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Heroes Unlimited - Advice for a game

Started by enelson, June 05, 2007, 04:07:22 PM

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enelson

I would like to run a Heroes Unlimited game and am looking for advice -- everything from character creation to combat to experience awards.

House Rules:
1. All skills are 40% + 5%/level.
2. Mooks go down when  their SDC is depleted.
3. (Not sure about this one) Roll initiative once per combat not per round. Characters may forsake all actions in their combat round to reroll initiative.

Thanks!

Eric
 

Silverlion

I'd suggest watching (or even ditching) the high end powers:

Things like Immortality, Body of Metal*, Supernatural PS  (anything which creates huge SDC defenses, or launches huge SDC attacks) this will allow most supers to be a solid street level hero which fits with most of the un-powered hero (or mildly powered) skill types. (Stage Magician, Hardware/Hunters, Mutant Animals) and ditch the Ancient Master for another archetype and sub in Martial Arts skills using the suggestions in Ninja's and Superspies for anyone wanting "martial arts" specialists. But this would be to optimize the game at what it is really good at--low end heroes who rely on skills, as much as they do on powers.
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Zachary The First

Quote from: SilverlionI'd suggest watching (or even ditching) the high end powers:

Things like Immortality, Body of Metal*, Supernatural PS  (anything which creates huge SDC defenses, or launches huge SDC attacks) this will allow most supers to be a solid street level hero which fits with most of the un-powered hero (or mildly powered) skill types. (Stage Magician, Hardware/Hunters, Mutant Animals) and ditch the Ancient Master for another archetype and sub in Martial Arts skills using the suggestions in Ninja's and Superspies for anyone wanting "martial arts" specialists. But this would be to optimize the game at what it is really good at--street level supers.

I will admit that the game does street supers a lot better than some of the high-end stuff, but given that you are a solid GM, I don't see why you can't have a good mix of powers with a cohesive gaming group.  The main thing to remember, just like in any supers game, is that whether someone has the powers of Booster Gold or Superman, Hawkeye or Jean Grey, everyone has their role on the team, and you represent that by playing up their human side, letting play within their distinct personalities, and above all, making sure everyone in your own little Legion of Awesome gets adequate face time.

And if it comes down to it, Bats can totally kick Supes' ass. :)

As far as everything else, yeah, nothing wrong with the 40(5) or mook rules.  Initiative--well, to me, it doesn't take up that much more time, but I know there's times in Rifts or PFRPG we just keep the initiative order in the next round because we have an awesome flow going.  So sounds great!
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Gunslinger

Quote from: Zachary The FirstThe main thing to remember, just like in any supers game, is that whether someone has the powers of Booster Gold or Superman, Hawkeye or Jean Grey, everyone has their role on the team, and you represent that by playing up their human side, letting play within their distinct personalities, and above all, making sure everyone in your own little Legion of Awesome gets adequate face time.
That's exactly what I was thinking when Pundit posted the problem with superhero RPGs.
 

Silverlion

Quote from: Zachary The FirstI will admit that the game does street supers a lot better than some of the high-end stuff, but given that you are a solid GM, I don't see why you can't have a good mix of powers with a cohesive gaming group.  The main thing to remember, just like in any supers game, is that whether someone has the powers of Booster Gold or Superman, Hawkeye or Jean Grey, everyone has their role on the team, and you represent that by playing up their human side, letting play within their distinct personalities, and above all, making sure everyone in your own little Legion of Awesome gets adequate face time.

Oh I completely agree. Just that some games are more suitable to that than others. HU is one of the more problematic ones because it does street level stuff really really well (Because of writer's bias about supers.) So I think its best to make use of it for what its good at, rather than trying to shore up its weaknesses.
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Zachary The First

Quote from: SilverlionOh I completely agree. Just that some games are more suitable to that than others. HU is one of the more problematic ones because it does street level stuff really really well (Because of writer's bias about supers.) So I think its best to make use of it for what its good at, rather than trying to shore up its weaknesses.

I see where you're coming from on it, and although streets and one-class supers are likely a bit easier with it, I think higher-levels are still ok, as long as you go in with your eyes open to the difficulties (which you nicely provided with your original warning).
 
You know, I feel like I bring this up in every damn Palladium thread (but that's because it's worked so great for me), but another tweak you might try is changing your skills from roll-under to roll-over.  There's really almost no conversion work needed.  Unskilled rolls are made at no bonus or a negative (given GM preference), and it's the player's roll + skill modifier vs. a difficulty check somewhere between 60-70 and infinity (for a supers game, anyway).  You make 96-100 open-ended, ala Rolemaster, and that keeps things unpredictable, and means even Frog-Man just might succeed someday.
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enelson

"It's alive!" (Thread arises from the ground...)

I really really want to run a Heroes Unlimited game. The pictures in the book are tres cool and the game screams, "Run me!".

But, oh but, the skills, skills and more skills. Let's say I want to run HU - Lite:

1. Get rid of all skills.
2. Assign an occupation to everyone. Action within occupation is 50%  + 5%/level. Action outside of occupation is 20% + 5%/level.
3. Assign everyone a fighting "class" based on character concept.
   Fighter - HTH:Expert or HTH:MA (assassin?), assume all WP
   Semi-Fighter - HTH:Basic, maybe choose 1 or 2 WP
   Non-Fighter - Nothing, None

With the lack of skills, the physical adds and WP will be limited.

Will this work? Or will this break HU too much?

Thanks!

Eric
 

Gunslinger

You could always set things up in the traditional Palladium way by establishing OCC and RCC.  It may take some time but be much more streamlined after you do the legwork as the GM.
 

Ronin

Quote from: GunslingerYou could always set things up in the traditional Palladium way by establishing OCC and RCC.  It may take some time but be much more streamlined after you do the legwork as the GM.
While I think gunslinger has a good idea to modify things. I think that stream lining that you are proposing will hurt it. Especially the non super powered classes. The vigilante, stage magician, and etc. While skills can look intimidating, you'll be surprised how fast you can go through the process. The best advice I can give you as a long time pally player is to throw away any character sheet you have for the game. They never have enough room for what you need to write down. This is the one case where a plain old lined peice of paper is your best friend. (Or typed if your high tech, unlike me)
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