Welcome to GameHourz.com!
FAQFAQ      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

[Hero 5th] Strength, Martial Arts, and Campaign Limits

 
Goto page Previous  1, 2
   Game Forums (Home) -> Super Heroes RSS
Next:  Seeking Info for Mayfairs old DC Heroes game  
Author Message
Joseph Teller

External


Since: Jun 21, 2004
Posts: 2



(Msg. 16) Posted: Mon Jun 21, 2004 12:11 am
Post subject: Re: [Hero 5th] Strength, Martial Arts, and Campaign Limits [Login to view extended thread Info.]
Archived from groups: rec>games>frp>super-heroes (more info?)

Well the other solution is the one I've seen applied by most Gms.
Point limits, damage caps etc are for character creation - everything
can grow beyond those points once play begins, they are simply
construction limits for new characters.

Considering that the folks at HERO generally don't follow their own
rules on this (a quick flip thru the Fantasy Grimoire will show this
since they have spells at more than double the Active point limits as
the standard) one must assume that this is the intent under the
system.



On 17 Jun 2004 12:06:43 -0700, lewis.DeleteThis@lwb.org (Lewis W Beard) wrote:

>Indiana,
>
>> I usually give a cap on Damage Classes. 50 STR gives the character a 10
>> DC attack, and the Offensive Strike adds 4 DC for a total of 14 DC. If
>> the cap was 12 DC (fairly common for a supers game), the character would
>> need to be toned down.
>
>My problem with this is, what if a character is at the cap and its
>pure Strength, and they've been floating there for some time, and they
>decide to take martial arts? Do the laws of the universe prevent it? I
>always feel awkward as both a GM and a player at this stage. Do you
>ask the player to just not do it? Or do you let them take the
>maneuvers and use them but still cap the damage?
>
>Lewis

--------------------------------------------------------
Joseph Teller joeteller.DeleteThis@mindspring.com
www.fantasylibrary.com

 >> Stay informed about: [Hero 5th] Strength, Martial Arts, and Campaign Limits 
Back to top
Login to vote
Rob Miles

External


Since: Feb 13, 2005
Posts: 2



(Msg. 17) Posted: Tue Feb 15, 2005 1:27 am
Post subject: Re: [Hero 5th] Strength, Martial Arts, and Campaign Limits [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

There are lots of different options and it darned near impossible to cover
them without taking way more time. Here's something you could consider...

As the gamemaster, you have already established that the campaign maximum is
10 DC or 50 active points in Attack power. Martial Arts adds to that maximum
damage and if the player took any sort of Martial strike, it would add . You
may either choose to raise your campaign maximum, and if the campaign has
been going for a while, this would be realistic and true to campaign growth.
If not, you may want to have the player in question just purchase levels
with Hand to Hand and define this as "Martial Arts".Also, make sure that
this is not a knee-jerk maneuver by a player to gain unfair advantage over
the other PC's and that the player has an in-character justification for
this change. Make him (or her) purchase the KS for the martial art first and
then space out how the maneuvers are purchased (it shouldn't happen
overnight, after all).

Again, this is just a suggestion, not knowing how you've set up your
campaign or any specific information.




"Lewis W Beard" <lewis DeleteThis @lwb.org> wrote in message
news:c581d835.0406171106.65fcecab@posting.google.com...
> Indiana,
>
>> I usually give a cap on Damage Classes. 50 STR gives the character a 10
>> DC attack, and the Offensive Strike adds 4 DC for a total of 14 DC. If
>> the cap was 12 DC (fairly common for a supers game), the character would
>> need to be toned down.
>
> My problem with this is, what if a character is at the cap and its
> pure Strength, and they've been floating there for some time, and they
> decide to take martial arts? Do the laws of the universe prevent it? I
> always feel awkward as both a GM and a player at this stage. Do you
> ask the player to just not do it? Or do you let them take the
> maneuvers and use them but still cap the damage?
>
> Lewis

 >> Stay informed about: [Hero 5th] Strength, Martial Arts, and Campaign Limits 
Back to top
Login to vote
Peter Knutsen

External


Since: Feb 19, 2005
Posts: 1091



(Msg. 18) Posted: Tue Feb 15, 2005 10:38 pm
Post subject: Re: [Hero 5th] Strength, Martial Arts, and Campaign Limits [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Piggybacking, because Lewis' post never reached my server.

> "Lewis W Beard" <lewis DeleteThis @lwb.org> wrote in message

>>My problem with this is, what if a character is at the cap and its
>>pure Strength, and they've been floating there for some time, and they
>>decide to take martial arts? Do the laws of the universe prevent it? I
>>always feel awkward as both a GM and a player at this stage. Do you
>>ask the player to just not do it? Or do you let them take the
>>maneuvers and use them but still cap the damage?

I think the problem is that the Martial Arts damage feels,
to some (at least me), as if it is the kind of damage bonus
you get for being able to precisely target vulnerable spots.
As such, it simply shouldn't stack with damage caused by
brute strength.

I'm not an expert on the Hero system, but it seems to me
that a general solution is to seperate damage into two
types, which do not stack - a character simply uses the
highest type. One type is force-based, as in how hard you
can hit. The other type is precision-based, as in how well
you can place your attacks.

--
Peter Knutsen
sagatafl.org
 >> Stay informed about: [Hero 5th] Strength, Martial Arts, and Campaign Limits 
Back to top
Login to vote
David Johnston

External


Since: May 15, 2005
Posts: 852



(Msg. 19) Posted: Tue Feb 15, 2005 11:03 pm
Post subject: Re: [Hero 5th] Strength, Martial Arts, and Campaign Limits [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 15 Feb 2005 22:38:34 +0100, Peter Knutsen
<peter.RemoveThis@sagatafl.invalid> wrote:

>
>Piggybacking, because Lewis' post never reached my server.
>
>> "Lewis W Beard" <lewis.RemoveThis@lwb.org> wrote in message
>
>>>My problem with this is, what if a character is at the cap and its
>>>pure Strength, and they've been floating there for some time, and they
>>>decide to take martial arts? Do the laws of the universe prevent it? I
>>>always feel awkward as both a GM and a player at this stage. Do you
>>>ask the player to just not do it? Or do you let them take the
>>>maneuvers and use them but still cap the damage?
>
>I think the problem is that the Martial Arts damage feels,
>to some (at least me), as if it is the kind of damage bonus
>you get for being able to precisely target vulnerable spots.
>As such, it simply shouldn't stack with damage caused by
>brute strength.

Hitting a vulnerable point _hard_ is almost always going to do more
damage than just jabbing it. I mean as long as we aren't talking
about the kind of imaginary acupressure point best represented by an
NND.
 >> Stay informed about: [Hero 5th] Strength, Martial Arts, and Campaign Limits 
Back to top
Login to vote
Display posts from previous:   
Related Topics:
A Must Watch Indian Martial Art, Kalaripayattu - Kalaripayattu, one of the oldest martial art is a unique system of self defense originated from Kerala,India.The fighters master the art through a systematic and vigorous training and therefore cultivating mental alertness and agility. ..

best super hero - Play spades online for real cash! The site is sweet, and all players are welcome. You can deposit / withdrawl using Paypal or Visa/Credit card. If you like spades, then you need 2 signup and download the free spades software at:..

Cool super hero website - I have spent all day on this site creating super heroes of my own. This is an awesome site!!! www.heromachine.com

game testers - I am looking for serious game testers to try out my game(s) and the associated applications. My game is a pen and paper multiple environment game, but I use mostly for superhero and heavy futuristic. I would like to form an online gaming group with thos...

Heros of the Future - After watching several episods of "Loonatics Unleashed", I am begining to realize that running a superhero campaign in the far future would require a different playing style. For instance, the Loonatica are basically low level heros but the ...
   Game Forums (Home) -> Super Heroes All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Goto page Previous  1, 2
Page 2 of 2

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]