Spence Posted July 11, 2003 Report Share Posted July 11, 2003 I zoomed in on the picture and was reading (sort of) the back cover of FH. I'm not positive, but I believe it says there are mass combat rules/guidelines. Did I read correctly? Spence Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted July 11, 2003 Report Share Posted July 11, 2003 Re: Fantasy Hero Originally posted by Spence I zoomed in on the picture and was reading (sort of) the back cover of FH. I'm not positive, but I believe it says there are mass combat rules/guidelines. Did I read correctly? Spence Yes, you read correctly. Quote Link to comment Share on other sites More sharing options...
Ben Seeman Posted July 11, 2003 Report Share Posted July 11, 2003 You can read the back cover text here... http://www.herogames.com/Products/FH.htm Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted July 11, 2003 Report Share Posted July 11, 2003 Originally posted by Ben Seeman You can read the back cover text here... http://www.herogames.com/Products/FH.htm Kewl Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted July 12, 2003 Report Share Posted July 12, 2003 Oh yeah, I meant to ask about that. Without giving too much away to the unwashed masses, what's this mass combat system like? Is it based off of the old one from the FH Companion or is it a more wargamey type where the unit takes casualties and loses effectiveness as the fight goes on? Quote Link to comment Share on other sites More sharing options...
Steve Long Posted July 12, 2003 Report Share Posted July 12, 2003 It's largely derived from the old one in the FH Companion, but significantly spruced up and added to. It's got more information about how to incorporate PCs and other weird stuff (like magic), more extensive rules for siege warfare, and so on. It's not highly complex; it's intended as an adjunct to an RPG session, not a wargame. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted July 12, 2003 Report Share Posted July 12, 2003 That sounds dandy, Steve! I found the old system to work quite well for battles between units using standard weapons, and the expansions to magic and siege warfare are exactly the areas I thought needed to be addressed. Quote Link to comment Share on other sites More sharing options...
Galadorn Posted July 14, 2003 Report Share Posted July 14, 2003 I can't even make out the cover, clearly. Is there a blowup anywhere? Of course, it will be out at the end of this month or so, so this question may be moot. LOL. Quote Link to comment Share on other sites More sharing options...
Nightfly Posted July 15, 2003 Report Share Posted July 15, 2003 Question: I know this is (possibly) an incredibly obvious question, but am I correct in assuming that after purchasing FH, existing heroes I've created can start to use Magic Spells (even in Star Hero campaigns)? Much like is shown on Buffy & Angel, I think there should be loads of magic, even in contemporary settings. I definitely don't wanna always have to be dealing w/ Old Oerth just to get to cast spells. Quote Link to comment Share on other sites More sharing options...
Monolith Posted July 15, 2003 Report Share Posted July 15, 2003 Re: Question: Originally posted by Nightfly I know this is (possibly) an incredibly obvious question, but am I correct in assuming that after purchasing FH, existing heroes I've created can start to use Magic Spells (even in Star Hero campaigns)? You can make any type of campaign that you want to play. You do not need Fantasy Hero to add magic to your Star Hero game. All you have to do is allow players to purchase magic spells. The "official" campaign world follow a set pattern, but you can easily deviate from that pattern if you are using one of that world. You can make Star Hero campaigns with high magic or Fantasy Hero campaigns with no magic. It all depends on what type of game you want to run. Quote Link to comment Share on other sites More sharing options...
Steve Long Posted July 15, 2003 Report Share Posted July 15, 2003 I know this is (possibly) an incredibly obvious question, but am I correct in assuming that after purchasing FH, existing heroes I've created can start to use Magic Spells (even in Star Hero campaigns)? Much like is shown on Buffy & Angel, I think there should be loads of magic, even in contemporary settings. I definitely don't wanna always have to be dealing w/ Old Oerth just to get to cast spells. You can add magic to any game you want, whether you have the new FH, the old FH, or any other book but 5E. That's the beauty of the system. If you're asking, "Does FH have a lengthy and extensive section on Urban Fantasy/introducing magic into other genres and settings," then the answer is "no." It does have information about that subject, but it's not "extensive." There simply wasn't room to cover every possible subject in great detail. Urban Fantasy could easily take up a whole book, and hopefully someday we'll get a chance to write that book. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted July 15, 2003 Report Share Posted July 15, 2003 Um...you do realize that "Magic" is no different than "Psionics" or "Superpowers" or "Supertech", correct? Just come up with a few metarules for how Magic works in whatever campaign of whatever genre, and build power constructs to suit your metarules. You dont need FH for that; use the 5e rulebook. Quote Link to comment Share on other sites More sharing options...
AnotherSkip Posted July 16, 2003 Report Share Posted July 16, 2003 Just to let you know, _Don't_ get caught up in the "must have every splatbook" thinking that predominates AD&D. Sure the accessory books are all cool, brilliant, well written, chock full of crunchy goodness, with excellent artwork and what not, but all you ever need is 5th Ed. you can build every monster, character, power, vehicle, and skill set with that FRED book, all you need is your own imagination. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted July 16, 2003 Report Share Posted July 16, 2003 Actually, what you need to do is to buy two of every book. One to keep shrinkwrapped in a climate-controlled vault, and one for use. Heck, even better would be three copies - that way, you have an extra copy for players who come over for a game... Quote Link to comment Share on other sites More sharing options...
Ben Seeman Posted July 16, 2003 Report Share Posted July 16, 2003 Originally posted by AlHazred Heck, even better would be three copies - that way, you have an extra copy for players who come over for a game... Well, *I* wouldn't let them use ANY extra copies of a book I had... They should already have their own complete collection of 5th Edition... Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 17, 2003 Report Share Posted July 17, 2003 Originally posted by Ben Seeman .....They should already have their own complete collection of 5th Edition... Spoken like a TRUE company man. Good job! I just happen to agree completely. Does that make me a fanboy? Quote Link to comment Share on other sites More sharing options...
Heroman Posted July 17, 2003 Report Share Posted July 17, 2003 Well, *I* wouldn't let them use ANY extra copies of a book I had... They should already have their own complete collection of 5th Edition... Very true, plus you don't get the gloat value when you show up to the game with the latest supplement for the 5th. The gloat value is good until they break down and buy it... I myself have 2 5th books (only duplicates I own), but the first of the two is an upside down printing (apparently bound backwards/upside down) so it is nice and wrapped away... -Heroman Quote Link to comment Share on other sites More sharing options...
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