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  1. Like
    Ninja-Bear got a reaction from Christougher in 5E: Changing DEX/3 CV to DEX/5 CV   
    Another thought would be having Char Maxima on both DEX and CSLs. Doubling the cost of something really makes people think, Is it worth it? And I think Aid doesn’t get affected by Char Maxima but could be a custom -0 limitation on it to stop those shenanigans.
  2. Like
    Ninja-Bear got a reaction from Sean Waters in 5E: Changing DEX/3 CV to DEX/5 CV   
    Another thought would be having Char Maxima on both DEX and CSLs. Doubling the cost of something really makes people think, Is it worth it? And I think Aid doesn’t get affected by Char Maxima but could be a custom -0 limitation on it to stop those shenanigans.
  3. Like
    Ninja-Bear got a reaction from Hugh Neilson in 5E: Changing DEX/3 CV to DEX/5 CV   
    I would think soft and hard caps on DEX/CV caps would be more effective.
  4. Thanks
    Ninja-Bear reacted to Grailknight in Forgot how martial arts, weapons and STR Min interact   
    Short answer, yes. But in most street level martial arts, weapons are not that prevalent until a confrontation with a lieutenant or boss.
  5. Like
    Ninja-Bear reacted to Christopher R Taylor in Condition tokens for Champions   
    We used to use these cheap plastic colored chips from a parker brothers Vegas game for characters on a tabletop.  A dry erase pen put a number or letter on each one, back when we were kids.  We scavanged all the dice out of the board games for hero
  6. Like
    Ninja-Bear got a reaction from Christopher R Taylor in Condition tokens for Champions   
    @Duke Bushido, the idea of Poker Chips came from not having money. I got a set at a yard sale and thought hmm how to use them. Even the simple act of putting say white ones under agents that have been hit helps. Also we use spare d6 to put a mini on top to represent flying.
  7. Like
    Ninja-Bear got a reaction from Duke Bushido in Condition tokens for Champions   
    What I have used in the past have been poker chips. The red, white and blue ones. And the color I used depended on what I needed at the time. For example
    blue could be Force Field and White could be Stunned. We also use those colored stones you find for aquariums also work well.  My nephew the other year got me some condition rings. Now those are for DND so not all will 100% translate line say fairie fire however since the initial on the ring itself is FF, that could work as Force Field in a game. The point is that as long as you keep whatever you use straight you can use almost anything as tokens. And I do find them handy especially keeping a bunch of mooks straight.
    @Duke Bushido, Injust read your post and wanted to say that the conditions I was given, I just hung off the minis. I never knew that they were suppose to snap on the base. 😂 
    Not sure of what you mean by not natural to hero? 
  8. Like
    Ninja-Bear got a reaction from Cygnia in A Thread For Random RPG Musings   
    Ok, minor rant. My brother made a wizard for the 5e game. No problem however when I told him that a wizard now starts 6 spells in spell book just only allowed two slots he tells me that He doesn’t know the rules as well as I. Ok, the only reason that I “know” them better is that for a while I’ve been plugging away at the rules. He has the rules longer than I therefore more time of access. (Yes we can be busy but still). He says that Wizards were never his thing. That means perhaps you have pay attention then. I mean I can gloss over stuff too and have but then when I catch myself I chide myself to pay attention. It’s not that I think he or anyone else should know every rule to heart but you should do your due diligence in covering the basics. Also the DM said he’s sketchy on the rules. During the game he asked “how this work?” Instead of trying to have an epic campaign, learn the rules. I know that this rant is going to come off harsher than it should be. And I’ll have fun. It’s just irritating.
  9. Like
    Ninja-Bear reacted to Doc Democracy in A Thread For Random RPG Musings   
    I have nothing against isolated, it provides the potential for drastically different societal arrangements.  Indeed, anyone from further away than the closest hill will be considered unreliable and wont to strange behaviours. 🙂
  10. Like
    Ninja-Bear reacted to Ragitsu in A Thread For Random RPG Musings   
    I prefer to keep campaigns firmly grounded, as a general rule of thumb. If my game is set in, say, The Dalelands, then there are going to be hamlets/villages/towns separated by ample stretches of wilderness; each haven is full of people who occasionally travel within the Dales, but rarely leave their generational homes behind (not only do they frequently lack the means, but there isn't much incentive to brave the increasingly monster-choked lands beyond one's patrolled borders). People who enter are there for trade (and, therefore, typically part of a caravan), rumors of treasure (which indicates folk who are well-equipped/experienced and unusually brave) or - every so often - a second chance in an distant locale.
    Truly cosmopolitan conditions are found in cities...or larger towns renowned for commerce. If the archetypal farm-raised hero has seen much before leaving the only life they have ever known, then any wide-eyed wonder is going to feel artificial/forced.
  11. Like
    Ninja-Bear got a reaction from Ragitsu in A Thread For Random RPG Musings   
    Ok the phrase that concerns me is the “the answer isn’t in the sheet” OSR quips in tandem with rule lite “GM make a rule a gets the game moving”. Maybe it’s my experience but having a very rules lite game/character doesn’t automatically engender in my players the notion that they should ask what they can do. And the GM makes a rule on the fly seems that it can backfire a lot. One week Bob can do X but the he next week Joe tries it and GM says no and defaults to well I’m the GM. No wonder people want rules and can feel the game is us versus the GM. Again, is it just me?
  12. Like
    Ninja-Bear got a reaction from Christopher R Taylor in Hit Locations or No Hit Locations   
    I actually like the Average armor Sectional rule. 
  13. Like
    Ninja-Bear reacted to tkdguy in Hit Locations or No Hit Locations   
    It doesn't have to be all or nothing. You can ignore hit locations unless someone wants to do a called shot or if it's logical to use them, like having an advantageous position in the fight.
  14. Haha
    Ninja-Bear reacted to Khymeria in Abandoned locations in your campaign world that are frequently used as hideouts by villains, criminal gangs, etc.   
    Blockbuster Video is my usual bad guy hideout, but my next adventure is a more aquatic theme so I am switching to Red Lobsters. 
  15. Like
    Ninja-Bear reacted to Chris Goodwin in Alternative approach to mental powers   
    During the run-up to 6th edition, I had an idea to treat the Mental Powers with a sensory component (mainly Mind Link, Mind Scan, and Telepathy) as if they were Detects.  Detect and Transmit Thoughts, Detect Target Location, and Detect and Transmit Memories, respectively.  Telepathy becomes a hostile version of Mind Link, which would be built as a Detect with Transmit. 
    The idea goes back to Justice Inc., in which the psychic abilities deemed most available to characters of the era were effectively Detects or Skills, further considered to be the equivalent of No Conscious Control.  You could attempt to deliberately focus and use them, but doing so was at a big penalty.  (In fact, the Mind Link power more or less was a straight import from Justice Inc. to 4th edition via Strike Force.) 
    There's nothing inherent to anything about them that requires a diced effect vs. EGO, other than the need to balance attacker and target and to provide some form of resistance.  
    These could be combined with either Mr. Taylor's notion of Transform-like mechanics (bringing back a diced effect after all) or something like the penalty structure in the Images power.  (The Light Illusions power in the Champions II supplement was diced...)
    We don't seem to have any trouble with STR vs. STR dice contests for "grappling".  So why not EGO vs. EGO similarly for Mental Powers?  Along these lines, another suggestion I had for a "body control" power in the pre-6th discussion was using Telekinesis, making it EGO vs. EGO rather than STR vs. STR.  There's nothing in principle that would make this "wrong", but I think there was a conceptual gap that I couldn't seem to get people across, as there was a lot of pushback.  We seem to do okay with Entangle as a mental construct, using EGO vs. MD/BODY though.  Consider the EGO vs. EGO Telekinesis (or rather, Psychokinesis) to exert mental force rather than physical force, and assume that it can't be used to lift targets into the air unless they can fly under their own power.  (Consider: Psychokinesis is to Telekinesis as EGO is to STR; Mind Control is to Psychokinesis as Animate Object is to Telekinesis.)
    If we really wanted to keep diced effect, we could bring back negative Characteristic values, and use Drain or Suppress EGO in conjunction with Detect/Transmit Thoughts.  Getting someone's effective EGO down to 0 or below has certain effects, including not being able to resist when you tell them to do something.  We could easily change the effects of EGO, EGO+10, EGO+20, and so on, to become EGO 0 to -9, EGO -10 to -19, EGO -20 to -29, and so on.  (Looks like levels of unconsciousness...) 
    If we still had Figured Characteristics we could postulate a "mental REC" with a base value of EGO/5 + PRE/5, which one might use to recover "Mental STUN" (or call it Mental Resistance?). 
    (I like the idea of giving PRE something to do in Mental Powers, and I'd also suggested for Alternate Combat Values, basing a Combat Value on each of the Primary Characteristics.  STR/3, CON/3, INT/3, and PRE/3 were all considered by me.  Alas, Combat Value came apart in the Great Decoupling as well.)
  16. Like
    Ninja-Bear reacted to Christopher R Taylor in Experiences With Heroic Action Points   
    For what its worth, this is what I came up with for my fantasy campaign
    · On Target: 1 HAP to automatically hit the target by the minimum required roll.
    · Should’ve Done Better: 1 HAP spent on damage can makes the roll on a single die a 6.  This can be done after dice have been rolled.
    · That’s the Spot!  1 HAP can be used to choose a specific hit location
    · Missed Me! Increase DCV against a single Attack Roll by +3 per HAP spent.
    · Just A Flesh Wound!  Spend 1 HAP to make the damage of any attack minimum roll (a 1 on each die).
    · Second Wind: Spend a HAP to get a “free” Recovery (get back END and STUN equal to your current REC.)  This can be done at any time, even if your character is unconscious or under some kind of control.
    · Sudden Recovery: Pay 1 HAP to wake up at 1 STN and 1 END from unconsciousness.  This ends that character’s phase.
    · I Can Take It! Spend 1 HAP to decrease certain effects of damage, such as: ignore being stunned; turn a a disabling blow into an impairing blow, or ignore an impairing blow (thus 2 HAP will completely mitigate disabling wounds).  This can be used to stop natural Bleeding from wounds as well.
    · Not Dead Yet! If at negative BOD spend a HAP to stabilize and stop bleeding to death.
    · Seize the Initiative! Spend 1 HAP to act first this phase.
    · Prepared!  If you abort your phase and Spend 2 HAPs then you do not lose your next phase (effectively you get one free abort-only phase).
    · It Worked! Before rolling, 1 HAP can be spent to make any skill, to-hit, or other 3d6 resolution roll be an automatic success.  This success is the minimum required to succeed.
    · Cheat Fate? On any skill, to-hit, or other 3d6 resolution roll you can spend 1 HAP to re-roll. You keep the better roll.  You can also spend 1 HAP to force a re-roll of a dice roll by someone else that directly effects your character. This can be a to-hit roll, damage roll, perception roll of a guard if your character is sneaking into somewhere, even a Ritual roll of a Priest trying to heal your character, etc.
    · Inconvenient!  Use 1 HAP to ignore a complication.  Even a susceptibility or vulnerability can be ignored, for that phase only.
    · Embolden!  Spend 1 HAP to ignore a presence attack, even after the attack has been rolled.
    · Even more Impressive: For Presence Attacks, 1 HAP increases each die by +1 of effect, and this can go over 6 points of effect per die.
    · Push it Up: 1 HAP can be spent to increase the results of pushing by 5 points.
    · Answers!  Spend 2 HAPs to learn the solution to a riddle or puzzle, or to get a tip about the scenario from the GM.
    · So Lucky! You can even adjust Luck rolls, adding 1 to one die with one HAP before rolling.  If you roll a natural 6 on any of the dice, you get the HAP refunded.
    · Bad Luck? No thanks! If you must make an Unluck roll (for your own character or a character associated with yours) spend a HAP to avoid the roll. Must declare before making the roll.
    · Tireless!  Spend 1 HAP to not use any END, expendable item, or charges for a phase.  Your GM may disallow this for some resources (such as a magical item).
    · Solution!  Add a plot element, item, or setting part to help solve a problem.  For example, a poisonous plant is found nearby to help defeat the monster, or a vine dangling down to get across to a location, etc.
    · Allows the character to have something in the story be the way he or she wishes it to be, within reason.  This could be something relatively tangible, like having a desired object nearby, or more esoteric, like knowing a fact or a person. The effect could be considered similar to a single level of Luck. You “just happen” to find the right thing, or have read just the right book, or bump into a friend of the family who can help you out, etc.
    · Our Hero! Spend 1 HAP to succeed at something heroic and dramatically appropriate (anything you could theoretically do - even if it takes a max roll - as long as its heroic and moves the story along, such as break through a wall to get to the hostages or lift something that would require a push)
    · Dramatic Effect: You can use 1 HAP to change events, depending on the drama of the situation or the desired result. For example, a GM might allow the kind of attack used by a foe to alter (say, swinging sideways instead of chopping downward) to allow them to dive behind certain cover.  Whether this works or not is up to the GM’s discretion.
    · New Friends: In a strange place, you run into someone who knows you, is an ally, a family member, a fan, or otherwise someone who is helpful and useful as a resource by sending 1 HAP.
  17. Like
    Ninja-Bear reacted to Christopher R Taylor in Experiences With Heroic Action Points   
    I think the primary value of this kind of mechanic is to enforce genre.  It can make sure that someone's big heroic scene isn't ruined by a bad die roll, for instance.  But where you can use them and what value they have varies from game to game, so there's not official list out there that I know of.
  18. Like
    Ninja-Bear reacted to MordeanGrey in New! Frostgrave Campaign Overview   
    (I plan to share some details from a new campaign here if there is interest.)
    After years of not running a Fantasy Hero game, I brought my old group together to create new characters and start on a fresh campaign.
    I used my own fantasy world setting and added in plot elements from the Frostgrave miniatures skirmish game. If you’re not familiar with Frostgrave, it’s set in an ancient city called Felstad that was overcome by a cataclysm more than 1,000 years ago that destroyed much of the city and buried it in ice and snow. The winter curse has finally faded and the city has begun to thaw, uncovering the ruins and artifacts of the former great civilization that await discovery by adventurers seeking power and riches. However, the city is now home to creatures ranging from wolflike canine humanoids to the undead and demons. Rival wizards and their war bands roam the ruins and often fight each other to recover valuable items.
    More detailed description here:
    This is the intro I used after they created their characters.

    Silver and adventure. That’s what you heard.
    Whether it was by word of mouth from a friend, rumors in a tavern, or a note tacked to a public board in a small village or city square. The message was the same.
    “Calling all brave souls to Whiteridge on the last day of winter. The best will be chosen for a task promising silver and rewards beyond imagination. Only the determined need apply.
    Applicants will be considered in person at the Tower of the High Mage.
    Posted by order of Captain Rainard, Commander of the Tower Guard, on behalf of the Most Venerable Lord Vandriel”
    A red wax seal from a signet ring was affixed to the bottom of the letter.
    After years of getting by through participating in or avoiding the war completely, the promise of silver from a validated source along with a chance to leave the devastation behind was more than enough for you. You checked the dates and maps, packed your most important items, and set off for Whiteridge and the promised opportunity.
    Your journey here brought you through the border areas most affected by the war between Kolos and Talea. Burned homes and buildings were common along the muddy roads, and in many places, there were recently built cemeteries showing many freshly dug graves with simple wood or stone markers. The villages were refilling with tired-eyed residents, working to rebuild their homes and lives, who stopped to watch as you passed through, making sure that you were no threat to them.
    The temporary truce has provided a little hope for a return to life without suffering, and the occasional sound of music from the inns and taverns has replaced the sounds of war and the suffering of the victims, yet the presence of military camps along both sides of the river showed that the current peace is tenuous at best.
    The gates of Whiteridge were a welcome sight after traveling days or weeks to reach your destination. The large, gray outer walls of the city blended well into the stone of the surrounding side of the mountain, but farther up, the Tower of the High Mage shone brightly in the sunlight, appearing almost white when viewed from afar. Colorful flags and banners flew from the wall towers and buildings, giving the city a festive look that was welcome to you after traveling through the landscape destroyed by the war. It seems this city was spared the worst by virtue of its location far from the front.
    Inside the walls, the city was filled with life as merchants called out their wares to the crowds of people buying food and everyday items. You walked past carts and tables filled with fresh meats and cheeses and bought yourself baked treats to break the monotony of the bland diet from many days of travel. The difference in the attitudes of the people of Whiteridge compared to the villages was remarkable. People smiled and talked to each other, and happy children ran through the streets, laughing and playing games.
    As you made your way through the lower city, you found the street rising up to the second set of walls and gates that housed the upper levels of Whiteridge, home to temples, government buildings, and the estates of wealthier residents. The area was quiet and less crowded than before, and uniformed town guards stood at attention or patrolled near the gates.
    But now, today is the day.
    Whether you arrived early and spent time at a local inn or traveled through the night to arrive at the last minute, you have made your way through the third set of gates and walls and arrived at the Tower of the High Mage. The guards here questioned your purpose and directed you to join the queue leading up the long stone stairs after hearing that you have answered the summons of the high mage in hopes of being selected for the job and the silver that was promised.
    The long line of applicants was filled with all manner of people seeking entrance. Countless men and even a few women waited their turn to enter the doors of the keep. Many wore armor and carried well-worn weapons while others were dressed in little more than rags with few belongings. Fewer still but no less impressive were the robed and hooded individuals who seemed to have slightly more space around them in the line, as though their presence created a zone of space around them that even the most hardened veteran avoided.
    One by one, the line moved forward as individuals entered the arched doorway past the soldiers wearing the blue and gold cloaks of the Tower Guard. Upon entry, everyone was asked to write their name or leave their mark to identify them before being shown into the great hall to be seated in one of the long, wooden benches provided. You eventually reached the gate, made your mark, and joined the crowded room awaiting further instruction. As the room continued to fill, you noticed small groups who entered and were seated together in addition to countless individuals. It took more than an hour for everyone in the line to reach the room, and many near the end were forced to stand along a wall to the sides or back of the hall. Nearly 100 people were there.
    Finally, a tall, middle-aged man wearing plate armor and the colors of the Tower Guard made his way to the raised platform at the front. His graying hair was cut short, and his beard was well trimmed. He looked around the room and then raised his hand, calling for silence and waiting for the conversations to end before continuing.
    He introduced himself as Captain Rainard, Commander of the Tower Guard, and welcomed everyone and thanked them for making the journey to Whiteridge. He went on to explain that everyone would be given an individual meeting to discuss their merits to be considered for the mission offered by Vandriel. He then asked all present to be patient and await their turn in the process which would likely take several hours to be completed.
    At this point, Rainard left the platform and was replaced by a sergeant who began reading the names and directing the applicants to follow a guard who took them from the room.
    Eventually, you hear your name called and rise to follow the guard.
  19. Thanks
    Ninja-Bear got a reaction from fdw3773 in Stats for the Killer Rabbit in Monty Python and the Holy Grail?   
    And a high Killing Attack at that!
  20. Like
    Ninja-Bear reacted to Christopher R Taylor in Could Rules for Hero Gaming System Be Getting To Complicated?   
    I think having pre-built settings for use by GMs is a more useful approach.  Its not the customization that throws people away, its the Ikea store with all the parts to everything busted out of boxes and strewn all over the floor.  Technically you can make anything, but only if you have days or weeks to learn and study and toy around with it all.
    Giving people a constructed setting, with adventures, for each genre makes getting into the system immensely easier.  Grab the campaign and go.  Learning the rules isn't that rough, we all did once.  Learning the rules, and making an entire universe, and building the characters for it, and making the adventures; that's the stopper.
  21. Like
    Ninja-Bear reacted to Sketchpad in Miniatures & Meters   
    Looks like I finally found some threads that answered my questions. Nothing to see here... move along... 

  22. Like
    Ninja-Bear got a reaction from Christopher R Taylor in Champions Classics   
    The thing is as long as you have Internet access as of now don’t need a monster manual. Google up monster name 5e and stats appear. Just saying. (FWIW I asked for a monster manual so I don’t have to use the phone at the table and the kids never know what to get me.)
  23. Like
    Ninja-Bear reacted to Hugh Neilson in Champions Classics   
    As I recall, D&D modules pre-SRD printed stats in the modules as well. 

    And I recall some Hero adventures that suggested using characters from the Enemies book but provided an alternative (like "use X from the rulebook, but change this and this").
  24. Like
    Ninja-Bear reacted to Gauntlet in Could Rules for Hero Gaming System Be Getting To Complicated?   
    I definitely have to agree, and even when someone is wrong, we have a tendency to learn from it and I very rarely see in this group people who get upset when they are wrong. Pretty much everyone takes it as a learning experience. 
  25. Like
    Ninja-Bear reacted to Rails in Detect Invisible via ground vibrations   
    As a concrete example, Hero System Bestiary (5th Ed. Book) uses this as a vibration sense for some of the giant insects:
    "Sense Vibrations:  Detect Physical Vibrations 13- (Touch Group), Discriminatory, Analyze, Range, Targeting" for 38 points.
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