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Found 5 results

  1. What are the pros and cons of each to simulate materials that have to be replenished for magic?
  2. I've searched and I can't find an answer, I apologize if there is one, please point me to it if there is. I have a Shamanistic type hero. The idea is to create various totems to be used up. Making the totems would take an hour, with gestures using both hands and concentration. For instance if I want 2 totems that regenerate someone for an hour, but with extra time, so after an hour you role the dice. so, in the above example: 2 people are needing to be regenerated, he takes the 2 totems, gives one to each of them, in an hour the regeneration goes off. Or a totem that gives mental defense for an hour.
  3. A random thought that came up in a discussion with one of my players about his PC. There are rules for increasing the value of the Charges Limitation if those Charges recover more slowly than once per day: -1/2 per step on the Time Chart. Has anyone tried going the other direction, with Charges that recover more quickly than Daily, thereby reducing the value of the Limitation? For example, say a character wants to be able to use a power "x" times per hour, or (more fuzzily) "x" times per combat? How would you calculate that change in the value? A few possibilities leap to mind. +1/2 per step up the Time Chart would be the most consistant with the existing rule, but that's going to bust your Framework AP caps pretty quickly. Is +1/4 per step too little? Or what about +1/2 for "per combat"? Or do you just call them Recoverable and let it go as that?
  4. I recently tried out a new house rule that I really like, so I thought I'd throw it out there for discussion. It was specifically developed for a Monster Hunter International game I ran at GenghisCon last month, but I think it could be applicable for any game with heavy Gun Fu. Something that's always bugged me a little about gunfights in Hero is how long it takes to run out of ammo. Even using Autofire, Rapid Fire, etc, a 30-round magazine will usually last several Turns. For my MHI game, I really wanted to simulate the "I empty the magazine, drop that weapon, and draw my backup" standard action that's so common in the books. The new Firearms Manuevers in the MHI RPG book are pretty good, but I felt they were a little too complicated for Hero Newbies in a 4-hour con game. And I really wanted one rule that worked the same whether the character was using single-shot, autofire, or whatever. So after playing around with several different options, I settled on: Hail Of Lead: For any firearm attack, doubling the number of rounds fired gives a +1 OCV or +1 Damage Class to that attack. (For Killing Attacks, such as most guns, +1 DC can be simplified as +1 Body.) So for single-shot attacks, firing 2 rounds grants a +1 OCV or +1 Damage; 4 rounds grants a +2; etc. Autofire attacks work exactly the same: if your Autofire burst is normally a 3-shot attack, firing 6 rounds gives you a +1; 12 rounds gives you a +2; etc. Hail of Lead is considered a variant on the Pushing rules, not a manuever; so at GM's discretion, it may be used in conjunction with other maneuvers such as Bracing, or even Rapid Fire. It wound up working out really well! It didn't slow down play noticably, but let the players give that extra little dramatic effort, whether they were hosing down a room full of chupacabras or trying to push past a demon's Damage Negation. More important it really felt cinematic, with expended brass flying all over the place Matrix-style, and made for some fun roleplaying choices: "Do I blow through the rest of the magazine this Phase and hope that finishes it off? If I'm wrong, it could get to me before I can reload..." (The two PCs with Fast Draw were the envy of the group!) Not appropriate for all campaigns, of course, and could be unbalancing in a game where players pay points for their equipment. (Part of the discount for Charges is because you can't Push.) But for Heroic games where you want a lot of shell casing on the ground at the end of the balltle, or Post-Apoc games where rationing ammo is important, I highly recommend it.
  5. A player proposed a loophole in a character that I felt uneasy with, and I'd like some confirmation of my initial knee-jerk reaction of "Hell no!" A character's only power as a VPP with a 50 point control limit, but a 200+ pool. The pool is meant to represent memorized spells, and each one has the -2 limitation 1 Charge. Said character would, with a cursory study of their spell book, be able to replace all expended spells. I felt this is probably a violation of the intent of the rules, which is that by and large a 1 charge limitation would translate to 1 per Day, and being able to replenish those memorized spells would require that the limitation be 1 Renewable charge, without which the points in the VPP would be expended until the next day. He wanted to get confirmation on this and I'm curious to know your take on this.
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