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Showing results for tags 'combat'.
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So a few friends and myself decided that we wanted to start a superhero rpg and I am to be the GM. I came across Champions Complete and felt that this would be a good game to play, and then I started reading. I'm having a lot of trouble understanding and grasping the game, I don't know where to begin with the questions. Character Creation - I understand that a person is given an x amount of CP, and everything is bought using them, but beyond that I'm lost. Building Attacks - There is no limitation to the kinds of attacks you can make, but the vastness of it confuses me. For e
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- beginner
- beginning adventurers
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- Speed
- Initiative
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I'm in the (very slow) process of designing a setting for Fantasy Hero and one of the things I'm including is different fighting styles for different regions. For instance, a traditional early middle ages land might have warriors wearing chain armor or the equivalent and trained mostly in sword and shield, while another region might have developed a fighting style based on lighter armor and using a long weapon in the primary hand and a shorter one in the off hand and so on. The issue I'm facing is that I've always disliked how HERO automatically uses martial maneuvers to build fi
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- fantasy hero
- combat
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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
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Howto? Combat Stress mechanics? Fear & Panic. I was wondering if anyone has mechanics for Combat Stress mechanics? Fear & Panic for PCs and NPCs. I was thinking that combat(and deadly situations) is simply a Presence attack from the environment that affects everyone in the situation. I'd guess certain areas of the combat zone have AoE Presence attacks, the closer you are, the more dice against you. Say someone gets killed 10 hexes from you, that'd be more intense if he was in the adjacent hex. I'd add modifies based off how the death is perceived by the viewer. i.e. -50
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I have an idea I want to pursue in the coming months as I have time (and others should contribute as they think of battles as well) in which I break down a classic TV or movie fight scene in Hero terms. The first one I want to do is the final confrontation in Unforgiven where Sheriff "Little" Bill Daggett dies. Some of them are so long or complicated they're really tough to pull off in a description for a game, but there are a lot of great ones. Like the lobby scene in The Matrix or final battle between Bolo Yeung and Jean Claude Van Damme in Bloodsport. What are some other film scenes
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I know, I know. Awesome, right? Cool! But what are the defining traits that lead to that experience? Comparisons to other systems are useful, so long as they're not super-pejorative. Like, D&D 4th is slow, tactical, and greatly rewards coordination between one side of a conflict - a lot of its Big Cool Stuff is synergy-based. Or not! Someone who really likes D&D 4th (full disclosure: I'm not that guy) could probably describe it better. So what is HERO combat like? It seems to be a big part of many people's games - what makes it unique? How does it flow? What's the pace like?
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I have been mulling over some sport activities that are not directly covered in the combat system (off and on) for a decade or so. This rather surprises me on some levels because I have little interest in sports. It could be because, as a rules lawyer at heart, I gravitated to an untouched part of the system. Apologies for any omissions and out of date statements. I have unfortunately not updated my own library beyond the 4E (BBB). Even sadder, I have not played in a campaign in many years. Here is what I have for hitting a pitched baseball with a bat: The pitcher naturally throws
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Two weapon fighting Clarification
jdounis posted a question in HERO System 6th Edition Rules Questions
Hello, just a quick clarification for Two weapon fighting. Using this skill in a multiple attack while holding and using two weapons, means that you get the cumulative -2 OCV penalty starting counting from the third attack instead from the second? For example in a multiple attack, using two weapons, without TWF to attack 4 times you get a -6 OCV in all your attacks(-2 x 3 attacks after the first) using the TWF for 4 attacks you would get -4 OCV to all your attacks (-2 x 2 attacks after the second) right? Thank you in advance!!!- 1 reply
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- Combat
- Multiple attack
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Version First
168 downloads
This is a rebuild of the old printed hit list that helps GMs keep track of who goes when on each phase, and has room for a basic summary of each character. I recommend using a computer program such as the Hero Combat Manager, but if you want to go old school, this will cover your needs! -
Version 2
1,779 downloads
This is a simple sheet inspired by one from Savage Worlds, offering some ideas on what to do in combat given Hero's vast options. It has very simplified information, leaving the bookwork up to the GM, and includes a quick and dirty combat maneuver chart on page 2. The Combat Survival Guide is designed to be printed front and back on a page and handed out to players so they can check it between phases and see what they might find helpful. -
Version .1
231 downloads
The file is still a work in progress but I wanted to upload it and see what people thought. The file uses a bunch of macros. Don't change the file name, the hyperlinks will fall apart. There is a color code, cells colored green indicate that it's built to be changed. Don't change a cell that isn't green. -
I am preparing to run a Play by Post (PBP) campaign using 6th edition. I am looking to make combat run as smoothly as possible, and especially as quickly as possible; with respect to Speed. Factors to consider: 1) Most players check the site no more than once per day, thus if combat begins - and players have more than a speed of 1 - they will likely only manage to type-out/roll a single action (phase) at a time. 2) I don't want to get too ham-fisted about restrictions, although I am limiting speed to 4 - I don't want to get any tighter than that. 3) I intend for there to be betwe
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Hi, I'm new here, recently got the MHI rulebook and I'm going to start running an MHI campaign in about 2 weeks. So my friends are character building and one asked some questions I was wondering how to answer. We've all done D&D and other RPGs for years but have no prior experience wtih HERO. What he asked is: "Machine guns are included in unusual modern weapon familiarity but all require strength 14+ to use. I don't see Chuck walking around with a PARA but I'd like him to be able to use a turret or tripod mounted weapon should the need arise. Would he still need a strength 14 if he d