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mallet

HERO Member
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About mallet

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    The Red Right Hand
  • Birthday February 5

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    Male
  • Location
    Burnaby, BC
  • Occupation
    Creative Development - Film / Television

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  1. mallet

    Should anime hero be its own thing?

    I'm also in the camp that Anime is a style of media and not a genre in and of itself. It would be like asking for "North American Animation Hero" which would focus on lots of Princesses, different eras, Intelligent and talking Animals, Sentient toys, giant robots, Superheroes, etc... That said, a series of smaller guide books for each genre of Anime might be popular. One book could focus on cybernetics and far future sci-fi anime, another on mecha, one on horror anime, one on martial art/combat anime, etc... each one could pull large chunks out of other existing Hero books (The 6th Ed. Martial Arts book has a whole chapter on Anime style combat and powers for example) and then expand on them. I doubt Hero itself would do them, but an enterprising 3rd party could make a go of it.
  2. This question pertains to an ability for a Fantasy Hero campaign I'm building, but the Limitation I want to create could apply to any genre so I'm asking here. Basically I'm trying to get some opinions on a Limitation on an ability (Healing) that takes Extra Times based on how many dice the Healer decides to use. The sample power currently is this: Healing Prayer - Healing BODY 3d6, BODY & STUN (+1/2) (45 Active Points); OAF(Holy Symbol) (-1), Extra Time (Full Phase, -1/2), Requires A Roll (Skill Faith; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) What I am looking for is what you all think the Extra Time limitation should be valued at if the Healer wants to roll only one die then it takes a Phase, if he/she rolls 2 dice, then it is 2 phases to cast, if he/she uses all 3 dice, then it takes 3 phases, and so on. Eventually when the party raises in power I can see the Healer eventually raising this ability to being 6d6 or more, so at that time using it would take 6 phases or more. Obviously a -1/2 is too low a value, -1 1/4 (equal to a one turn limitation) might be closer to the mark, but eventually when it gets to 6d6 range, in a Fantasy game where average speed is generally 3 for most characters, then it would actually take 2 turns to cast at full power, but then that is so far off in the campaign that maybe that would work? It a cost/value benefit early on in the game, but later not nearaly as much. I'd rather not have to re-work the math/ability everytime the character raises the power, so I'm looking for a general consensus on what people think a good value on this new type of Extra Time limitation might be. Thanks for any thoughts!
  3. mallet

    Skill-based magic

    Dude, this is awesome. I've been working on something similar on and off for the last year, but this is something else. Well done.
  4. mallet

    Skill-based magic

    Honest question here, but has anyone actually ever played with the HS Grimoire spells, plus going back to the 5th Ed spell books as well, as they are actually written/built? I honestly doubt most people have. I tried way back when with my first Fantasy Hero game set in the Turakian Age and after one session knew it would have to change, and after the second one I had to go back and we work all the spells the magical characters had. The spells, as written, make spellcasters useless. Just look at this example and spot the problem: FireBolt: RKA 2d6, Area Of Effect (32m Line; +½) (45 Active Points); OAF Expendable (small gold rod tipped with garnets, Very Difficult to obtain; -1½), Gestures (-¼), Incantations (-¼), No Range (-½), Requires A Magic Roll (-½), Spell (-½). Total cost: 10 points. You see it? OAF Expendable. OAF Expendable. A gold rod tipped with garnets. And it is an Expendable Focus. Even if you allow all the Magical characters to start with one of each focus item they need for each spell they know, that means they can cast Fire Bolt once. Once. Before they have to go out and find/build, or pay for a small gold rod tipped with garnets before casting that spell again. What? Unless you are allowing the players to start with dozens of each focus, the spell is useless. And is a mage going to carry around 12 small gold rods tipped with garnets? Those are probably very valuable (they are very difficult to obtain after all) so why not just sell them and make a ton of cash? And that is the same for 99% of all spells in the book(s). Most have Expendable Focuses as part of their build, allowing for a huge point saving, but at the cost of making RAW spellcasting useless. I had to go back and rebuild/cost each spell the players wanted and change the focus to being not expendable. Anyway, end of rant about the spell builds in the Grimoires. Another thing to factor into your magic system and general campaign, is the fact that unlike D&D, magic users in Fantasy Hero generally don't suffer any of the limitations that the D&D ones have. A magic user in Fantasy Hero can wear armor. They can use swords and such if they spend the 2CP for WF. If they have a good OCV (which most will have since it is the same STAT used to hit with a spell as it is to hit with a sword) then a magic user isn't limited to just casting spells. When needed they can throw down next to the fighters. In fact if a spell caster is willing to sacrifice a spell or two they can get the WF common melee weapons, and Combat Luck, for 5 CP total. Then wear some leather armor or something not super heavy (assuming you are using encumbrance rules and that the magic user has a STR of 8-10) and they can now hold their own in hand to hand combat, plus cast spells when needed. Sure, they won't be a good as the pure fighter, but they be at least as good as the thief who spent a bunch of points on stealth and lockpicking, Traps, etc...
  5. mallet

    How to: Mud breath weapon.

    I agree with all of the above ideas of what being caught in a flood of mud might cause, but from a Hero System standpoint I don't know if a standard Breath Weapon would normally cause any of those. Maybe if it was built with a few Linked Change Environment powers it would get those effects, but as a standard Attack I don't think it would as that is too much "free" effects for an EB Attack. Because if that was the case then other Breath Weapons would also have many additional (and similar) effects, but we don't see that in any example powers that I've been able to uncover (I just flipped through The Book of Dragons to see how they were built). For example, a Fire Breath weapon could/should also burn off people's clothing and causing all their gear to fall to the ground, hair to be burnt off (leaving the character bald), water and potions to boil away, metal to melt, swords and armor being too hot to hold or causing ongoing damage until removed. The air would also be super hot so it would cause damage to breathe, smoke and heat would obscure vision (if the character could even keep their eyes open from the heat), etc... An Icy Breath weapon would also cause slippery surfaces, damage to breathe, metal being to cold to touch/use, water and potions to freeze, etc... But none of those are listed as effects of any of the Breath Weapons that the dragons in the book have, because in Hero an Attack is an Attack, and the look/feel of it is a special effect that should add color and flavor to the game, but should only have minimal in game consequences. Any other effects need(should) be built as separate powers.
  6. mallet

    HERO System Mobile

    Ah, okay. That makes sense. But dang, had my hopes up that someone had invented/figured out a work around so it could be used on a PC.
  7. Ah. yeah, thats a bit far of a commute for a game. Haha.
  8. mallet

    Two weapon fighting

    A character using Two-Weapon attack is at 1/2 DCV in 6th Ed. As all the Multi-Attack modifiers apply (unless you have the Two Weapon Fighting skill, which allows the first -2 OCV for a multi-attack to be avoided (but character is still at 1/2 DCV)
  9. mallet

    HERO System Mobile

    PC? Can you let me know how you are able to make it run on your PC? I'd love to use the app on my laptop during games (and all my players would also). It works on my iPhone, but I have an old phone and the screen is small. Being able to use it on a laptop would be amazing.
  10. Hey Paul, where in Canada are you located?
  11. mallet

    Feint

    It can also go the other way as well. Although it is not stated directly in the rules, I also have a house rule with Feints that they can only be used against sentient/intelligent beings. A zombie or a wild boar isn't going to be tricked into "falling for" a feint, because they have no real concept of attack - counter attack, etc... they just go full out to the best of their abilities, there is no attempt to "out think" their opponent and they don't have the awareness that they opponent is trying to out smart them. And now that I am writing this down, I also think that Feint should also not work against a character that is Berserk as those characters are also going all out attacking and not caring if they get hit or what their opponent is doing.
  12. mallet

    Feint

    Well these type of situation will always crop up when you have two Players fighting each other while sitting at the same table, as they hear everything each other is saying. But when "Player 2" in your example above is an NPC, then the GM can control what the NPC does and decide that they don't know to Abort to Dodge. Now in normal play, especially in a swashbuckling style game, characters usually are aborting and dodging and moving all over the area, this isn't a bad thing, it is kind of what it should be given the source material. Think the big duel in The Princess Bride. So in this case the other character aborting isn't a bad thing. When they use their next action to Dodge, it means they are not attacking the "Feinter" and the "Feinter" can keep pressing his attack the next Phase. Sooner or later he'll get lucky and land a hit, even if the opponent keeps dodging. Yes, the Feints become more difficult to succeed the more they are used, but maybe if your campaign is really focused on combat, and this style on combat in general, maybe add different "styles" of Feints that characters can learn as different skills (or maybe sub-skills at 2pts each) Play One - "Oh, you know the Italian Style, do you?" Player Two - "I learned that when I was still in diapers". Player One switches his sword to his other hand. Player One - "Well then how about the Picard maneuver?" And the fight continues. Except this time Player One can start Feinting fresh all over again, without any accumulated penalties to his roll, since it is a new style of Feinting.
  13. mallet

    Enos Thanos

    Oh, I wasn't questioning 8/9 of times, in fact I would think in play it would be closer to 9.5/10 times, as who wouldn't want to save 15+ character points on a power. What I was trying to express was that it wasn't the only way to build the power, and in fact, it was the default way that they are built in Hero (or in Hero Designer. Look at when you build a Detect power in HD, it starts as an Unusual Sense Group Power by default. You have to switch it so that it simulates another Sense Group). And if we want to get "technical" Enhanced Senses are always an Unusual Sense Group per (6th Ed) RAW, only that they can be made to Simulate another Sense Group. As I said, I haven't read CC or FHC yet so I am not sure what the current RAW rules are in there.
  14. mallet

    Enos Thanos

    I'm not sure about CC/FHC as I don't have them yet (and yes, I know they are the "cannon" rules now) but in 6th Ed. all Enhanced Senses are by default in the Unusual Sense Group, but can be made a "Simulated Sense Group" by attaching it to an existing Sense Group. So Detect Magic at its "base" power does not involve any existing Senses (sight/hearing/smell, etc...) but it can be added to any of those Sense Groups. The main reason for doing so is that it is cheaper as you are basically "piggybacking" on the existing sense, but this comes at the cost of making the Detect vulnerable to everything that effects the Sense Group it is "piggybacking" on. At its "pure" build, all Detects are immune to any Sense affecting and adjusting powers. For example, a Darkness area of effect, would stop anyone from seeing into it, but a character with Detect Magic in it's "pure" build (with the appropriate range adders) would still be able to Detect Magic inside the area of Darkness, just not visually see them (although with adders like Discrimination, etc...) he/she could still locate and interact with them. An example straight from the rules: Example: Arkelos the mage wants to have “Magesight,” the ability to detect all forms of magic. He buys Detect Magic (5 Character Points) as a Sense (+2 Character Points). This allows him to detect magic, but requires him to touch any object or area he wishes to perceive and tells him only that magic is present and how intense it is. Later, after earning some Experience Points, Arkelos buys the Range and Discriminatory Sense Modifiers for his Magesight. Now he can Detect Magic at Range, and can determine the type and quality of magic he perceives. In this example, the power isn't actually "linked" to Sight, and is not effected by any Sight adjustment powers, but it costs more XP to give it the same "abilities" as Sight. It would have been cheaper for Arkelos to buy Detect Magic (Sight Sense Group) from the start, but then it would be subject to all things that effect his normal vision. Just built a couple of version in HD. Detect Magic made with the simulated Sight Group build costs 5cp (by "piggybacking" it on Sight you get Sense, Targeting and Range for free, but it is effected by everything that effects sight) The "pure" form ends up costing 22cp because you have to buy Sense, Targeting and Range as extras, but it will be unaffected by anything that effects any of the characters other senses. So a lot more expensive, but might be the "right" build for some characters. Especially once you start adding limitations to it.
  15. mallet

    Enos Thanos

    I might be remembering wrong, but Players have to buy Invisibility to specific senses or sense groups, and Detects almost always fall under the Unusual Sense Group, so unless a Player adds the Unusual Sense Group to his Invisibility power build, then Detects will still detect them. J
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