magnon Posted February 19 Report Share Posted February 19 Hello again. Still working out all the differences between the current FH and the original. No figured characteristics?? Who'd have thunk it?! Any suggestions for balancing combat? IE: if you have 3 PC's totaling 450 CP the easiest is to have 3 equally powerful adversaries. But what if they're fighting a single Big Bad? Is it still viable in the new version to ignore CP for the villain and just give him enough defense to shrug off 90% of their average damage and enough damage dealing that 15% of an average attack gets through the hero's defenses, etc..? Back in the Primordial days of HS that worked pretty well. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted February 19 Report Share Posted February 19 Looking at likely damage taken and likely damage inflicted still makes sense to me. Chris Goodwin, Duke Bushido and Christopher R Taylor 1 2 Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted February 19 Report Share Posted February 19 Seconded. Forty years of rhis game, and I havent found amything more consistently accurate. Chris Goodwin 1 Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 19 Report Share Posted February 19 Almost nothing whatsoever has changed in basics of combat in Hero from the first typewritten pages. Hugh Neilson 1 Quote Link to comment Share on other sites More sharing options...
LoneWolf Posted February 20 Report Share Posted February 20 What changed in 6th edition is 99% character creation not game play. It makes a difference when you write up the character but for the most part it still plays the same way. Many of the game mechanics changes may not actually impact Fantasy Hero. For example, many Fantasy Hero games use hit locations so will not be affected by the changes to the stun multiple for killing attacks. Quote Link to comment Share on other sites More sharing options...
Steve Posted February 20 Report Share Posted February 20 To me, balance is a measure of CV (how often you can hit or be hit), damage output and soak ability, and the latter can be tweaked with extra STUN and BODY or abilities involving Absorption, Aid or Heal. If you’re hitting a lot but not doing much damage, that seems to balance with fewer but heavier hits. Hit locations affects that though, but I’m okay with a lightly damaging character hitting vital spots more often. One of the characters in my Monster Hunter 1855 game uses a rapier and doesn’t do much damage but makes up for it a bit with hit location penalty levels. There’s probably a chart floating around somewhere that looks at likelihood of hitting, damage and ability to soak damage. Quote Link to comment Share on other sites More sharing options...
Gauntlet Posted February 20 Report Share Posted February 20 6 hours ago, LoneWolf said: What changed in 6th edition is 99% character creation not game play. It makes a difference when you write up the character but for the most part it still plays the same way. Many of the game mechanics changes may not actually impact Fantasy Hero. For example, many Fantasy Hero games use hit locations so will not be affected by the changes to the stun multiple for killing attacks. And that pretty much is the same for all versions of Hero. Technically, as long as you are not worried about point values and worths, you can have a character made from 1st edition play in a 6th edition game. Doc Democracy and Christopher R Taylor 2 Quote Link to comment Share on other sites More sharing options...
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