Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
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- 28 replies
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We had an interesting discussion in last night's chat that I thought I'd raise here as a way of "continuing" it. As some of you know, in my "copious spare time" I've been plinking away at some more arcana, with an eye toward publishing another FH Grimoire at some point. Such a book wouldn't include expansions of the existing FHG arcana, but all-new arcana. That raises the question of: what doesn't the FHG cover that you'd like to see covered? So far I have written up: Arcanomancy Black Magic Rune Magic Shamanism Song Magic I have plans to write up Chaos Magic, Monster Magic, Naming Magic, deity-specific divine magic, and a couple others. …
Last reply by AnotherSkip, -
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My review of FH just got posted: http://www.rpg.net/reviews/archive/9/9598.phtml James Gillen
Last reply by AnotherSkip, -
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As the question says, are there plans for an online grimoire so more spells can be added by us the Hero faithful?
Last reply by Tim, -
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I've never seen any of the Turakian campaign setting and I'm not necessarily looking for yet another campaign setting, but I think its magic system is the one I want to use. I've had the Fantasy Hero book since Gencon and picked up the Grimoire over the weekend so I've been guessing at the way it works. Please correct me if I'm wrong. Basically, I would have a wizard buy a Endurace reserve, which I'll just call a mana pool or something similar, for say 20 points actual cost that would be 10 mana rechargable once per round. Then they might buy a couple spells from the grimoire possibly at a 3rd of the cost per the suggestion in the grimoire. Lastly they would buy one …
Last reply by Steve Long, -
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Last reply by Ben Seeman, -
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I wanted to make a world to play my fantasy steampunk rules in. Does anyone have any advice as to what should be included?
Last reply by Pattern Ghost, -
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In the game that im running i have a pc that is running a gelf (half giant half elf) He is leaning towards making his pc a magic user but specializing in magic magic rings I have 2 problems that im trying to work out first he wants to become a master jeweler (no problem 21- skill roll jeweler) but then he wants to enchant those rings. I would like to make a package (craft magic items) but im not sure how to write that up i was thinking of creating a talent called craft magic rings or craft magic jewelry. To enable him to craft magic items. Now im not sure how to make it so its affordable for him to make magic items, not overpower the game by having him make all the…
Last reply by Farkling, -
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So I got hold of a FH Grimoire this week. It's pretty good... but it's not perfect. Don't get me wrong, I think it's a great book, but I still think it could use some improvements in a couple of areas. First off is the layout. I can appreciate the nothing-fancy design values, but I'm still having a really hard time reading the entries themselves. The actual game information writeups are just a solid block of italicized text. It takes a lot of reading to pick out the limitations, the active point cost, or even the power itself. The limitations aren't even totalled up! Ideally that whole paragraph would be organized in tabular fashion, and the real point cost sh…
Last reply by xagen, -
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After considering the wildshape power, I have arrived at the following abilities. Note that I have not considered combat or saves or magic yet. This is strictly for their abilities. The intent was to give people familiar with D&D3.5 (my group) some common ground to transition to Hero. I tried to keep things the same, but some (like wildshape) are just not possible to easily reproduce (not and keep within reasonable point costs). Anyway - this would enable a relatively painless conversion of abilities - note that I didn't limit the 15 pts/level equivalency used by some - I wanted to get the abilities as close as I could and not worry about the point costs. Given …
Last reply by Killer Shrike, -
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Multiform (assume 150-point fighter form, 150-point monk form, 150-point thief form, 150-point chemist form, 150-point white mage form, 150-point black mage form, 150-point red mage form, or 150-point spacetime mage form; true form is 100-point classless form) (45 Active Points); Concentration (0 DCV and unaware of nearby events, -3/4), Extra Time (1 Turn, -1 1/4) (15 real points) Questions? Comments? Other submissions? -- Pteryx
Last reply by Pteryx, -
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Hello HEROfiles , I'm looking for some good feudal japan sources (books,anime/manga for resource and insirational material) . Has anyone converted these over to HERO ??? Thank you in advance .
Last reply by Wolf, -
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One of the major problems my GM (and the group) had with the original Fantasy Hero Companions was that the math for the spells were done so poorly, with lots of math errors (if you did the math they way they said to). Has anyone had a chance to go over the Fantasy Hero Grimoire? How is the math for the spells? I'm trying to sell my GM on the idea of upgrading her Fantasy Hero campain and that is always the VERY first question out of her mouth. I've not yet had the chance to get the book and try the math myself.
Last reply by Steve Long, -
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Do you impose any sort of limit on magic skill? And if so, what? The guidlines in FRED pp. 28-29 say that skill of 14 is very good, and skill 18 is amazing. Presumably skill 20+ would be superhuman. A very average wizard with a 60 AP spell (RSR) is going to need a magic roll of 17 to succeed even 60% of the time, and a skill of 19-20 to use it really reliably. There are a LOT of spells in this range. Are most wizards "oen of the the greatest wizards in history?" Or are spellcasting skill levels different than other skills? Even worse, there are some spells as large as 120 AP or more... there are 78 such spells in the FHG alone, not even counting all the "m…
Last reply by NuSoardGraphite, -
Western Shores Resources
by Guest poorknight1- 3 replies
- 88 views
I lieu of my last post.... Does anyone know if/where I can find the Western Shores material on the net?
Last reply by Nightshade, -
NEW Fantasy Ideas? 1 2 3
by Kajaro- 63 replies
- 573 views
Has anyone out there ever craved to run or play in a HERO Fantasy campaign that is completely different from the stereotypical - dwarves, humans, elves we meet in a bar and hack an orc in two - type game? I'm curious to here if there are completely different campaign worlds out there and what they are like.
Last reply by Brett, -
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I am thinking of converting the Al-Qadim material I have from ADnD to Hero. Warrior/rogue types are easy, just make a template/package deal and voila. Clerics I plan to make their magic like a contact. You don't get the magic when you ask it sometimes, and when you do it won't be obvious in some cases. Wizards, here I have a problem. Not in the conversion (I will go for flavour more than exactly duplicating the spells). No it is more of a balance problem. See wizards are assumed to know their spells all the time. Place them naked in the jungle and they still have their spells. A naked warrior is in trouble till he make/ scrounges/ jury rigs some weapons a…
Last reply by Vondy, -
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All Magic may be bought in a MP, further more there will be levels of expertiese in magic All magic must be bought with the advantage Usable with End Reserve or normal End Level 1: (need name for begenners) 15 Active Points All powers in the MP will have -1 in limitations, this can but does not need to be applied to the MP. Level 2: Apprentice 30 Active Points Can have -1/2 in Var Lims (A -1/4 limitation) and -1/2in other limitations. Level 3: (need name for wandering Mage) 45 Active Points -1 in VarLims (a-1/2 lim) Level 4: Magi 60 Active Points -1/2 Var Lim (-1/4 Lim) Level 5: Archmagi 75 Active Points -1/2 Var Lim (…
Last reply by JmOz, -
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I use to run AD&D. When I ran that game I use to give magic Items away to makes free when they reached certain levels (In game they had to go to a council and prove they could cast spells of that tiew). The levels ran along with the spell levels, not the character levels. Here is what they use to get: Lv 1 Robes of Protection +1 Lv 2 Dagger of the Magi (+1 dagger could cast the Read Magic spell for free) Lv 3 Ring of Protection +3 Lv 4 Staff of the Magi Lv 5 Robes of the Archmagi Now I am going to convert my old fantaasy notes into Fantasy Hero and was wondering what the wise people of Fantasy Herodom would advise doing. The free Magi…
Last reply by JmOz, -
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I was thinking about strong creatures with relatively minor HKAs that can do a bunch of damage by virtue of high strength. From past experimentation I've tried two variant ideas: * Bonus HKA for STR is at 20pts instead of 15pts but can go above max, * Once max HKA is reached additional damage is rolled above that seperately as normal damage and then it's all added together The first idea got abused somewhat on the supers powerlevel side of things, but also system-wise it could be argued that since HA damage can be added infinately so should HKA. I just came up with the following that seems to be a good idea for gritty fantasy and wanted to get some opi…
Last reply by Markdoc, -
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Hello, I've question regarding a (30 AP)MP I try to create: I want to have an "disabling Blow" ... sample powers are already: a Flash (hitting the eyes) Stretching IPE 4'' to hit "the wind" (like the chinese Movies) Problem is I don't want to add Damage.. it should be something more stylish... my idea would be something like a minor transform to "disable" the rolled hit location (mor or less automatically) thanx in advance for the input h-leqin
Last reply by Markdoc, -
There is a review posted at http://www.gamingreport.com . I do not know if anyone saw it yet so I decided to post the link here. http://www.gamingreport.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=779
Last reply by Monolith, -
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This is my old 4th Edition adpation of Conan, revised and updated for 5th Edition. It also includes some material from GURPS Conan. Any comments from the crowd? (Oh, who am I kidding? Who won't have something to say? ) CONAN the CIMMERAN Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 23 DEX 39 14- OCV: 8 / DCV: 8 23 CON 26 14- 20 BODY 20 13- 15 INT 5 12- PER Roll 15- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 1/2d6 14 COM 2 12- 10 PD 5 Total: 16 PD (6 rPD) 6 ED 1 Total: 12 ED (6 rED) 4 SPD 7 Phases: 3, 6, 9, 12 10 REC 0 50 END 0 45 STUN 0 Total Characteristics Cost: 143 Movement: Running: 9" / 18" Swimming: 4" / 8" Cost Powers &…
Last reply by Susano, -
question
by Guest hero_fan- 3 replies
- 71 views
As you have probably guessed by the title of this message, I have question for you. I'd like to know how and how much does the fifth edition book Fantasy Grimoire be diffeerent from the fourth edition spell book. I'd appreciate your answers.
Last reply by Ndreare, -
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Dimensional magic (involving transport to/from, or communication with beings in other dimensions) Candy / Baking magic. lol. Sorry, I could not resist, I kept thinking of Hansel and Gretel. Something inherently evil other than necromancy. Poison or disease magics, curse magic, unluck magic, something along those lines. - Ernie
Last reply by eepjr24, -
- 5 replies
- 103 views
I like the additional flavor added to spells by requiring expendable foci to cast many spells, but this seems burdensome in ways. The primary problem that I see would be keeping track of the spell components and replacing them. How many rune engraved pebbles does the spellcaster have left? When she runs out, how long does it take to engrave one? This seem like it would lead to a lot of bookkeeping. (On the other hand, I tend to find keeping up with arrows left to be tedious.) Perhaps spell casters should be allowed to have a Spell Components Pouch that they pay a monthly price to maintain. As long as they pay this price and have the pouch in their posses…
Last reply by cbcarey,
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