Deathdog Posted August 7, 2003 Report Share Posted August 7, 2003 I received both Fantasy Hero and Star Hero yesterday, and have been impressed with both thus far. After reading about half of FH, I'm convinced that it is by far the best resource on fantasy campaigns I own. I doubt I will ever actually use the HERO system to play a fantasy game, but the limitless ideas I've gotten so far are worth the price tag. Quote Link to comment Share on other sites More sharing options...
lensman Posted August 7, 2003 Report Share Posted August 7, 2003 Hand on Heronomicon Okay, I will take the bait. Why do you doubt that you will actually use HERO system to run>> no flame, just curious. Quote Link to comment Share on other sites More sharing options...
Polaris Posted August 7, 2003 Report Share Posted August 7, 2003 Deathdog, You got FH yesterday and already read half the book? WOW! Polaris Quote Link to comment Share on other sites More sharing options...
Deathdog Posted August 7, 2003 Author Report Share Posted August 7, 2003 Originally posted by Polaris You got FH yesterday and already read half the book? Well, I'm done reading it now. Good stuff... As far as the question of why I will never use HERO to run a game, mostly because no one I know would play in it. 99% of the people around here only play D&D, and I had to pull teeth just to run a single Paranoia game. Quote Link to comment Share on other sites More sharing options...
tkdguy Posted August 7, 2003 Report Share Posted August 7, 2003 There's always translating stuff. You could: A. Use a D&D setting for FH to give the players some familiarity with the world. Learning a new system can be difficult enough. I know a couple of people who post here have done conversions. B. Integrate some HERO mechanics in your D&D game. Maybe let BAB = OCV, AC-10 = DCV. I know it's not a perfect fit, but it could work. Also, use STUN as a measure of subdual damage the PCs can take, maybe hit points + twice the maximum hit die type for the character [ex. fighter rolls d10, so a fighter with 24 hp has 24 + (2 x 10) = 44 STUN]. Use STUN multipliers so that a sword strike would do 1d8 hp and 1d8 x 1d6-1 STUN (minimum value x1). Allow extra skill points (up to 8) for taking disadvantages. Use disadvantage cost/5 for number of skill points awarded. Or 10 points/disadvantage = 1 extra feat. Quote Link to comment Share on other sites More sharing options...
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