Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
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- 8 replies
- 211 views
Here's another Magic System:
Last reply by Killer Shrike, -
Old names?
by tkdguy- 10 replies
- 144 views
I was thinking of using ancient names of European countries and regions for my campaign. I know a lot of them (Gaul, Iberia, Albion, etc.). Are there any less commonly known names for European regions? Especially Italy, Germany, and eastern Europe.
Last reply by tkdguy, -
- 3 replies
- 163 views
Hiya KS, I was looking over your armor system and I love the concept. I was wondering what adjustments I would need to make in order to set it up as sectional?
Last reply by mayapuppies, -
- 0 replies
- 91 views
Give your input on the next generation of HeroHelper HeroHelper Thread in Software Forum Thanks nyakki
Last reply by nyakki, -
- 4 replies
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I wanted to put this up to see if there are any really stupid things about this system that I'm not seeing. I don't have my notes in front of me, so forgive me if it's a bit messy. I'm not really worried so much about endurance, durations, and stuff like that. I'm just looking for some feedback on the general system itself. I wanted to design a system where it was relatively easy to get low level spells, while higher ones would not be attractive to dabblers. All spells need Requires Skill Roll, but uses the average of the RP and AP to determine the roll penalty. To begin, a character buys Wizardry for 10 points. This provides Power Skill: Wizardry at the ba…
Last reply by Greatwyrm, -
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So I've seen a few of the ideas here about magic and wanted to bounce this one off of folks to see if it flies or if I should head back to the drawing board. Looking through FH, I liked and adapted the machine at the center of the planet that hands out magic idea. Magic in this world is a quantifible and known science. The right gestures and incantations will always get you the same result. Now that's the fluff. This also only applies to the arcane guys. The divines work differently so we'll skip them for now. The mechanics I was thinking of are as follows. Spells cost full. This limits the number of spells but... Each Arcane is a "specialist" in a g…
Last reply by Markdoc, -
- 18 replies
- 176 views
Rough draft of another Magic System:
Last reply by Killer Shrike, -
- 0 replies
- 95 views
I was thinking that if a character has a Faith Magic Skill Roll based on EGO, should the attack spells be BOECV? Any thoughts?
Last reply by Nightmask, -
- 5 replies
- 137 views
Greetings. I've kind of dropped out of the habit of using HERO System for my fantasy campaigns, but I love a good setting. So my question for those in the know is this: How much of TA could be considered "crunch?" 10%? 20% What? I like how the book sounds, but more HERO rules bits I don't need. Thanks.
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- 3 replies
- 187 views
Ok, suppose I didn't want to spend hours trying to create a system for armor that allowed lightly armored, heavily armored, and no armor characters to have basically the same protections (DEF and DCV). So I give everyone 6pd/6ed Armor for free, and let them define it however they want. Wizards could have protection spells, soldiers have platemail, barbarians have hide armor, and swashbucklers are always saying "just missed me." Wearing additional armor doesn't help, all PCs just have 6rpd/6red. And everyone gets the SPX that fits their character. If I want to give them magic armor, or allow better spells, or make them "harder to hit," then I just increase that ch…
Last reply by Markdoc, -
- 13 replies
- 286 views
Hello all, First let me thank all of you who have helped me with my questions, in particular Killer Shrike. I've found this forum to be very friendly and incredibly helpfull. Ok, do you all feel buttered up yet? Well, I've finely "seen the light" as it were, for utilizing MPP's for spell-casters and will be adjusting my magic system appropriately. This will, hopefully, place spell-casters a bit more on par with the other less-enchanted characters. Now in my game world, the God of Magic is a rather nasty individual with a real bad attitude but is a joy if you're into lies, deceipt and crushing your victims emotionally and spiritually. He's also fond …
Last reply by mayapuppies, -
- 8 replies
- 212 views
OK I am going to do a city based campaign in a city of about a Million individuals that has been around for at least 4000 years. The city is ruled by the "Five" which are all uber-ArchmMagi. They are not involved with the city overmuch, but they have the final say so on anything really important. The overall running of the city is in the hands of the Guilds. The climate of the city is very "Neutral" in regaurds to most everything, though slavery is technically illegal. Anyways, I'm trying to figure out the ground rules for the campaign about Armor and Magic and fighting in the city. The laws or what have you. I am thinking of the following: All magic w…
Last reply by Blue Jogger, -
- 14 replies
- 249 views
In a recent game our group put together a spell to increase our sail-powered ship's nautical speed, and I wanted to see if anyone had a more elegant way they had approached th ssubject. We cast it as Aid xd6 to Swim Speed, delayed return rate (6 hours), increased maximum. If anyone handled such a dweomer differently, I'd be happy to hear of it. - Devon
Last reply by Killer Shrike, -
- 52 replies
- 328 views
I am thinking of adding the following limitation to my game. Does not stack with other resistant Defense (-1/2) for spells and abilities that add to defense such as Force Field or Armor (through a spell or magic) and such. Essentially trying to get around the Everything stacks rules and so spellcasters could have a nice Force Field of (8/8) then I don't have to worry about it stacking with Combat Luck and the Def 2 Armor they are wearing for example. Only the highest total would be active. What do you all think? Let me say that I realize -1/2 might seem high but I think it is a pretty serious liability and that other forms of Armor and Combat Reflexes and…
Last reply by James Gillen, -
- 16 replies
- 203 views
Maybe it's just a pet peeve, but one thing that's really annoying me with using HERO for Fantasy is the lingering Super Hero Champions bias in the rules, specifically Meta Rule #2: This makes balancing the Power Levels of Attacks and Defences, particularly in Power Frameworks, harder than if Attack and Defence Powers were more equally costed, i.e., Attack Spells are 1 DC for 5 Points, so Defence Spells should defend against 1 DC for 5 Points! Here's some basic numbers to illustrate: Cost Power END 5 Force Wall (1 PD/1 ED) 1 3 Armor (1 PD/1 ED) 0 2 Force Field (1 PD/1 ED) 1 1 Damage Resistance (1 PD/1 ED) 0 5 Energy Blast 1d6 1 3 …
Last reply by Killer Shrike, -
- 11 replies
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OK I am trying to get over my "D&D" mindset, BUT... as the GM I want to allow longer term spells. Examples: Light spell that lasts let's say a Day. Mage Armor that lasts a day. Missle Shield that lasts 20 minutes Detect Magic that lasts an hour. Flight spell that lasts a couple minutes. Etc. etc. So I am TRYING to get into the Hero spirit. Should I do Continuing Charges? Should I do Uncontrolled? My main problem is the Hero "There should be an obvious way to shut off these continuing or uncontrolled powers." So if someone casts a Flight spell there has to be some easy and well known way to stop it? And detect magic? An…
Last reply by Killer Shrike, -
- 56 replies
- 507 views
Hey guys, Sorry if this has been covered here before (and I'm sure it has), but recently when I started my WuXia Fantasy Hero campaign I ran into an interesting problem with Armour and Defenses. Basically what happened was (in a genre where the characters are generally armour-less!) my party basically maxed out their defenses (PD:20, rPD10 was average) through stacking armour, combat luck, and any other trick they could pull off. Quickly rendering themselves pretty much impervious to any normal weapons, which started to really get to me after a few sessions (I had them jumping small armies because they decided they didn't have to worry about being hurt...) s…
Last reply by Markdoc, -
- 12 replies
- 129 views
Not sure this thread belongs in this forum, as it isn't a HERO System problem, but a fantasy problem in general, but I gather you are a bunch of experienced fellows and just maybe you would lend a hand anyways. If I'm wrong, perhaps a moderator could direct me to the propper place. I'm in the process of mapping out the principal city location in my setting but am pretty inexperienced in this. I've relied on 3rd party maps before, but this time the city sports some really unusual concepts so I decided against using a map from a source book or similar and set out on my own. I'd appreciate any links to relevant tutorials or help for doing fantasy city maps that you can …
Last reply by Killer Shrike, -
- 11 replies
- 151 views
I sold some of my old games recently, so I have some money to spend on Fantasy Hero. I already have Hero 5th and Hero System Besitary. I know need Fantasy Hero itself and I am fairly sure Monsters, Minions, And Marauders is another book I want. Not sure about the The Fantasy Hero Grimoire, is it needed or useful? Thanks for answering my questions. Regards Izzy
Last reply by Izzy, -
- 8 replies
- 464 views
Hoi all, I've decided to try to emulate the feel from some of my console rpgs (mainly the Final Fantasy series) but as this is my first attempt at GMing HERO System, I wanted to ask some advice from the more experienced. Are there any pitfalls in not being very strict in building everything the players come across with powers/advantages/limitations? Take potions for example. In Final Fantasy, there are these healing potions. You buy them in shops. If you're not KO'ed, they heal so-and-so many HPs. What would be the drawback of just saying that they heal 5 BODY, 25 STUN and leave it at that? I've seen some discussions on how to model the materia based magic …
Last reply by Snarf, -
- 4 replies
- 90 views
Just playing with the FH1 stuff and put together an Ogre Mercenary for my Breath of Fire World. Not a lot of Ogres on Aerth, but a few and this one's exceptional. His follower is his mount. Khurragh Player: NPC; Thug Val Char Cost 35 STR 25 15 DEX 15 30 CON 40 20 BODY 20 10 INT 0 8 EGO -4 15 PRE 5 8 COM -1 9 PD 2 9 ED 3 2 SPD 0 13 REC 0 60 END 0 60 STUN 7 8" RUN02" SWIM07" LEAP0Characteristics Cost: 112 Cost Power END 2 Ogreish Hide: Damage Resistance (2 PD/2 ED) 0 4 Ogreish Legs: Running +2" (8" total) 1 5 Nightvision 0 3 Ogreish Senses: +1 PER with all Sense Groups 0 10 Option: Fangs/Tus…
Last reply by Enforcer84, -
- 9 replies
- 442 views
Hello all, Here is a rough outline for Spirit Magic in my Fantasy World, any comments or suggestions would be welcomed as I'm new to this. Keep in mind, that magic is fairly uncommon and that this one of three types of magic that are available. All spells are bought individually. The others are Divine (priests and the like) and Arcane (traditional mages...this is a tainted magic that corrupts the user over time...still trying to find a decent way to do this): Spirit Magic The spells of Spirit Magic are not what traditional mages would consider to be spells. In fact the shamans of these primitive peoples do not have any inherent magical talent at all. …
Last reply by Markdoc, -
- 21 replies
- 129 views
I did this previously on a different thread, but the board facelift munged up the attachments. Starting over here. Below are characters at around the 180 point level, give or take, using different Magic Systems that I have created. Each character exists in my Fantasy Setting, the world of SanDora, and each exists to serve several purposes. In addition to being useful as NPCs in their own right, each character also serves as a comparison point for the Magic System that they use, as a more-or-less typical practitioner for use as a generic in a pinch, and since the setting of SanDora is a work in progress getting built as we go along, each also serves as a window …
Last reply by Killer Shrike, -
- 5 replies
- 149 views
A question for gamers out there about problems with a setting. Regarding use of certain settings ; like the Chronicles of Narnia, or Rome 100 AD, or anywhere in the BC era. I don't want my players and/or others thinking I'm stepping on their religious beliefs. So if I want to run a fantasy game in a setting like those mentioned above, how can it be done tastefully?? Rome 100 AD; Homosexuality, Persecuted Christians BC era; Judasim Narnia; Christian symbolism These look like setting that would be open to alot of interesting situations. HELP!!!
Last reply by Greatwyrm, -
- 6 replies
- 124 views
New Magic System: http://www.killershrike.com/FantasyHERO/GreyHEROContent/PackageDeals/adeptPackages.shtml
Last reply by Killer Shrike,
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