BobGreenwade Posted November 4, 2004 Report Share Posted November 4, 2004 How well suited for Champions are the Fantasy Hero Grimoire I and II? I know they're geared toward Fantasy Hero (hence the title), but I'd like to know how much adaptation would be needed to make the magic therein work for Champions in terms of power level, in-game practicality, and all that. Quote Link to comment Share on other sites More sharing options...
HeroGM Posted November 4, 2004 Report Share Posted November 4, 2004 Re: FHGs for Champions Not much, maybe play around with the limitations/advantages, perhaps with the points to make them more/less powerful. It's as useful as the UNTIL powerbook is for Fantasy, just takes some tweaking to get wha tyou want. Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted November 4, 2004 Report Share Posted November 4, 2004 Re: FHGs for Champions Difficult, though. Most of the spells have very high Active Points, and equally high Limitations. As opposed to superheroic spells, which tend to be lower on the active points and limitations. Quote Link to comment Share on other sites More sharing options...
GreyGuardian Posted November 5, 2004 Report Share Posted November 5, 2004 Re: FHGs for Champions Useful if that's the sort of magic you want to use... or just generally useful - strip away most limitations and you have a superpower just like the until superpowers database. Quote Link to comment Share on other sites More sharing options...
BobGreenwade Posted November 5, 2004 Author Report Share Posted November 5, 2004 Re: FHGs for Champions Useful if that's the sort of magic you want to use... or just generally useful - strip away most limitations and you have a superpower just like the until superpowers database. I'm not really thinking about building them into superpowers so much as using them for superhero-level magic. Quote Link to comment Share on other sites More sharing options...
GreyGuardian Posted November 5, 2004 Report Share Posted November 5, 2004 Re: FHGs for Champions Well - taking another stab at your original question (and I may not understand what you are asking) - Power level - it's hero - you change the number of dice or levels and you have changed the power level. Like all the other lists of built powers books there are multiple options for the spells some of which are stronger some of which are weaker. Praticality - Alter the limitations for a school of magic and you have changed how hard it is to use in combat etc. Remove or weaken some of the limitations and you made them easier to use. Allow spells to be put in multipowers as the examples are in the Mystic World (At least I think that was the book with the supermage spell examples) and you make them much more accessible. If this didn't help maybe you could p-mail with a specific example of what you are trying to do that you do or don't think the books would do for you. Anyway, I hope this was helpful. Quote Link to comment Share on other sites More sharing options...
BobGreenwade Posted November 6, 2004 Author Report Share Posted November 6, 2004 Re: FHGs for Champions All I was really wanting to figure out was if I'm running a Champs game and one of the players wants to play a super-mage, if the flavor and such would be suitable for the genre. The overall sense I get it, "sort of." Maybe a Champions Grimoire could be suitable for some time in the future (not '06 and probably not '07, but some time). PS: Thanks to all who have replied, or will after this. Quote Link to comment Share on other sites More sharing options...
GreyGuardian Posted November 9, 2004 Report Share Posted November 9, 2004 Re: FHGs for Champions if you want spell ideas then Ars Magica (free download) from atlas-games might be worthwhile. It has a very good spell system and... well it is free. Quote Link to comment Share on other sites More sharing options...
BobGreenwade Posted November 9, 2004 Author Report Share Posted November 9, 2004 Re: FHGs for Champions I'm starting to wonder if there might not be a good rationale for The Champions Grimoire, collecting all the Superheroic magic already published and adding just a bit more (in the tradition of the upcoming equipment and combat rules books). Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted November 9, 2004 Report Share Posted November 9, 2004 Re: FHGs for Champions Bob, do you have The Ultimate Supermage and/or Mystic Masters from 4th edition? There's got to be good ideas in those that you can adapt. Is The Ultimate Mystic out yet? Quote Link to comment Share on other sites More sharing options...
BobGreenwade Posted November 9, 2004 Author Report Share Posted November 9, 2004 Re: FHGs for Champions Ultimate Mystic will be out soon. Quote Link to comment Share on other sites More sharing options...
Lightray Posted November 10, 2004 Report Share Posted November 10, 2004 All I was really wanting to figure out was if I'm running a Champs game and one of the players wants to play a super-mage, if the flavor and such would be suitable for the genre. The overall sense I get it, "sort of." Maybe a Champions Grimoire could be suitable for some time in the future (not '06 and probably not '07, but some time). As I've got a campaign with supermages, I'd say the FHGs are less applicable if you're looking for Dr. Strange / Dr. Fate style supermages. The FHG spells are a bit too fantasy trope-ish. Ultimate Mystic would be a better purchase, IMO. (tho I've gotten lots of supermage mileage out of Monsters, Minions, and Marauders) Quote Link to comment Share on other sites More sharing options...
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