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Post by Twilight Struggler on Apr 4, 2015 8:18:31 GMT -8
IMO, the "correct" way is defined by how cheap you can make a power to be. Other than that, there's really not the correct way. Learn from Savage Worlds, start with the basic power and add the special effects and /or trappings. If the special effect is too effective, then make the power more expensive. Or vise a versa.
HERO is intimidating. And as such people are "pressured" into playing it "right". The "HERO in Two Pages" is the kernal /core of the HERO system. The rest are the system's way of "balancing" powers, skills, and abilitiies to make the game "fair". But, in reality, HERO is easily broken. And this is why I like this system. It's up to the GM and players to find the fair and the balance in their games, the agreed upon social contract.
BTW, look at FATE, in my opinion it's an extreme example of creating a social contract before playing the game.
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Post by Twilight Struggler on Oct 9, 2014 11:40:20 GMT -8
Just for heck, here's my attempt of programming a dice roller in Java. Source code is included. Feel free to correct. Anyway, unzip it and run the jar file in the dist folder Attachments:HERORoller.zip (230.06 KB)
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Post by Twilight Struggler on Aug 1, 2014 20:39:45 GMT -8
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Post by Twilight Struggler on Jul 25, 2013 8:10:54 GMT -8
MHI uses the Hero system Basic rules So it is not like Complete Yeah, you're right. I got TOO excited about the book to be critical. Sorry. -
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Post by Twilight Struggler on Jul 23, 2013 17:38:47 GMT -8
Read at least the three books first. The RPG contains a LOT of spoilers.
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Post by Twilight Struggler on Jul 22, 2013 8:04:08 GMT -8
www.herogames.com/viewItem.htm?itemID=294214I just bought the pdf and book bundle. I pdf is really nice! Can't wait for the book version to arrive in my mailbox. It may be a bad thing or a good thing. Good for me, though. The book is like Champions Complete. You don't need the core books to play MHI. Just like Champions Complete, the rules are included. Also included in the zip file is the "HERO in 2 Pages" pdf for those who are new to HERO. -
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Post by Twilight Struggler on Jun 28, 2013 7:19:19 GMT -8
Was miniatures involved in the combat? IMO, open-end and high drama should never include miniatures. Players tend to focus more on tactics than in the current drama being played. In the FATE system, players and villains are usually in the same zone. As such, players would/could have narrated a plan to sneak behind the villain and save the sister. But the GM could then add his two cents in by saying "yes and" or "yes but".
I think the "rails" they want are really player/GM created deus ex machini. IE. players and GMs should both make the rails.
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Post by Twilight Struggler on Jun 2, 2013 12:39:03 GMT -8
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Post by Twilight Struggler on May 20, 2013 20:08:40 GMT -8
Listening to the episode right now. Into 29 minutes now. You guys should try Fate. But if you want Fate to be more GURPS-like, try Strands of Fate.
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Post by Twilight Struggler on Jan 22, 2013 9:19:07 GMT -8
I'm trying to decide on a system to play a power rangers game in. I thought savage worlds might work since i own the core book but i haven't looked at their super books. Of course, Savage Worlds. You already have the tools. But if you have the time and $40 (and know a computer programming language ;D), try Champions Complete.
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Post by Twilight Struggler on Nov 10, 2012 9:41:28 GMT -8
Derek Hiemforth did a good job on this book. I found it refreshing. It's definitely better than the Basic Rulebook. CC has more meat than BR, but it's not bulletproof.
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Post by Twilight Struggler on Oct 8, 2012 12:14:27 GMT -8
Looks like they've reached their goal. Less than a week. ;D
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Post by Twilight Struggler on Aug 7, 2012 8:55:01 GMT -8
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Post by Twilight Struggler on Jul 26, 2012 18:40:59 GMT -8
240 pages? That's half of DCC RPG and I'm comfortable handling it. Well, I hope less is more. HERO Basic was a good start, but it need more crunch. Maybe Champions Complete will achieve a happy medium.
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Post by Twilight Struggler on Jul 6, 2012 10:18:14 GMT -8
Ubiquity System DCC RPG
Both system are great, IMO, for beginning DMs. Ubiquity is more simpler than Savage Worlds and very similar to it. DCC RPG focuses more on dungeon crawling (hence the name) and less on RP. But once the novelty wears off, beginning DMs will usually venture to RPing in a timely way. I think DCC is a good gateway "drug" to DMing.
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