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What's in the Deluxe Hero's Handbook...

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  • What's in the Deluxe Hero's Handbook...

    That isn't in the normal 3E Hero's Handbook?

  • #2
    Re: What's in the Deluxe Hero's Handbook...

    It is the regular version, but it also includes the quickstart character generator from the GM's Screen and some basic information on Emerald City, Freedom City, and 2 adventures you can use; along with some villains.
    "Reverting to name calling suggests you are defensive and therefore find my opinion valid," Spock, Into Darkness.

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    • #3
      Re: What's in the Deluxe Hero's Handbook...

      Originally posted by Monolith View Post
      It is the regular version, but it also includes the quickstart character generator from the GM's Screen and some basic information on Emerald City, Freedom City, and 2 adventures you can use; along with some villains.


      The Gamemaster's Section is a bit more robust with it's how to's and why for's than in the DCA Heroes Handbook, IIRC. (This is of marginal utility to me, but may be of more value for you.)

      The Deluxe Hero's Handbook was revised/expanded over the earlier core rulebook, incorporating some of the errata and mistakes than always occur in any book. (And added some brand new errata and mistakes, because Murphy's Law knows no jurisdictional boundaries.)

      Plus it makes your costume's colors brighter, its whites whiter, and its tights tighter!

      Plus it can remove those hard to remove stains from your secret lair's cave floor!

      Plus it makes thousands of Julian fries!

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      • #4
        Re: What's in the Deluxe Hero's Handbook...

        The character generator has been updated from the one that came with the GM Screen. I can't remember if there were changes to all the archetypes, but some of the tables were definitely revised.
        Punching For Justice

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        • #5
          Re: What's in the Deluxe Hero's Handbook...

          For the character generator:

          Elemental added "Android Host" to the Air Elemental options to allow you to roll up Red Tornado.

          Martial Artist got "Flurry of Blows" added to Chi Mastery. Combat powers gained a possible roll of "Missile Redirection". The utility powers that were originally under Chi Mastery are now their own roll and have added "Perfect Serenity".

          Mimic gain "Artificial Mimic" under powers to represent power-copying robots.

          Shapeshifter gained a Density Changer option (possibility between Increase and Decrease).

          Summoner gained a greater variety of Duplicates (now you can have Energy Projectors, Powerhouses, or the original ninjas, all coming in two or three).

          Totem completely changed how ability scores and power types get assigned. Now the first thing you roll for is your animal type, which determines your ability scores (and your power type). The original Awakened, Invocation, Mutation are now skill packages.

          Weather Controller added "Arctic Freeze" and "Hailstorm" to possible powers.

          That's concentrating on the obvious changes. There may be some among the advantage/skill rolls that I didn't catch.

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