Why does /tg/ get upset anytime a Hero thread pops up?
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Why does /tg/ get upset anytime a Hero thread pops up?
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Poor math skills.
/thread, same reason they get mad at GURPS
Sane people get mad at GURPs. GURPS is literally cancer made into a RPG.
moron opinion, keep it to yourself from now on.
We had an HEROGEN once but the heroanon in question started the general only to spite the gurps anons rather than genuine commitment.
Funny enough most Hero threads I've seen get ruined because herogays get really upset over GURPS and blame GURPS for threads not doing good which in turn just brings out shitty GURPS players.
In my experience the one thread we had without those anons the GURPS players were willing to hear out the system and ask questions about it
I don't know but I hate it because it's a good system ,The best RPG sessions I've had have been playing Champions.
I have never seen anyone throw a fit about a hero thread existing. In fact, I've never seen anyone care at all.
GURPSgays are jealous that their shitty RPG will never be as good as Hero.
I'm a gurpsgay and i kinda concur, most of the stuff we have in 4th edition (the advantage powers approach with limitations and enhancements) cones from the 3th ed compendium which in turn ripped of stuff and mechanics from hero. also the hero manual can stop a gunshot
Ripping stuff off is based, OGLs are for cucks
Bootlicker
??
>also the hero manual can stop a gunshot
It cannot. They tried. The staff took some defective print copies out to Nevada and tested the rumour. Sadly they did not take fan advice, stack up everything they had printed for 5th edition and see what page the bullet stops at. I have most of what was printed for 5th and 5th Revised [F.R.Ed] and its right around 3 feet of books.
That's because they used the pussy liberal books against strong conservative guns
Yeah i'm pretty sure my 6th Ed book feels like it's made from compressed recycled paper.
People become insecure when confronted with greatness.
What guns did they use? I feel like the big black book, would stop a 9mm.
It's been a blast for me. I've been playing since 94.
>would stop a 9mm
it was a long time ago. I suspect something much larger. They did drive to Nevada to do it.
Even after they get used to it, just so all the rules abuses are of consistent tone and quality.
You can watch the actual test here:
Important note: All the things that FREd will protect you from are viable character concepts
Legend.
>H.E.R.O. vs GURP's thread
Different types of weapon damage are in the Equipment Guide, not the core rules
>H.E.R.O. vs GURP's thread
Except it's not, what has given you that impression?
I love the system and game but.... I am unsure if it is actually fun.
Define fun. That will answer your questions.
Its fun for me because it lets me make mostly whatever the frick I want, or restrict it as needed. The process of character creation is interesting to work through. Each character can be meaningfully different in what they do and how they do it. Combat has decisions to make on what abilities to use that change based on what everyone else is doing. Teamwork can be rewarded more than A tanks, B shoots, C heals. The adventures can be driven by character backgrounds via Disadvantages.
The biggest issue I've ever run into with HERO is when a character doesn't quite work in play the way they were intended to. I just help the player re-engineer the character to work better. Not a Radiation Accident do-over, just moving a few points around or messing with Multipowers
Penis AWAKENS
So a question for anons who have actually played/run HERO: how long does a 'typical' combat take to play out? For clarity's sake, assume we're talking about Champions, with 4 PCs versus a slightly inferior group of opponents (so like 6-10 combatants total).
Also, hot tips and pointers on designing and running combat encounters would be appreciated.
Depends on how experienced players are. New players an encounter could take an entire session because you'll need to stop and explain rules etc etc, more exper8enced players combat can last from 5-30 minutes depending on various factors
It really does depend on the players. I've had combats like that done and over in 5 minutes.
I've also had fellow players who had played the same character for 8 years, and still had to be told what to roll every time it was their turn.
Or players with massive decision paralysis when they had options other than just wald forward and attack.
Offhand I'd say half an hour, but there's a ton of variance there because you can have summons (more bodies on the table) and variable power pools (the equivalent of saying, "hold on, I need to leaf through all these spells to pick which one I want"). It can definitely take longer. That having been said, I've always felt that with Hero combat I was getting something for the time--interesting tactical choices and combat effects--rather than it just being long for long's sake.
You jerk off to ebony teens
It's one of those games where everyone's filtered by character creation. I usually build everyone's characters for them before we start a game of it
I either do the character construction for the player or ride shotgun on them building it. Saves a lot of trouble with different interpretations of tone and weird Disadvantages or what counts as Common vs Rare vs Very Rare circumstances
Yeah. I would definitely build the characters with the players until they have been playing the system a while.
My player threw up playing Hero once and we never touched the system again because we thought it was a sign that this was a bad game
Bumping to piss off the guy that b***hes about bumpgay