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  1. In most rpg systems I seen padded armour is almost nothing. Except maybe in the Hero system which is why I put this in general role playing. While padded armour is pretty much a thick mattress topper wrapped around you its still a lot better than nothing. Imagine if you are hit with a spiked club or a sword or whatever. You would be grateful for that mattress topper between the weapon and your body then! Further more while lots of armours would certainly save your life if hit it would often not save you from getting taking an injury to the point of not being able to fight. And that is what the padded armour does. It has the potential to save your life if you are hit with a sword, club or other implement of destruction. I think padded armour is a lot closer to other types of armour in usefulness than most games give them credit for. As in most other games I seen padded armour is just a joke or worse it actually hinders your movement so much you are better off (having a better armour class) without it. I think padded armour is vastly underrated as the difference in having padded armour and nothing at all is insurmountably greater than the difference between padded and plate and chain in my opinion. Atlest in Hero you do get to take away that one point in damage and the player would be grateful for that.
  2. So I'm probably going to run another fantasy campaign in the near future. Frankly I find all the hand-waving that does things like giving characters the ability to use magic by buying a Skill or three, plus reducing the cost of spells like some kind of equipment thing, really arbitrary and terrible. You might as well not use the Hero System at all at that point. So rather than giving those who are able to use magic some kind of big, arbitrary Character Point subsidies, I'm thinking of doing the opposite: make characters buy the ability to use weapons, armor, and shields. This means I am also fundamentally changing how weapons work. Honestly I think it's more in line with the philosophy of the system. Rather than somehow embodying the actual Attack Powers, weapons simply become a necessary focus (and special effects) for using them (and limit the amount of your Attack Power you can use), although there's a little tweaking in that they can add some e.g. Advantages and instead of buying the base Attack Power with some kind of Variable Advantage, I essentially just apply the weapon Advantage to the Attack Power in reverse (e.g. change the number of points per DC). So I guess you could say some weapons include Naked Advantages of a sort. This could also apply to non-fantasy genres; it's just not what I'm really focused on at the moment. To make this somewhat simpler for my players (who are not very familiar with Hero and don't want to "do a lot of math" and all that) I am also introducing Damage Points, which are basically the Base Points you would spend on the Attack Power or on Str (5 Damage Points per DC for an unadvantaged attack). It just makes it easier (IMO) to say 5 DPs normally equate to 1 DC, but more can be required based on the type of weapon. Anyway, the attachments (rules document and tables) are what all of this looks like so far. Feedback welcome. You all have permission to use, modify, and redistribute the contents according to CC BY-NC-SA 2.0 * Rules: fantasyRulesForSemiHeroicCombatAbilityPurchase_v1.0_1.pdf * Tables: fantasyRulesForSemiHeroicCombatAbilityPurchase_v1.0_2.pdf
  3. Greetings fellow Herophiles! Recently I have been endeavoring to continue work on my Space Opera campaign setting. Back in the day before everybody committed information to computer disk, I had this notebook I affectionately called "The Notebook of Doom" that included writeups of various weapons, armor and scifi equipment. I consider it to be some of my finest work. That notebook was lost in one of my many moves over a decade ago and I lament it's loss to this day. So now I have begun the writeups anew. I have already finished with laser weaponry but before I move on to particle weapons ("Blasters") I have decided to take on combat armor. I use a variety of sources for my writeups, but the most influential is the Intergalactic Space Opera RPG Battlelords of the 23rd Century which has a weapons and equipment sourcebook called "Lock and Load" which includes a plethora of high tech gadgetry to convert. There are a couple of concepts utilized in Battlelords that i plant to port over for my campaign setting. The first is "Absorption Polymers" which is a layer of high tech polymers within the combat armor that is designed to absorb the kinetic energy of attacks that penetrate the armor. In Battlelords this is essentially additional "hit points" that the armor has that attacks must blow through before damage can be done to the wearer. I debated converting these over as additional Body but I decided against this. I decided to make the Absorption into extra Normal Defense (PD and ED) that helps absorb the Stun damage of attacks that penetrate the armor. This will help mitigate the massive amount of Stun damage that some of these high tech weapons will be capable of producing (for example, Particle Beam weapons have an inherent +1 Stun multiplier with an average of about 2 1/2D6k damage!) depending on the armor in question, this normal defense bonus can be from +2 to +20 (though higher than +10 is rare). How balanced do you think this particular approach will be? The next concept I am planning to port over, which I did in my original notebook of doom, is the concept of Armor Options. These are different equipment that can be added to a suit of armor to improve soldier effectiveness in battle (or adventuring). In Battlelords, each suit of armor are able to mount a specific number of options into each location (and may options can only be mounted in specific locations, like Jumpjets being mounted to the feet and calves of a suit of armor). How would you simulate this in Hero? I am not so concerned with point costs, as all of this will be considered equipment and bought with money, not character points. I'm not concerned with active point costs as everything will be balanced to be as effective as it is meant to be within the context of the setting. (some weapons will be overwhelming, but they will be prohibitively expensive. Some armor will be seemingly omnipotent but again, incredibly expensive) Just curious as to the method one would employ to reach the end result (combat armor with optional equipment one could equip on to armor regularly which can be changed out in a workshop if desired of course) Specific examples of armor options would be appreciated as well. I will be posting examples of armor that I design in here as well for critique and eventually I will post the entire document when i'm finished with it. For now I will post my Lasers document to give you an idea of the damage levels I'm working with. Keep in mind that Lasers are on the low end of the damage scale, with particle beam, plasma and pulse (focused force field projected out as pure kinetic energy weapon) doing considerably more damage (also, keep in mind when I say "considerable" that I support the damage model of +1DC = X2 energy, so +2 or +3 DC is rather considerable in my view) Dark_Universe_Laser_weapons-1.pdf
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