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CourtFool

HERO Member
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Everything posted by CourtFool

  1. Wisdom Detect: Wisest Course of Action …at least I would allow something like this in my game and treat it similarly to Common Sense from G.U.R.P.S.
  2. Thoughts on River, not a lame tangent where I argue how much better my martial art is I would consider adding Once Per Scene (1 Recoverable Charge; -1¼) to some of her psychic powers.
  3. I have always assumed that if you are required to take a Full Phase to change the powers in a Variable Power you could do nothing else during that Full Phase. It recently occurred to me that this, as far as I can tell, is not specifically spelled out. Can you perform other actions while 'waiting' the Full Phase to change your powers?
  4. Re: Converting Prestige Classes (a question) Read the fluff text and ignore The System Which Shall Not Be Named's game mechanics. I think Hero better models prestige classes better than the system they were created for.
  5. Run with scissors! I thought these two articles were fairly relavant: 11 Tips For Creating Character-Centered Subplots 6 Techniques For Maintaining Player Interest
  6. Characterstic Rolls & Skill Levels I do not mean to derail, but do those of you who frequently ask for Characteristic rolls allow Overall Skill Levels to apply? Officially, they do, but I have heard grumblings about that before and wondered if people strayed from the official rules on this and their reasoning if they did. Also, would you consider appropriate 5pt levels applying like a +1 w/ all INT skills to apply to a base INT Characteristic roll.
  7. Re: Barbarians Would you like fries with that?! 1d6 HA, 64 Charges, Continuous (Half Phase to remove hot French Fry), Range Based On STR, OAF (Super Sized French Fries).
  8. Re: And For My Next Trick... Teleportation, IPE, RSR Contortionist and/or Lockpicking, Extra Time, Requires A Distraction.
  9. Re: THE ULTIMATE SPEEDSTER -- What Do *You* Want To See? The Ultimate Skill O.k., o.k. If you absolutely must waste time with some other niche 'ultimate' book I guess I would like to see some example penalties of rushing a skill and the appropriate Penalty Skill Levels a speedster should take. Or maybe, an advantage somewhat similar to Megascale that allows you to divide the normal time required to complete a skill. Just saying is all.
  10. You lookin' at me? Somewhat off topic, I believe an argument could be made that ‘Barbarians’ could come from ‘civilized’ cities. Tell me inner city gangs do not resemble Huns or Vikings in their own way. Joe Pesci reminded me of a beserker in Goodfellows and Casino. It should be easy enough to draw up a ‘Brawling’ martial art for such a character concept. Use art with Clubs and Knives. Liberal use of Fast Strike and Offensive Strike.
  11. Re: [Magic System] Stoburu This is one of your most simple and straight foward systems. Power Framework + Focus = done. Interesting. A few years ago I ran a Fantasy Hero campaign where I allowed Elemental Controls and Power Frameworks for magic. It was a 75/75 point campaign and I expected the high cost of the base pool to keep Active Points down. I never expected a Multipower with OAF (Beads) -1. It was an efficient build. The slots were powerful enough and had enough utility to make the rest of the characters secondary.
  12. Crash Turakian Dummies Something like this?
  13. That is rather uncharacteristic I very rarely ask for a Characteristic roll. This may be an error on my part since I do not allow Characteristic rolls for lacking Skills. The most common rolls in my campaign are PER rolls which may qualify as a Characteristic roll, but I do not think of them as such. My games tend to be rather free form and combat light so that may explain the heavy use of perception required.
  14. Soccer Hero I had, at one time, considered making a soccer playing martial artist. Bonus to CON and Running. Trip - Takedown Shoulder Barge - Move by Elbow - Martial Strike Tackle - Sacrafice Throw Kick - Offensive Strike
  15. Re: A Dummy's Guide to the Turakian Age You could always start the campaign in the free city of Aarn and spread out after you feel more comfortable with and/or have more time to study the rest of the world. A lot of detail has not been given to Aarn so you can toss in whatever you like from other, more detailed suppliments from The Game That Will Not Be Named. Raven's Bluff and Sharn spring to mind just to name two.
  16. Re: What does a SuperTeam need? All you need is love.
  17. Give a llama a break, would you! That point was brought up when I originally posted this write up and it is certainly a valid argument from a realistic point of view. The problem I see with that is that, arguably, an arrow to the eye should be very lethal and the blinding effect merely a side effect. However, combining the two would make it less lethal than a standard shot and limit the length of the blinding effect, which could very well be permanent. In the interest of making this style more cinematic, I opted for a straight Flash. You could adjust the SFX to be shooting a piece of cloth into the eye or sand in the eye or something more appropriate to a non-damaging, temporary blinding effect. I am sure this is more information than anyone really wanted. I just wanted people to know that I had given it more thought than might be apparent.
  18. Some of my previous contributions Does a new style from existing maneuvers count? Parasol-Fu Used with Parasol or Clubs; that Weapon Element is free. Parry: ½ Phase, +2 OCV, +2 DCV , Block, Abort, Cost 4 pts Poke: ½ Phase, +1 OCV, +3 DCV, Weapon, Cost 5 pts Swat: ½ Phase, -2 OCV, +1 DCV, Weapon+4 DC Strike, Cost 5 pts Trip: ½ Phase, +2 OCV, -1 DCV, STR+1 DC Strike, Target Falls, Cost 3 pts Skilled Archer 23 Skilled Archer: Multipower, 30-point reserve, all slots 32 Recoverable Charges (+3/4) (52 Active Points); all slots OAF (-1), Concentration (1/2 DCV; -1/4) 1u 1) Accurate Shot: RKA 1d6+1, Area Of Effect Accurate (One Hex; +1/2) (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 2) Eye Shot: Sight Group Flash 6d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 3) Multi-Shot: RKA 1d6+1, Autofire (5 shots; +1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 4) Notch Arrow: +30 PRE (30 Active Points); OAF (-1), Limited Power Only For PRE Attacks (-1/2), Concentration (1/2 DCV; -1/4) 1u 5) Shot Clothing to Wall: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 6) Shot the Missile Out of the Air: Missile Deflection (Thrown Objects) (5 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 7) Standard Shot: RKA 2d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 8) Trick Shot: Telekinesis (5 STR), Fine Manipulation (18 Active Points); OAF (-1), Limited Power Only To Push (-1/2), Concentration (1/2 DCV; -1/4) 0 1u 9) Vitals Shot: RKA 1d6+1, Armor Piercing (+1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0
  19. Thanks for making me feel inadequate, again Great stuff...again...Killer Shrike. I hate you.
  20. Re: Metamagick Feats in HERO (my current idea) And that is why I was going to run Pirate Hero.
  21. You can stick your metamagic feats in your D20! I completely agree that there is a large difference between a Maximized 60 AP 'spell' vs. a Maximized 105 AP 'spell'. Given at least one of the suggestions presented (a +1 Naked Power Advantage) it would be exactly 45 points worth of difference. Unless my assumptions are completely off base, I doubt you will be charging 60-105 points to allow casters to maximize their spells. I am basing my assumption on further assumptions of roughly a 75+75 point campaign. Such a campaign would make a 60 point purchase nigh impossible. Therefore, allow me to resubmit that while a flat cost may give an unfair advantage to characters who put more Active Points into their spells does it truly break your game. Does the extra effort to maintain balance pay off, in the long run for you? I do not feel either way is right or wrong but more importantly depends on you and the game that you want to run. Personally, I am all for balance and fairness which may be why I can not decide on a magic system or systems. I have always felt that Thieves/Rogues/Scouts get the short end of the stick in the Fantasy genre. They are always poor fighters and made obsolete by the proper selection of spells. But then, what the hell does a llama know?
  22. What would a munchkin do? 'Super' Skills made popular by a little supliment called Dark Champions and Framework based martial arts shamelessly ripped off from Markdoc.
  23. Oh great! Now I wish the llama would disappear again On principle, I disagree with why you would want to do this. However, I am open to the possibility that not everyone share my views; you poor, misguided souls. I generally make it a point not to disagree with Killer Shrike because his presentations are well thought out and he is obviously more educated than I. In this instance, I find his, and many other's suggestions, although excellent options, a bit too complicated. Why not simply handwave some appropriate point costs and be done with it? Silenced - 5pts Maximized - 20pts Flavor and adjust to taste. I know this goes against the spirit of Hero or at least what I believe to be a large part of what makes Hero great; balance and consistant construction. My only argument is would you really gain from all the extra work and added complication.
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