Jump to content

torchwolf

HERO Member
  • Posts

    795
  • Joined

  • Last visited

Everything posted by torchwolf

  1. Re: Champions and a quick Heroes system Sidekick is the economy-size rules (though leaving out some stuff) for 5th Edition (for 6th Edition, it's called Hero System Basic Rulebook). Though the Sidekick pdf is no longer available through the Hero Games online store, it is available through e23 for $7: http://e23.sjgames.com/item.html?id=DOJHERO106 If you're interested in 5th Edition, there's a 50% off sale of printed (and pdf-bundled) 5th edition books on the Hero Games online store. In particular, these two might be interesting to you (offering a few extra options not included in the 5th Edition Rulebook): Character Creation Handbook (currently at $15): https://www.herogames.com/viewItem.htm?itemID=223351 HERO System Combat Handbook (currently at $12.50): https://www.herogames.com/viewItem.htm?itemID=196048 You can find a lot of stuff for use with a 5th Edition supers game at the current sale so browse away and check out the reviews if you want to know more about these books: http://www.herogames.com/productsMain.htm Or just ask away here. EDIT: Others already answered before I got this post up.
  2. Re: Dr Destroyer helmet of power Here's a direct linky: http://surbrook.devermore.net/herosource/fantasy_hero/enchantedweapons.html That helmet Doc D went after always reminded me a bit about this popular one: http://www.marveldirectory.com/miscellaneous/serpentcrown.htm Most self-aware items would be built as AI, with some assorted powers (and appropriately devious Disadvantages/Complications... )
  3. Re: Hero (and other generic systems), too flexible? Something I've run into occasionally with presenting the Hero system is player perception that the "reason from effect" results in bland, mechanical descriptions of abilities. While this is true of almost every RPG system - in Hero especially, the mechanics are laid bare, which some perceive as destroying the illusion somewhat. If this is the case, you should definitely show these players the text descriptions of prebuilds (like the Talents section of the rules, Champions Powers/USPD/Fantasy Hero or similar) where resulting constructs are described in a context. Sometimes, players get sidetracked by underlying mechanics when these are described out of context. The text descriptions are the alpha and omega of Hero system builds; you start with a concept, and end up with having defined the concept. That might help them grasp the other side of the coin; that the Hero system allows you to replicate as well as create abilities (and ability packages) present in other systems, fiction, or other sources, as a final result, not just the process of piling building blocks together (which of course most systems are forced to do at least to some degree in order to produce numbers for game mechanics comparison). The advice given above by others are excellent and I can say nothing more on that; just thought I'd add a personal theory about player perceptions and presentation. Essentially, I think I'm saying the same thing as Tasha but worded differently and longer. Disclaimer: These observations holds no value if this is not the issue the players have with Hero. In that case, just ignore me and carry on.
  4. Re: Quote of the Week from my gaming group... :: ponders the "rosebud" reference momentarily, shakes head, then surreptitiously pockets the mysterious list dropped beside the body reading "EOC", suspecting it may lead to Carlotta ::
  5. Re: Telepathic Hearing I think this would probably be the best solution (or maybe Costs Half END, since Continuous can now Cost END). An Explosion AoE might also make sense, maybe with a PER Roll RAR. Some additional problems with the Detect approach (apart from being a budget Telepathy): a simple 3d6 PER Roll generates more random results than using the Telepathy mechanic; the Telepathy mechanic is already in place and using Detect will add a separate mechanic and notes on handling it (interaction with other mechanics based on Mental Powers); etc. Personally, I always replace Detect Thought and Detect Emotion builds with Telepathy.
  6. Re: Champions the New Millenium using HERO System 6th Edition Campaign If I calculated that correctly, the average number of points for those characters is 476 points. Since you've been playing for a time, it might feel to the players as if they're taking a step backwards if they have to scale back their characters, so you could also try for a compromise - look at the Character Creation Guidelines (likely Standard to High Powered if you've started at those point levels), decide on what power level works compared to the opposition they'll be facing, and have the characters you're going to revise not exceed those levels on a routine basis (Limitations for abilities above the ranges given). From that, it shouldn't cause much trouble to put the characters at 425, 450 or even 475 pts (plus their accumulated EXP, or an average of that), since they'll end up being more well-rounded rather than devastatingly effective, and it might feel less like scaling back to the players and more like equalizing the characters. Especially for the higher point characters, maybe there's quite a few points spent on things they rarely or never use and might be fine with removing, resulting in more focused characters at a generally lower point level, so gauge the point loss pain threshold of your players when setting a standard - you might end up lower than you expected. Running a storyline where the characters lose some of their abilities is of course also possible if everyone is agreeable to the idea. It all depends on how your players feel about it though - they may have no problem with scaling back, in which case you just need to ignore this post.
  7. Re: My character building technique (How to build Hero System Characters) Nicely done. Good point. The spreadsheet above also shows expected damage delivered (and received) per hit - looking at that output gives a view of Segment 12 (sometimes the combat-deciding Phase). The greater the SPD range of characters (especially greater than 2 pts or so), the more both damage per hit and damage per Turn need to be taken into account.
  8. Re: Excerpted PDFs Maps are always popular, and stuff like the Map Archive 1 pdf probably works well. I'd think that excerpts of Character Creation sections in general would be useful, especially as pdfs to print out, for convenience. Related, but requiring some revision, would be the Character Creation sections of published settings for 5th edition which have no current plan for 6E updates, for the same reason I'm really looking forward to Hero System Skills: Presentation. Especially with new players, the possibility of presenting everything without needing to explain how minor mechanics are renamed or altered between editions is invaluable, and I've known experienced players and GMs to give up on systems simply because of disorganized information (mechanics dispersed through numerous sourcebooks, setting books using different edition rules, etc.). Even though I can always provide references compiling and detailing the differences, it's part psychological that some prefer official coherent and collected game mechanics info, and there's always the time factor when compiling info. Sometimes I'd rather pay Hero Games to do it for me, and then the presentation is always professional. Other than that, I can easily see compilations of any cross-genre applicable rules and/or writeups be popular, such as the afore-mentioned Mass Combat Rules, collections of Talents, etc. I'd also like to see an updated Hero System Resource Kit, preferable in both printed and pdf format, but I'd be happy with a pdf, for the same reasons. EDIT: Oh and yes, mini-settings, but rather than continue parroting what's already been said in a new post, I'll just parrot that here as well.
  9. Re: Batman! Collect them all for 350 Points!
  10. Re: Ok I'm confused.... I'd second (or rather, third) the suggestions for considering a Hero Designer contract - it gives you support and updates for 2 years, and also allows you to download the free package deals, pre-built abilities, character writeups, export formats (for printing out), etc. Built into HD is the ability to print to pdf, and print out character sheets identical to the book's. If you value time, it will likely save you much of it. Personally I'm very happy with all the time I've saved since getting HD, but if that's not an issue to you, the Excel works fine for reducing calculations by hand. Noticing that you're using 5th Edition, there is the Elemental Control framework you might consider for some of the shapeshifter's powers - EC basically gives you a discount on related abilities, and an EC including defenses, claws, fangs, etc. might save you some points, especially in combination with the OIHID Limitation. You could have several ECs or MPs for a single character, but that might not be necessary in this case (i.e., EC: Shapeshifted Physiology for several physical abilities and EC: Shapeshifted Acuity for some Enhanced Senses could both be used, but the latter might not actually save you any points). Just take care so the character doesn't become completely helpless if somehow unable to Shapeshift if you decide to use the OIHID Limitation, or any other that might prevent Shifting. NOTE: Characteristics purchased through Frameworks can not provide Figured Characteristics (though you get to apply a Limitation for that), and all Powers purchased through the same EC get affected simultaneously by Adjustment Powers. In case of a shapeshifter that might work conceptually though; reduced abilities having the special effect of partially shifting back to normal form. Cool that you like the system.
  11. Re: Is Defender the new Seeker? Off hand, I can see three possible explanations for the appearance of the bubble helmet depicted on CU6E 69 (completely ignoring error possibilities): 1) Assuming it's Istvatha V'han's 2007 failed invasion attempt that is depicted, Defender's FF and LS systems do run off his END Battery, so external life support might have been temporarily added to his suit to save on energy. 2) The alien (dimensional?) invasion took place some time closer to 2001, before he installed his Sealed Armor Systems (a few more EXP to earn before adding that). 3) It's the sfx of Defender's Sealed Armor System when deployed, and the other Champions use one-shot replicas of it (this explanation would assume Defender's player liked the look of it, unfortunately ). More meta-explanations, anyone? 1) and 2) would assume the GM kindly allowed the Champions players to borrow gear, likely from UNTIL or NASA, to get them out there.
  12. Re: My character building technique (How to build Hero System Characters) Awesome. I'd say this deserves a sticky.
  13. Re: DC / Marvel Characters in Champions Universe
  14. Re: Abort to dodge, while dodging I think several posts above sums up pretty well how it works using the Hero System. From the OP text description, I think I might add: DCV at full value in the Hero System would correspond to the "trying to move out of the way of an attack, but with bonuses for trying" of the OP description. DCV at half value would correspond to being unaware of an attack, as has been pointed out. Dodge, whether performed as an Action or Aborted to, would represent a character's maximum ability to minimize chances of getting hit. Dive For Cover, is a specific Maneuver that involves "getting the heck out of the way" rather than trying to not get hit. Flying Dodge combines some elements of Dodge and Dive For Cover. (numerous other options, such as adding Trigger to DCV-related elements) The thing is, reasoning from the game mechanic to add a secondary game mechanic works with some systems, but not very well with Hero, since OCVs and DCVs affect each other directly. If OCV was "Skill Roll to Hit, unmodified by opponent DCV", and DCV was "Skill Roll to Dodge, unmodified by opponent OCV", what you propose would work better. Several other systems mechanics are structured separately like that, but Hero is not, so adding drastic DCV-increasing measures would require you to add similar OCV-increasing measures, as well as adjusting the balance between CVs and damage to compensate the greater fluctuation in odds of getting hit, etc. I wouldn't recommend that, since the system is already pretty well balanced AND includes far more tactical options and maneuvers than most other systems. However, if you want to have a character to be able to occasionally exceed his normal limitations in the DCV respect, purchase such an ability as extra DCV, Costs END, and it can even be pushed for some extra "oh crap" oomph.
  15. Re: DC / Marvel Characters in Champions Universe Aargh. Unfortunately, I recall the Swedish publisher of Marvel Comics, who managed to transform that character into cosmetics with alarming frequency, even on covers. Also memorable was the issue featuring the death of Phoenix, where the cover stated (in Swedish): "The death of Jane Grey"... It should have cued me in that Jean Grey wasn't really dead, I guess.
  16. Re: Hero System Skill vs. Ulitimate Skill? This was the plan as of recently. http://www.herogames.com/forums/showthread.php/80292-Interesting-Announcement-HERO-System-Skills Personally, I'm hoping there'll be time for that to happen after the Champions Villains books.
  17. Re: CHAMPIONS VILLAINS -- What Do *You* Want To See? It has already begun... http://www.herogames.com/forums/showthread.php/81436-CHAMPIONS-VILLAINS-Sneak-Peek-1-The-Triptych-Cover!
  18. Re: Is the pricing for Telescopic Sense wrong? Yes, same as 6E1 72 (and 5ER 55, 450) - I see the logic in that if you can hide stuff you can find it. I personally think Concealment works better as a Complementary Skill to PER Rolls when used for searching, rather than PER substituting for Concealment (or as suggested in TUS 132 substituting PER-2 (or worse) for Concealment). Then again, I think the same way about say, Tracking, so YMMV. However, I go by RAW on this since I try to avoid unnecessary house rules, so strictly speaking I'm just leaning on the fence.
  19. Re: Is the pricing for Telescopic Sense wrong? Neither does my kitchen look like that, but assuming Mr Burke's kitchen did that morning, that should be a modifier for Conditions. Breaking it down: +2 Easy (keys should be in kitchen since Burke usually leaves them there) +2 Excellent conditions (keys are on clean, shiny kitchen table which is another color than keys) +2 Long Look [Full Phase, 1/2 DCV] (Burke really wants those keys now) -10 Minute-sized Still a -4, the same as you describe. Sure, Burke can keep looking just a little while and he'll find them, but not quite good enough for my intent of making it possible for Mr Burke to find his car keys pretty much immediately (OK, 6 seconds) under ideal conditions. Good suggestions. Extra Time is not always useful in the context of being able to relatively routinely spotting things ("How many Phases, Minutes or Hours will you search?"), but applying the same principle as halving Hit Locations out of combat sounds reasonable, seemingly supported by this as well:
  20. Re: Hero In Two Pages - Complete bump Oh, and 4th.
  21. Re: Is the pricing for Telescopic Sense wrong? Warning: You are now entering Off-Topic Ramblings. I agree with Prestidigitator's way of handling the subject of PER modifiers. These are applied when trying to perceive something in a combat situation, under presumably somewhat chaotic conditions, IMHO. That works fine mechanically, but... "Breaking the RAW" description: Algernon Burke, a Normal Human, is at home, looking for his car keys. They're small enough to have a -10 PER modifier from size. Mr Burke cannot achieve, by contrast or any other means, positive modifiers enough to offset this, so he'll always spend time looking and will only find them occasionally even if the cars keys are the only things lying in the middle of the kitchen table. While mechanically correct, the result is silly, just like the undetectable flea (-20 or so) mentioned above. I generally go by a thumb rule of "theoretically identifiable object" using some guidelines for "baseline human sense limits" (extremely generously defined): Distance = Resolution of Recognizable Shape 500m (Range: -12) = human form (2m tall) (Size: -0) [80 real inches] 125m (Range: -8) = human face (.2m tall) (Size: -6) [8 real inches] 4m (Range: -0) = "Insectile" (0.02m) (Size: -12) [1 real inch] 1m (Range: -0) = "flea" (0.002m) (Size: -20) [.1 real inch] Perceiving by sight is affected primarily by contrast (light and/or color) and movement, so applying standard positive or negative modifiers works well as a general guideline for whether something can be perceived by someone just looking in that general direction without actively searching for something in specific. Based on that, I describe what can be perceived or not, unless there are some special circumstances. While this helps me personally to determine what happens when something is magnified (by Telescopic, Microscopic, etc.), it has little to do with the PER modifiers. Trying to define it mechanically would mean applying modifiers of about +10 for reasonably normal conditions and +20 for up-close inspections, something that would cause all sorts of other unwanted cascading side effects. As a GM, I need to be able to describe something in reasonable terms easy to envision, otherwise the game gets too abstract for my taste, so especially when it comes to the Sight sense, I'm perfectly willing to bypass part of the system for those reasons. YMMV. As always. Congratulations! You are now exiting Off-Topic Ramblings.
  22. Re: Multiple Attack and DCV bonuses Or maybe a 2.5-parter. You could change Only With Multiple Attack to Only To Counteract Multiple Attack Penalties, though if built as a +3 DCV ability the difference might not even come up. EDIT: Instant is not very good for DCV since it wouldn't last the Phase, as Nevenall pointed out. Multiple attack is already a very powerful ability so if you're making this generally available you'll need to compare it to other generally available abilities - run a brief mock combat with a few prewritten characters from a book and have one of them use this; you'll see the effects. Multiple attacks are often used as combat finishers while enemies are unable to counterattack because of the lowered DCV, allowing it to be used more often can result in first strike contests. I'm not saying you shouldn't do it, just commenting on possible ramifications, so feel free to disregard. If you want it generally available you can build it and then define it as a Talent (6E1, p447). This approach works well for abilities you want to have a set effect for all characters, and suits Fantasy campaigns, though maybe not Champions campaigns.
  23. Re: Else Earth Character Thread. That'd be Schreck, as in Max Schreck. Cool characters.
×
×
  • Create New...