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Troy S. Cash

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  1. Re: Fantasy Magic System True but I prefer to have a rational set of rules that follow the system rules as much as possible for building. I don't want spells to common which can be a prob with frameworks, but without them most mages don't ahve that Fantasy book "feel". If they have to take a limitation that itself prevents them from suddenly buying 3 new slots I consider that better than "Nope, not allowed" I wouldn't be stopping the warrior from buying more OCV, learning crossbows or even buying more Str, body etc. So why can't a mage buy spells? I wnat them to but want so restraints to force them to think and plan instead of look Nuclear Fireball! after killing a few Orc's or worse having to save points for weeks or months of real time to get the spell.
  2. Re: Fantasy Magic System Some of them didn't fit the world I'm aiming for (or at least) didn't seem too. And I'm trying to avoid the ones that don't use the core rules. Like dividing the real point cost by 3 to buy the spell. Also want something I don't make most of the spells for, my friends are used to champions, they like to design so don't mind spending a few hours fiddling with advantages & limitations to make spells. I just want them to be able to compete with that longbow without being able to nuke towns. 6 of one have dozen of another and the thirds a hex. So I'll probably have to pick a bunch of styles, give one to each player. Give em x points and then see how well they kill each other, the swordsmen, the bowmen and that ugly dragon over there.
  3. Re: Fantasy Magic System Thx for the Site and the welcome, wish I'd found this a few years ago. I was looking for new mats and found this too. Fun!
  4. Re: Fantasy Magic System Do you think swords are balanced by a Mages flexability? The swordsman needs more str and the WS but that's still cheaper than the spell.
  5. Re: Fantasy Magic System The only problem I've had with Multi's is having to say "No you can't spend that 3 experience putting 3 new spells (slots) into it" or having to put strict limits, only fire spells etc. I prefer to arrange it so they have to build in more ways to expand.
  6. Been playing Champions since day one but 5-6 years since the last Fantasy Hero campaign. What Magic system seems to work well for you folks? I'm thinking of small VVP's (Part of the Mage Package) and allowing Multipowers with a specific special effect definition (based on special effect - fire/ice or concept thaumaturgy/sorcery or even focus set of wands. Limits on the Multipowers would be the VPP size + other real points in non-multi spells. VPP size / 2 slots max per multipower. So a starting Wizard I just designed bought a 10 pt VPP and 24 pts in other spells. He could now make a Multipower with a max size of 34 pts and 5 slots. Any thoughts? -1/2 Spell roll is required, -1 per 10 active. -1/4 limitation - Mystic Power (level of mana varies around campaign world) -1/4 Limit for Multi - Size limited by Mage Power End reserve is required but doesn't count towards the calcs above. The VPP plan is to allow Hedge Mages (5-10 pt VPP's) but not much else but even those would be rare. I want a variety of spells which I hope the small VPP's and Multi's would allow without the excessive point cost building them a super-powers runs into.
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