing me in the right direction.
  3. Greetings, everyone. Can someone be so kind as to put up a link to a Combat Tracking Chart of some sort? And is it possible to put this thread in a sticky so that it could be easily accessible to anyone needing such a chart? Thanks.
  4. Re: Eliminating Killing Attacks About the STUN lottery... IMO, I like the STUN lottery. Yeah, it's an extra die roll, but it's just one die that you roll. Yeah, you multiply, but multiplying is easy! Roll 3d6 and get 9 BODY, roll 1d6-1 (get a 4), 9 x 4 = 36. Easy. Also, you can interpret the STUN lottery roll as another form of hit location. A STUN multiplier of x1 probably hit the body or a limb, while a STUN multiplier x5 hit someone right in the head! Much more convenient than having to roll another 3d6 and looking at a chart (I want as little to do with charts as possible in my games). Counting the normal damage BODY is more of a hassle, IMO. It's almost like a dice pool, and dice pools just drag stuff out, even if it's just for binary results. Yeah, I can just say 1 BODY per 1d6 STUN, but a little variation is good. It just takes some getting used to, I guess.
  5. Normally, in HERO, powers that are not inherently invisible must be detectable by three sense groups. Sight and Hearing is obvious, but what's the third one...touch (like when you get hit by the power)?
  6. Hello, Steve. I know I've seen this topic somewhere, but I just can't find it. Well, I'd like to know when a character can use Healing on another character after Healing the maximum amount of character points worth of a characteristic. There is no mention of it in the power's description.
  7. Re: What do you think is the best way to balance armor use? Sorry if this post is taking the whole "armor is heavy and restrictive and adds body heat, etc.", but another way to make armor less effective (if you don't want to use hit locations) is by applying an Activation Roll. Armors that cover less of the body have a lower Activation Roll (which is rolled after the attacker makes a successful attack roll). Sure it's an additional roll, but it makes for more variation of armors instead of just how much PD/ED it provides. And that's all I have to say about that.
  8. Re: Using 1-second turns instead of SPD chart Yeah, 1-second turns seem to be too nit-picky. It seems that taking away the piece called the SPD chart would make the Jenga tower called the HERO system fall apart, at least when you micro-manage it in 1-second turns. I wonder how GURPS players deal with 1-second turns?
  9. Re: Fifth ed revised name? If FREd stands for "Fifth Revised Edition", why is everybody calling it FREd in the first place? Because it's revised from the earlier editions? That's what the "F" is for. But I admit, FEd does sound stupid (almost like FES from That 70's show, meaning "Foreign Exchange Student"). As a name to throw around, I think HERO Fiver sounds cool, and it makes sense, too. I've never really been big on FREd; HERO 5e comes more natural to me. As for page references, hmm...either Steve Long can go out of his way and give us the references for both HERO 5e and HERO Fiver, or just let it be 5ER. I don't know about HERO Fiver anymore. Too much typing, and it reminds me of communicating through a transceiver in the military, with their special ways of pronouncing numbers. Three is "Tree" Four is "Fo-oor" (or something like that) Five is "Fiver" Nine is "Niner" Enough of that. Those are my 2 cents.
  10. Re: OCV bonus or extra roll? What's wrong with the way Autofire works now? The better your attack roll, the more bullets land on target. If you want to talk about riddling a hex with bullets, that makes it an AoE attack, where the DCV is 3 (modified by range). If someone is in that hex, he gets hit, unless he Dives for Cover. It's that simple. If the operator of a firearm isn't a good marksman, autofire isn't going to make him much better. If the weapon has recoil, that'll cancel out the benefit of multiple bullets having a greater chance to hit than a single bullet. If the weapon doesn't have recoil, all of the shots are going to be one behind the other, like a short beam, effectively acting as one shot for purposes of hitting. Also, if you only get one hit out of an autofire attack, it doesn't have to necessarily be that only the first bullet hit him. Also, just because you shoot a burst at someone doesn't necessarily mean that you're chances of hitting him are improved. I can tell you that due to personal experience (U.S. Army). Now, if you wanted to hit someone on the move, you spread your attack, which is something autofire will allow you to do. THAT will help you hit your target, since you're aiming at more than one hex.
  11. Re: Sidekick character sheet .pdf What is the diff errence between the Side kick character sheet . ... .... damn, my haiku was too long to complete! What I'm trying to say is "what's the difference between the Sidekick sheet and the regular FRed sheet?
  12. Re: Using 1-second turns instead of SPD chart Hmm, let's see here. Opinions opposing 1-second turns: check. Ideas contributing to 1-second turns: ... ... ... ... That about sums it up. I see that messing with the SPD chart is blasphemy to many HERO players out there. I can understand why; it IS a pretty neat mechanic that simulates speedsters really well. I had presented the idea of a power for M&M that would allow you to take more half-actions in one round to the M&M boards (to simulate the SPD chart more), and everybody hated it. Kinda like the old saying goes: "to each his own".
  13. How would you feel about using 1-second turns instead of the traditional SPD charts for combat? You'd have actions that would take no time at all, zero-round actions, full-round actions, and longer-than-a-round actions. SPD itself would probably be abolished, unless you had some power that would let you take twice (or more) full-round actions in a turn (good for simulating REALLY fast speedsters, but would be really expensive). As for holding one's breath, you could either prorate END loss per second, or just simply count END loss per 6 seconds (just like having SPD 2). Also, characters can move up to half their movement per round. Speedsters don't really need SPD to simulate most of their abilities. If they can run fast, just increase their movement speeds. You still have rapid fire for multiple attacks. For performing non-combat tasks really fast, simply add an advantage or an adder that would let you do so, such as +5 per 2x speed of accomplishing one skill. These are just ideas that I'm throwing out here. If anyone else has ideas to contribute or opinions opposing the 1-second turns, please post, as I'd like to know your opinions on this subject.
  14. Hello, Steve. I have a question concerning how CSLs can be assigned to increase the damage of certain attacks. Normally, the rules state that it takes 2 CSLs to increase the DC of an attack by 1 (for heroic campaigns) or the BODY of a killing attack by +1 or the STUN of a normal attack by +3 (for superheroic campaigns). Do the CSLs being assigned have to be related to a specific attack in some way or can you just assign any 2 CSLs about the 2-pt. to increase the DC of any attack? For example, I have a character with 2 3-pt CSLs in Swords, Knives, and Axes and 2 3-pt CSLs in Pistols, Rifles, and SMGs. Can I use 2 of my 3-pt CSLs devoted to firearms to increase the damage of my sword attack? It doesn't say whether or not you can do it in the rules, so I wanted to get your input, Steve. Thanks.
  15. bushido11

    Dante

    Re: Dante Don't forget that in DMC 1, there was a stage where you had to reflect the skeletal T-Rex's fireballs back at him, so Dante should have some Missile Deflection & Reflection. And he should have TF: Planes (that's how he leaves Mallet Island in DMC 1) and TF: Motorcycles (in DMC 2, if you don't already have it). About the Disad: Must flip coin to make major decisions, I don't think that's really a disad. After all, he knows it's a coin with heads on both sides, so he just does that for dramatic effect.
  16. Greetings, Steve. It's not so much a rules question but a curiosity question. Why is CV calculated differently from the DEX roll? Why did the designers make Attack Rolls different from Skill Rolls? They could've made Attack Rolls like Skill vs. Skill rolls, but they didn't. What was the reasoning behind such decisions?
  17. For all of you who like the Exalted setting but want to "HEROize" it, what suggestions would you have for emulating Exalted using HERO?
  18. For all of you who are savvy with both Vampire and HERO, how would you tailor HERO for Vampire: The Masquerade?
  19. Greetings, Steve. I would like to emulate D&D 3rd edition's Spell Resistance using HERO. What powers would I use? I was thinking Dispel that could only be used as a reaction to any "magic" powers directed at the character. How would I be able to do that using HERO? I was thinking of applying Damaging Shield with the limitation: Can only be used with Damaging Shield. However, don't you have to make an attack roll for that? How would you handle such a power, Steve?
  20. Bravo on the sample combat! That was a fun and educational read. I think I'll save END expenditure for things like powers and such until I'm really used to them, but most casual uses of END will probably be recovered at the post segment 12 recovery. I'm not a big fan of hit locations, and the armor's Activation Roll makes sense to me. I think I'll be using that (finally, a good reason for heroes to wear helmets). I downloaded the combat record sheet from Champions off of rpgsheets.com. The other site's links didn't work (and I was looking forward to seeing them, too). I showed HERO to one of my most stubborn friends, and when I told him he could make anyone with HERO, he was extremely intrigued. We laughed at the thought of having a party of Goku, Cyclops, a Gundamn, and Pikachu in a party, but I told him "Hey, you can do it with HERO." I'll make a couple of episodic adventures and see how it turns out. One thing I'm going to make sure to do is not drown the session with combat (mostly one combat per session, maybe two, since combat is like a fine wine which must be sipped slowly). Once again, thanks a lot guys. I'm sure I'll have more inquiries in the near future and I'll be awaiting your wise counsel.
  21. Very very cool JmOz. I like that. I really have to have HERO just seep into my blood. Thanks for the suggestions.
  22. Thanks Syberdwarf2. I figured it was pretty much like that, counting off the segments. I'm pretty comfortable with Zero-Phase, Half Phase, and Full Phase actions as they have similar counterparts in d20 (free action, half action, and full action). One thing I keep forgeting is to mark off END whenever a character does an attack or some other type of action. I think it would be too much a bother for counting the END loss for attacks and such, as they usually get recovered with a post-segment 12 recovery. I just wanted a basis of comparison on how other HERO players do it (since I've never run HERO). Also, with a sheet, it'll be easier to remember which phase everyone is on. As for the link to Fitz's HERO System Stuff, I'm checking that out right now. Thanks guys (and gals).
  23. Can anyone give me an example narration of how combat is run in HERO? Also, does anyone know where I can find some sort of combat management sheet?
  24. I was wondering, you know how in shows like Vultron and Power Rangers they each have robots that can combine into one? What would be the best way represent these mechas in HERO? I'm thinking of giving having the characters pay for the mecha's stats and giving it OIHID and OIF. Also, if I wanted these mechas to combine into a super mecha, how would I do that? I was thinking of each of the pilot's contributing a portion of the super mecha's CP with some limitations such as Must Have Mechas Combine or something like that. Any ideas from the HERO gurus out there?
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