rather than a single Charisma you have separate values for if you can persuade someone (INFLUENCE), and by how much (AURA). BODY to determine damage) but the designers tried overly hard to create symmetry around this through the system.e.g. For physical contests this works (compare DEX vs. The problems with the system start with character generation, with 9 attributes - STR, DEX, BODY, INT, WILL, MIND, INFLUENCE, AURA, and SPIRIT - this is a 3x3 pattern of Physical/Mental/Physical x Acting/Effect/Resistance. I admit we played the thing only once in this time: its exponential system looks good *in theory*, but is as clunky as could be expected. While not on RPGnet, having found this I thought that wandering gamers needed to see the flip side.Īs afficiadocios of the system know, the core rules (MEGS) went on after sinking Mayfair Games to be republished as Blood of Heroes and do the same to Pulsar, while the other half of the game (the setting) was licensed back out to WEG for another game, d6-based naturally, that I haven't seen in detail. I did manage to get my hands to the 3rd edition, and I am assured the basic rules are very similar to the 2nd, which he reviewed. At this stage they had run out of the 2nd edition. So read on, true believers!ĭC Heroes has languished on my shelf for a long, long time (over 15 years), since I read the absolutely glowing review by Allan Varney in Dragon #165 (now also online here: ) and ran off to buy it. There are already a number of reviews which were, in my opinion, too positive on the topic. Here's the alternative (villain's perspective?) on DC Heroes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |