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Hello Herodom, I’ve been fooling around with some martial artists. The one I’m working one uses a Two Section Staff or Staff Flail (iirc). So when I was designing him, I remembered that Dantasy Hero has the flail maneuver whereas the HSMA doesn’t-which seems odd. So here is the break down of Fail maneuver as presented in Fantasy Hero 4th ed. Optional maneuver: Flail cost 0 points -1 OCV allows you to negate Shield Bonus (upto 3 DCV). I broke this down to as this Flail maneuver Strike Basis -1 OCV = -1 pt Requires Object/Condition= -2
Hi all, relatively new lurker, I think first-time poster, and new Heroes 6E GM (6E is the first edition I've played, we've played 3 campaigns in it, 1 for over a year). If there's a better section for this kind of thing, let me know (I have more questions about the why of certain rules). Anyways, I have a question about Takes No STUN. As is often said, complete immunity is not something that HERO is set up for, and so things like Life Support and Takes no STUN are nice big wrenches in the system. Still, I want to understand why Takes No STUN triples the cost of Defensive Powers