DeadlyUematsu Posted October 12, 2005 Report Share Posted October 12, 2005 A bit new to HERO here. I'm musing over a conversion of the token system from Monte Cook's Iron Heroes. I think I can pull it off with END Reserves of variable ENDs and RECs and the Limitations Limited Recovery, Restricted Use, and perhaps Requires Extra Time. Does that sound feasible? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System Some background on what the Tokens are, what they do, and what there purpose is would be a big help for those of us who arent familiar with that source material. Thanx, and WELCOME TO THE BOARDS! Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System I second Killer Shrike. Tell us about the token system and we will help convert. Quote Link to comment Share on other sites More sharing options...
Theron Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System As I understand it (I own Iron Heroes but haven't read it thoroughly, and not at all since starting my 101 Days of Hero project), certain classes and Feats allow a character to undertake a non-attack option and accumulate tokens, which can then be cashed in for greater effects. For instance, an Archer (a class in IH) can spend rounds aiming and accumulating tokens which can then be spent in a number of ways (armor-piercing shot, long distance shot, crippling shot, etc.) the Armiger (a class which specializes in fighting in heavy armor) gets tokens for standing in and taking blows on his armor without retaliating, which he can convert to devastating attacks. Quote Link to comment Share on other sites More sharing options...
Markdoc Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System OK, so the easiest way to do this is levels with time delay (or a custom limitation). Extra CSLs can't be used for AP or other benefits but can be used for extra damage or aimed shots. That works pretty much as well, since both options allow you to do extra damage (ie: devastating attacks) or hit things at longer range. Next easiest would simply to apply the extra time limitation to Talents. OTOH, the combat maneuvers alreday avaialable in Hero simulate a lot of this anyway with, brace, set, sweeps and haymakers. You have to ask - is it worthwhile? In hitpoint based systems, "standing and taking it" is one thing. In Hero system, that's much more likely to result in a KO'd player. cheers, Mark Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System As I understand it (I own Iron Heroes but haven't read it thoroughly' date=' and not at all since starting my 101 Days of Hero project), certain classes and Feats allow a character to undertake a non-attack option and accumulate tokens, which can then be cashed in for greater effects. For instance, an Archer (a class in IH) can spend rounds aiming and accumulating tokens which can then be spent in a number of ways (armor-piercing shot, long distance shot, crippling shot, etc.) the Armiger (a class which specializes in fighting in heavy armor) gets tokens for standing in and taking blows on his armor without retaliating, which he can convert to devastating attacks.[/quote'] That makes for a nasty little bugger. Naked Power Advantages are a Special Power that cannot be built in a Power Framework without permission. This is a case where I think it is needed. But alas, my head hurts to much for more development into this. I'll see if I can think of something later. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted October 12, 2005 Report Share Posted October 12, 2005 Re: Iron Heroes' Token System OK, so the easiest way to do this is levels with time delay (or a custom limitation). Extra CSLs can't be used for AP or other benefits but can be used for extra damage or aimed shots. That works pretty much as well, since both options allow you to do extra damage (ie: devastating attacks) or hit things at longer range. Next easiest would simply to apply the extra time limitation to Talents. OTOH, the combat maneuvers alreday avaialable in Hero simulate a lot of this anyway with, brace, set, sweeps and haymakers. You have to ask - is it worthwhile? In hitpoint based systems, "standing and taking it" is one thing. In Hero system, that's much more likely to result in a KO'd player. cheers, Mark Yeah, completely agree. A lot of it sounds like hoop-jumping to accomplish things the more robust HERO System combat mechanics allow to all characters for free. The remainder can be modeled with a wide variety of affects, ranging from the limited Combat Levels Mark mentions, Martial Manuevers (some of which might make use of the "Must Follow" restriction), Talents, and possibly Powers depending on the specific effects. If on the other hand the desire is to mimic the actual "token collection" feel, which is a little too meta for my tastes but might be the intention, then you might consider some odd constructs to produce that feel. As an odd coincidence, I just put up a page for a custom Power Framework Im calling a "Threshold Scale" this weekend. Its still getting tweaked based upon input, but the basic idea could definitely be used to affect a "Token" based idea. In fact, one of the suggested changes Im going to be making to it is a Limitation whereby use of Power slots in a Threshold Scale depletes the Threshold Scale, which would be a perfect match for the token gathering/spending idea. The write up is here: http://www.killershrike.com/GeneralHERO/ThresholdFramework.htm and expect updates this weekend when I have time to type them up. Quote Link to comment Share on other sites More sharing options...
DeadlyUematsu Posted October 13, 2005 Author Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Wow, KH, that looks just like what I was looking for. With a bit of tinkering, I think I can use it. As for everyone else, thank you for your advice. I really appreciate it. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Yeah, completely agree. A lot of it sounds like hoop-jumping to accomplish things the more robust HERO System combat mechanics allow to all characters for free. The remainder can be modeled with a wide variety of affects, ranging from the limited Combat Levels Mark mentions, Martial Manuevers (some of which might make use of the "Must Follow" restriction), Talents, and possibly Powers depending on the specific effects. If on the other hand the desire is to mimic the actual "token collection" feel, which is a little too meta for my tastes but might be the intention, then you might consider some odd constructs to produce that feel. As an odd coincidence, I just put up a page for a custom Power Framework Im calling a "Threshold Scale" this weekend. Its still getting tweaked based upon input, but the basic idea could definitely be used to affect a "Token" based idea. In fact, one of the suggested changes Im going to be making to it is a Limitation whereby use of Power slots in a Threshold Scale depletes the Threshold Scale, which would be a perfect match for the token gathering/spending idea. The write up is here: http://www.killershrike.com/GeneralHERO/ThresholdFramework.htm and expect updates this weekend when I have time to type them up. As usual, excellent work there KS. Been a while since I repped you. There you go Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Thanks! If anyone uses it, Id appreciate "reports from the field" about it. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Updated to add a "Dissipated" Limitation, and added a third example power set loosely based on what this "token" systems sounds like to me. http://www.killershrike.com/GeneralHERO/ThresholdFramework.htm Quote Link to comment Share on other sites More sharing options...
Markdoc Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Updated to add a "Dissipated" Limitation' date=' [/quote'] "Dissipated" sounds more like a disadvantage to me cheers, Mark Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System "Dissipated" sounds more like a disadvantage to me cheers, Mark In an Oscar Wilde sort of way...but would that be a PhysLim, a Dependence, a Distinctive Feature, or all the above? Quote Link to comment Share on other sites More sharing options...
Trencher Posted October 13, 2005 Report Share Posted October 13, 2005 Re: Iron Heroes' Token System Buy all the naked advateges the pc can use with the needs time limitation. Quick and simple. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted October 18, 2005 Report Share Posted October 18, 2005 Re: Iron Heroes' Token System As I understand it (I own Iron Heroes but haven't read it thoroughly' date=' and not at all since starting my 101 Days of Hero project), certain classes and Feats allow a character to undertake a non-attack option and accumulate tokens, which can then be cashed in for greater effects. For instance, an Archer (a class in IH) can spend rounds aiming and accumulating tokens which can then be spent in a number of ways (armor-piercing shot, long distance shot, crippling shot, etc.) the Armiger (a class which specializes in fighting in heavy armor) gets tokens for standing in and taking blows on his armor without retaliating, which he can convert to devastating attacks.[/quote'] Hmm. How about... Aid: Nd6, Can Apply Adders and Advantages; Variable Effect: One Power Appropriate to Concrete Circumstances, One at a Time (+1/4); Extra Time: 1 Turn Or something like that. Quote Link to comment Share on other sites More sharing options...
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