Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
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- 10 replies
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I and others have long had an "issue" with powers in Multipowers being limited by their Active Points equal to or less than the MP AP. Clearly this limitation serves several purposes, primarily balance, but also what would it mean to not have such a cap on an MP. The MP is a nice way to get lots of spells for a mage cheaply, but it doesn't allow for the occasional limited super-powerful spell (and we often see spell or power constructs that have an abnormally high AP (e.g., Damage Shield) compared to the relative strength of the effect, especially with certain limitations applied). My potential solution is, for certain magic campaigns, to let certain limitations ap…
Last reply by mattingly, -
- 3 replies
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My parents have a copy of an isometric view map of medieval Turin framed and mounted on their wall. They inherited it from a relative in Italy a few decades ago. It has its limits as a gaming aid because the scale is dodgy and the angle is a little to close to horizontal, but it makes a fine prop and a dandy background. Does anyone know where I can get something like this?
Last reply by The Mad GM, -
- 7 replies
- 392 views
Misterdeath mentioned something in another thread that got me thinking... Basing a Magic Skill roll on END would have some interesting effects. It would make it easy to cast spells when you were well-rested, and gradually harder and harder as you got tired. Then, as you rested, it would gradually get easier again. If you based the roll on the usual 9+(CHA/5), then your base Magic Skill roll would never be less than 9- (plus whatever amount you may have bought it up), so your ability to cast would never go away completely, no matter how tired you were. But it might be an interesting way to simulate the fact that it's probably easier to cast that big world-alte…
Last reply by Markdoc, -
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- 435 views
Every so often something happens in a game that completely crosses into another genre (without ruining the plot or anyone's fun). Here's one that recently occured in my game: One of my players is playing a knight with a 25 point code of chivalry. He has shiny maximillian style full plate, a helm with plumes, the whole 9 yards. He's very... paladin cavalier like. The group is travelling through a no-mans land claimed by two kingdoms (the chelen gap if you're familiar with harn) when they come to a bridge fording a river. Its the only way to cross for miles and time is of the essence. There is, of course, a knight (in black) on the other side of the bridge wh…
Last reply by Old Man, -
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I want to use the HERO System as a creative tool here. I have this fanfiction idea about a guy in our world who is accidentally summoned to Dominatia to take part in a magic: the Gathering wizard's duel! He is told to "block" some goblins, but before the goblins can tear him apart a Serra Angel on the opposite side swoops down and rescues him. Naturally the Angel has overcome the 'duelbond" that keeps summoned creatures obedient to their creators. She must be destoryed! So she and the guy (named Joe) become hunted refugees across the length and breadth of Dominatia. Since angels aren;t given names, Joe decides to call her "Sarah". That;s the title of the fanfic serie…
Last reply by Michael Hopcroft, -
- 9 replies
- 399 views
Maybe my brain is tired, but I'm having trouble with a magic system I'm creating, and I need some suggestions. I'm trying to come up with a reasonable way of having long-lasting spells that cost END in END per turn or END per minute or END per hour. Here's an example: Torchlight...Images to Sight (10), 2-hex radius (+1/4); Only to create light (-1), Incantations (-1/4), Gestures (-1/4), Concentration (-1/4), Magic Skill (-0). This spell should last 1 hour for every 3 END from the END Reserve that the caster spends at casting time. I could add the Uncontolled advantage, but then it costs 1 END per phase. If I make it Half END, it's still 1 END per phase; If I make …
Last reply by Christougher, -
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Hey I'm working on a list of spells that are conversions of d&d spells. The baseline i have set up is Active points ~ d&d Spell level 01-15 ~= 0th level 16-30 ~= 1st level 31-45 ~= 2nd level 46-60 ~= 3rd level Anyways, i was working on a small spell to represent the way wizards can light and extinguish candles(and other small flammable things) with magic. My first idea for how to do an ignite/douse spell was to use a minor transform: ignite/douse:minor transform 1d6 "create or extinguish small flames" increased target group +1/4 no range -1/2, g&i -1/2, rsr -1/2 10b 12a 5r 1 END, -1 to roll, range 0" …
Last reply by Christougher, -
Spell Pool
by tiger- 7 replies
- 412 views
One of the players in my group came up with an idea. He has several spells that total upto about 30 points. He has asked the GM if he could do the following. He'd like to do a version of a VPP. His idea he would have 30 ponts and a list of spells do draw from. He'd have to make the usually magic roll based on the active cost. However their would be no control cost and the active cost of the spells don't have to stay under 30. Just the final cost does. So he could have 1 spell going that after limitation and advantages cost 30 or 2 that are 15 etc. It seems to me that he is trying to gain the advantage of the VPP without the restrictions. What do you th…
Last reply by Chris Goodwin, -
- 36 replies
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I'm moving this topic from the "What do you want to see?" thread so Steve doesn't have to wade thru it. This is a subject that I've pondered on and I think it deserves some attention. The DEF/BODY of common materials seems to me also to be low compared to the damage HTH weapons do. I don't have an answer but my brain cell just had a thought: What if the ability to damage an inanimate object were based on the relative DEFs (and perhaps BODYs) of the weapon and target. In most cases (sword vs stone wall, for example) the rules take care of themselves since the sword's damage will never get thru the wall's DEF, but what about the gray areas that aren't so obviou…
Last reply by Nelijal, -
- 18 replies
- 451 views
"Any suffeciently advanced magic is indistinguishable from technology." At least, it seems like it should be to me. I've seen quite a few fantasy settings in which, despite thousands of years of magical research, the world is basically medieval Europe with the serial numbers filed off. However, it seems to me that if magic items are possible, they would be produced to meet the needs that we filled with technology. I'm picturing (for example) a Victorian-analogue level of magical technology, where a man might pack a six-charge fireball wand, ride a golem-powered railway, and send messages via a crystal ball network. Every household would have convenient, safe mag…
Last reply by PhilFleischmann, -
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I;m fond of fantasy campaigns that are decidedly unbalanced. Where certain magic users are indomitably powerful forces, but they are balanced out by having their actions have larger than usual implications. We're talking mages who, after learning the right spell, can blow up a stone castle with one shot. What sort of threats are usually needed to provide challenges to these ultra-powerful characters? Even a dragon might not suffice. My best guess is that the use of powerful magic draws the attention of SOMETHING. Something malevolent, mischevious and extremely powerful.
Last reply by The Mad GM, -
- 1 reply
- 269 views
&^$&$#^ I&%*&$&$& *&%$^
Last reply by EternityShard, -
Re: As I had stated earlier I know how you feel. I'm also irritated by all those other people who think they know it all. . .
Last reply by Nelijal, -
- 23 replies
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Whee, first post on new FH boards! I just wanted to continue the discussion on how to make good FH magic systems. To recount what has been worked out (and playtested!) so far: Maximum active points is 2xINT for hermetic casters, 2xPRE for religious casters Spell guidelines Each mage buys a multipower, each spell will be an ultra slot. A spell cannot be altered once purchased (to add d6, for example) but a new spell can be bought with the desired effect. Basic END for magic is 1 per 5 AP, spells must be full endance or zero endurance – no reduced endurance. Required disadvantages are: Gestures, incantations, concentrate to 1/2DCV (to cast)…
Last reply by Legendsmiths, -
- 11 replies
- 594 views
I can't seem to find it on these boards, must have been on the temporary boards, but I remember someone asking about a cash to Active/Real Point conversion for Hero. I just wanted to share a house rule that I use in my FH games. I have never been fond of the prototypical AD&D/D20/Runequest shopping trips, nor the constant bean-counting associated with every treasure hoard. Granted, I prefer a cinematic, wild-action and epic style of play, to the gritty, sword and sorcery style. Using the Money Perk as a starting point, I developed a fairly simple 3d6 game mechanic. Basically, everyone starts with an 11 or less to acquire any piece of normal equipment (perman…
Last reply by HappyCat, -
- 2 replies
- 437 views
We have rules for multiple attackers but what about multiple wielders? What if... A group of hero's want to pick up a giants club and use it? A number of tiny attackers with weapons too small to dent chain mail pick up one of the hero's spears and, together, thrust the spear into the hero's armor. The nasties are trying to batter down the gates of your keep with a 30 foot battering ram. I think the rules would be simple. For wielders of equal strength add 5 points of strength for every 2X weilders. Subject to a limit of the number of weilders that can effectively grasp the weapon. Base OCV is the average of the OCV's of the group. Opti…
Last reply by Blue Angel, -
- 4 replies
- 559 views
I got the idea from Star Hero's Psionic Potential Talent, Keith Curtis' Limited XP disad, and listening to the common complaint that FH PC's tend to overlap after a while. Limitless Potential provides the character with the ability to spend XP beyond the established campaign limits in a specific area. The breadth of the area determines the cost of the Talent. Limitless Potential w/ one skill: 5 points Limitless Potential w/ 3 skills or tight group: 10 points Limitless Potential w/all noncombat, HTH or Ranged Combat: 15 points Limitless Potential w/ one Characteristic or all Skills: 20 Points This talent must be bought at character creation and doe…
Last reply by dbsousa, -
- 0 replies
- 427 views
doh, wrong area.
Last reply by cbcarey, -
- 2 replies
- 586 views
Has anyone ever run a game set in the world of the anime Record of Lodoss Wars ? If any game setting is fantasy RPG personified it's Lodoss. The fact that it was actually inspired by someone's D&D game doesn't neccesarily mean you have to use D&D to play Lodoss. Anyone figured out how to handle characters like Parn, Deedlit, and Pirotess?
Last reply by Susano, -
- 2 replies
- 460 views
Since these are consumed, I'd rather not have people pay points for them. However, I am willing to have people pay coin, either to buy them outright or to buy the materials to create them. For enchanters I generally require side effects on all enchantments based on the Real Points of the target item (ignoring Independant). The side effects (2x Real Points in Active Points) are a mana drain, recovery period is a day, AND an END drain (if mana and END are separate). This is for abilities beyond the base item. So, a +1 OCV/+1 DC sword is 10 Active Points, but probably 5 Real Points, which results in 20 Active Points of Side Effects, or a 1d6 Drain on Mana and END,…
Last reply by Legendsmiths,
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