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Snarf

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Posts posted by Snarf

  1. Re: Alignments

     

    Hmm, how about motivation and behavior for a two word descriptor?

     

    Instinctive Hungry for animals, Sadistic Tyrannical for evil overlords, and so on.

     

    I think working with axes could be problem if you want a really descriptive system. Clearly, there's going to be some problems writing it down if you use more than 2. You could go the route of subdividing 2 axes into hundreds of gradations, but can be kind of limiting.

  2. Re: Variable Adders?

     

    Variable advantage is double cost, so that would be a good starting point.

     

    I can think of a few cases where a variable adder should have no cost savings. There would be no disadvantage in only being able to affect one class of mind at a time, for instance.

  3. Re: BattleTech Heat Sinks

     

    This is one of those situations that I occasionally run into in the HERO system that annoys me a bit...something that has to be described using Powers (which cost points) but are only detrimental to the character/equipment.

    You could just use side effects for everything like that. It's exactly what side effects are for. For instance, a laser's overheating could be done as a drain BODY and RKA, or something like that.

     

    If you want to use a disadvantage, you could use susceptibility instead of physical limitation. Susceptibility has rules that let the negative effect be created as a power and rated for APs.

  4. Re: "Fantasy HERO general comments & ?" pt.1

     

    On a related topic' date=' I do have a race that is immune (or at least resistant) to The Curse. How would I represent that in the racial package deal? I mean, it is a pretty significant thing that should have a points cost.[/quote']

    If you end up doing the Curse as a NND Transform of some sort, then you could create an immunity to be the defense.

  5. Re: "Fantasy HERO general comments & ?" pt.1

     

    That's an interesting approach. It would be great for a dark low-fantasy sort of game. Do the players know how the corruption rules work exactly or do you keep it a secret? If they knew the exact numbers, I could see problems with people metagaming it and casting until just below their limit or loading up on luck.

  6. Re: What about the warriors

     

    Nobody continues to improve their physical abilites forever. Quick! how many 70 year old pro boxers can you name who've got a good shot at a title?

    Realistically, people don't improve forever, but keep in mind Hero simulates fiction. Check out 100 year old Master Pai Mai whoop Uma Thurman's ass in Kill Bill 2 for an example of when that can happen.

  7. Re: Imaginary Weapons

     

    The mental illusion will be believed until the target makes his breakout roll normally. If the target has some reason to believe he's being hit with an illusion, he could ignore it, but it would still appear real until the breakout roll was made.

     

    I just checked the rules for mental illusions and it looks like there are rules for hurting people with imaginary weapons on page 130. For a +10 on the roll an illusion can do BODY and for a +20 it can do BODY and STUN. But if you want to cripple arms and make them useless without doing real damage, I'd say it would be an EGO+10.

  8. Re: Regeneration

     

    On a somewhat related topic, I think the way Light is done as a form of images is just behind Regeneration in Hero's most unecessarily complex and counterintuitive official power builds. It's annoying to me how there are no particular rules that describe how it works, except in the FAQ. I'd probably make seperate powers for Regeneration and Light if I weren't using Hero Designer.

  9. Re: 1st time HERO System GM advice

     

    In FF, you have both experience points (EXP) and ability points (AP). The former is typically used to increase skill levels or attributes while the latter is used for special abilities. Would such a diffrentiation be possible? It would enable me to limit the growth of magic while still allowing for them to improve their mundane abilities.

    Depending on exactly how you implement your magic system, that could be done easily. Just make house rule for giving out 2 kinds of experience, EXP that can only be spent on characteristics and skills (and possibly talents and perks), and AP that can be spent on powers. Hero already has a division between mundane abilities and supernatural powers that you can use.

     

    This all depends on whether people pay points for magic, or whether it's treated as equipment that costs money. With magic items it could go either way. You'll want to make sure people pay points in some way for their powers if you use character points as your control mechanism.

  10. Re: 1st time HERO System GM advice

     

    I'm still interested in hearing about any experiences playing in FF-like settings.

    I don't know much about FF7, but I'm starting a game based on FF: Crystal Chronicles. The magic in that game is also based on collecting items, but is pretty different in other ways.

     

    One thing I've found is that the balancing factors built into the video game can sometimes translate over to an RPG really well. For instance, the balance between weapons and magic in FF:CC can translate right over to Hero. Weapons are more reliable and faster. Magic is slower and leaves you vulnerable, but can accomplish unusual things like ranged attacks, AOE attacks, paralyzing enemies, and hitting vulnerabilities. Not only does this make fighters and mages equally useful, but it forces the group to use teamwork. So, it's worth putting some thought into understanding the design decisions in your source material.

  11. Re: World creation help (Magic system question)

     

    Interesting idea. It sounds good to me, but keep in mind spells bought outside the multipower will have the advantage of being usable in multi-power attacks. You might want to make a house rule or a limitation that restricts that, if you want the side spells to be totally inferior.

  12. Re: 1st time HERO System GM advice

     

    I currently don't own Fantasy Hero or Fantasy Grimoire. Let's say I've already come up with my setting and my magic system, what reasons would you give for me to buy it/them?

    There's a lot of good advice in Fantasy Hero about fine tuning the balance of magic systems and solving problems that can come up. It has advice for making weapons and armor too. All the rules are in the basic book, but it gives you the knowledge in how to apply them that an experienced GM would have.

     

    I don't think there should be any problem with having potions heal a predictable amount. Just use the standard effect rules, 1 Die of Similified Healing w/ Standard Effect = 1 BODY and 3 Stun.

  13. Re: Pokémon HERO

     

    To me, the closest thing to special defense is Power Defense, but I digress.

     

    Anyways, although it doesn't list it on sheets normally, you actually do have a seperate Offensive Ego Combat Value and Defensive Ego Combat Value. It's just listed as one stat because the two stats are normally the same. Kind of like how you sometimes see OCV and DCV just written as CV. If you want to buy OECV and DECV seperately, just do it the same ways you do it with normal CV.

     

    The most typical way to do this is with Combat Skill Levels. Figure out what equivalents are and use the appropriate costs. For instance, OECV with one attack is two points, a general purpose ECV CSL would be 5 points, and so on. You may want to apply limitations to the CSLs like "Only For DECV (-1)" or invent new CSLs based on the cost of the existing ones, to get the precise effect you want.

     

    Another way to do it, which is appropriate if you think special defense is always on and not flexible, is to just buy EGO and apply a limitation that it's "Only for OECV" or "Only for DECV."

     

    Another way is to look at how much it would cost using the normal rules, and invent a new stat or power with a similar cost.

     

    It all depends on how much work you're willing to do and how picky you are about the details.

  14. Re: Pokémon HERO

     

    Okay, another problem.

     

    Is there a way to have a mental attack higher than a mental defense, or vice versa?

    I'm not totally sure what you're asking, but I'm pretty sure the answer to your question is yes. Could you elaborate a bit more?

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