Jump to content

shinrin

HERO Member
  • Posts

    45
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://

shinrin's Achievements

  1. Re: Spells as Skills Increased Skill penalty rule? Are you talking about the Power Limitation: Requires a Skill Roll? If so, a what level does the penalty to the skill roll begin (-1 per 20 Active points which is a -1/4 Limitation or -1 per 10 Active points which is a -1/2 Limitation)? Or do you require that the Limitation that is "bought off" be replaced with the Requires Skill Roll Limitation of equal value?
  2. Hey Shrike, are you in competition with someone to be a Quadruple Millenial Master?
  3. Way cool! But why is the drawing on an orange background? Makes it kind of hard to see the drawing. I noticed a familiar theme to a previous drawing you posted. That being the head of a stone statue jutting out from the sand. The previous drawing you posted was that of the Purple Dragon Knight. Both statues are different but both seem to have Asian Indian influence in their design.
  4. Thanks Monolith! In the case of "odd numbered" STR, like say for example, a weapon that has a STR Min of 8, the END Cost would be 1 and then for every 5 STR above that used for extra damage (STR 13) it costs 2 END? So even if a weapon requires an additional 6.25 STR (because of built in Advantages to the weapon) for additional damage, the END cost is based on every 5 STR increment, right?
  5. It seems to me that your suggestion would penalize my player for the points he spent on Combat Luck. Using your system, he loses any advantage to Combat Luck because he is wearing 6 DEF armor. And that would be a waste of his points and not very fair to him. Don't get me wrong, I appreciate making a suggestion, but I don't think it would help in my situation. I'm sure the first time he gets captured and has his armor taken away from him, he is going to appreciate the value of Combat Luck even more. In this type of situation, this Talent will shine brightly.
  6. Thanks. My hat is off to the original artist whoever he (or she) may be.
  7. I seem to recall that Defenses weren't supposed to stack in previous editions of HERO System or maybe it was in a previous edition of Fantasy Hero. But I haven't been able to find such a rule anywhere. But I can see where endless stacking would lead to Near Invulnerable characters. In the example of the dwarf fighter player that started this thread, he may be pretty tough when it comes to physical damage but against other types of attacks, not so much. He fell victim to a Continuous CON Drain. Not having any Power Defense really hurt him. He is at -5 CON and the Recovery Rate is at 5pts/Week. There are 2 more players joining the game and I think one of them is planning on playing a priest type character, so I expect he will have some healing spells that should heal up that CON drain a little. I'm not too worried about Power Gaming from these players as they are all new to the HERO System. Even though the characters were 75 Base pts with +75pts in Disads, they both made characters around 138pts. Most experienced HERO players would have maxed out the points at 150.
  8. Re: Re: Combat Reflexes and Armor You have a point there. The way the Talent is written in the FRed is that it has a -1/2 Limitation as Luck-based. I guess I'll just make it a Ground Rule to limit it's purchase instead of doing it through game mechanics. Thanks
  9. I'm running a FH game where I have a player who is a dwarf fighter who wears a full suit of Banded Mail (6 DEF) and who has 1 Level of Combat Luck which gives him an additional 3 DEF which is Hardened. Does this seem balanced? He has been hard to hurt in combat unless I roll really high on the damage dice and a good hit location like Stomach or Vitals. I'm planning on making a House Rule of no more than 1 Level of Combat Luck as long as the total DEF in addition to Armor worn doesn't exceed 9 DEF. So a character who doesn't wear armor could have 3 Levels of Combat Luck. But what is to logically stop such a character from putting on armor after he buys 3 Levels of Combat Luck? To solve this I was thinking of requiring a Limitation on Combat Luck such as: Restricted By Armor, No More Than 9 DEF Total (-1/4)? Possibly reflecting that armor restricts the wearer's movement and reflexes?
  10. When assessing END Cost for using weapons in melee, do you take into account the weapon's STR Min in addition to any extra STR used to increase damage? Or only just the extra STR used for extra damage? Also, is there an END cost for using a Crossbow? It doesn't make sense to spend END firing the crossbow, but maybe for reloading it, since you are exerting STR recocking the bow string?
  11. If this is a character in an anime type game, where is the obligatory 10"+ of Leaping Super power?? Don't ALL anime characters jump around from roof-top to roof-top? I'm just joking with you, but I remember a HERO game I played many years ago which was Anime in flavor in which it was a campaign requirement to purchase a minimum of 5" of Superleap (now renamed Leaping in 5th Edition). Ah the memories...
  12. I've burned selected tracks from various soundtracks onto CDs to make "Fantasy Game Music Mixes" I've used LOTR, Record of the Lodoss Wars, Giant Robo, Alien 3, Dead Can Dance, Gladiator and even a Batman Beyond soundtrack CD I found. I picked up the LOTR: Return of the King soundtrack (haven't seen the movie yet...) and it is good. Definitely some tracks I want to use during our next fantasy game session.
  13. I just picked up the Blackadder DVD Box set. I never got a chance to see the entire series, so now is my chance.
  14. Another bad Sword-n-Sorcery movie is Sword and the Sorceror. I remember this movie fondly in my youth back in the 80's and thought it was good at the time. In a fit of nostalgia I bought the movie on DVD and haven't forgiven myself since....
  15. I think there are two schools of thought on this right now: 1) Create a new spell with the changes to the original spell and just make up a new Skill for the new spell. This is the cheaper route. 2) Figure the difference between the Real Cost of the old spell and the new spell and charge the difference in XP. I would rule that a PC should not make too many changes with one Inventor (Spell Research) roll. I would say he could make up to one 5 or 10 Active points worth of changes per point he makes the Skill Roll by. The skill roll could be modified for using a appropriate setting like a wizards laboratory, having access to grimoires, spending money on research materials, extra time spent researching. Of course the roll could be negatively impacted for lack of these resources.
×
×
  • Create New...