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Herolover
Sep 8th, '03, 01:45 PM
Sorry if I am missing something, but as I understood it there would be a way to in version 2 to use the alternate cost for spell listed in Fantasy Hero.

This is the system were you find the Real Cost of the spell and then divide by a certain number, say 3, to find the character point cost of the spell.

I can't seem to find anything about it. Sorry if this is off base, or I am missing something.

Simon
Sep 8th, '03, 01:47 PM
Originally posted by Herolover
Sorry if I am missing something, but as I understood it there would be a way to in version 2 to use the alternate cost for spell listed in Fantasy Hero.

This is the system were you find the Real Cost of the spell and then divide by a certain number, say 3, to find the character point cost of the spell.

I can't seem to find anything about it. Sorry if this is off base, or I am missing something.
There was never any commitment to put that in. It was a simple note in a sidebar, not a new rule (this is per Steve).

If you want to divide the cost by 3, you can either assign a custom modifier (give it a value of -2), or use a custom adder to manually adjust the points of the power.

Herolover
Sep 8th, '03, 01:59 PM
Ahhh...okay.

Just for your information though the first official Fantasy Hero campaign setting book is supposed to use a method like this.

Also, according to how it is done in Fantasy Hero the -2 limitation does not work. I have used it and to get the correct cost to the character the amount of limitation varires. I think this is because limitations do not work on a real points, but work to get you to real points. (Not sure how to explain it.)

Simon
Sep 8th, '03, 02:05 PM
You'll need to either use custom adders or custom powers from the outset (you can make a list of pre-defined spells to use as a prefab, if you want).

There is no way to accomodate this in HD as there is no rule to accomodate. The extent of the statement in FH on the matter is, essentially, "spells may cost too much for characters to afford, so you can alter the cost in any number of ways." They suggest dividing the cost, subtracting points, power Frameworks, etc.

Dividing the cost is the only method which is tricky in HD, as there is no equivalent in the Hero System rules to base it off of.

Herolover
Sep 8th, '03, 02:12 PM
It, very obviously, is up to you, but you might want to add something in the documention about this showing why it can't be done and how to do it using HD. Especially since Fantasy Hero is pretty popular.

Again, the following is for your information.

I have found Custom Adders not to work very will since they subtract from the Active Points of the power. This of course messes up END cost and has other minor effects.

The best way I have found to actually do it is to make the power up and then use a custom modifier as a limitation. I increase the limitation until the real cost is correct. As I stated previously the amount of the limitation varies with each power since limitations do not effect real cost, but are used to get real cost.

I realize it might be some extra work, but it may prevent some heartache to write this up in some form of FAQ. If I can help, just say so.

Trying to make HD2 the best possible. (looks like it is already a long way there.)

Simon
Sep 8th, '03, 02:16 PM
I was just talking to Steve on the phone about this....

He doesn't think that HD <i>needs</i> to have any sort of multiplier/divisor function built in, but has no problem with me putting something like that in place if I have the time.

So....let's see what kind of free time I end up with between now and December. Offhand, I don't think it would be too hard to work in...I'd just need to figure out the easiest way to do it without mucking up the general display.

Herolover
Sep 8th, '03, 02:29 PM
Even if it can't be done a note to show how to achieve the desired effect should work.

Well, it will work, but of course there will be many that cry foul as they always do and will.;)

Jhamin
Sep 8th, '03, 10:07 PM
I've used a method similar to Herolover's for dividing the cost of vehicles and bases among superteams, so a multiplier/divider function would have uses beyond this. And I agree that a mention in the documentation would work if you can't find the time to code it in.

As always, only if you have the time.

Simon
Sep 9th, '03, 05:36 AM
I had a few free minutes this morning, so I tossed in a "Cost Multiplier" feature to all dialogs (except for the modifier dialogs).

The Cost Multiplier will be applied after all other costs have been calculated (i.e. after the Real Cost calculation).

If the Cost Multiplier has been set to a value other than 1 for the ability in question, then the Cost Multiplier will be applied and rounding will take place according to the rounding rules.

If a Cost Multiplier is assigned to a list (list, MP, VPP, EC), that Cost Multiplier will be placed on each item in that list <i>unless</i> the slot has a Cost Multiplier of its own assigned. In other words, the slot's Cost Multiplier (if set to something other than "1") will always be used instead of the list's value.

On an MP, the Cost Multiplier is applied before the division by 5 (or 10 for an ultra slot).

On an EC, the Cost Multiplier is applied after the cost savings from the EC.

Hope this makes sense ;-)

This will all be available on the next update to v2.

rjcurrie
Sep 9th, '03, 08:18 AM
Dan:

Perhaps there should be a Cost Multiplier On/Off setting in the campaign rules that would determine whether or not this feature is available. I would suggest that it be off by default.

Rod

Simon
Sep 9th, '03, 08:31 AM
Originally posted by rjcurrie
Dan:

Perhaps there should be a Cost Multiplier On/Off setting in the campaign rules that would determine whether or not this feature is available. I would suggest that it be off by default.

Rod
Good idea...I'll get that added in.