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Lyinggod

HERO Member
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Posts posted by Lyinggod

  1. On 7/24/2018 at 7:54 AM, Vondy said:

    Two weeks ago I was at Blue Sky Hobbies in Bremerton and overheard a Hero game being run at the back table upstairs. I don't know if its a regular thing and it was clearly not the game for me. My tastes and yours may vary, however, so why not give them a call and ask about it?

     

    Thanks. That group, up until, recently had been playing d20 & Starfinder ?. Friday’s tend to be bad for me so I must keep searching ?

  2. I am looking for a HERO (or any non-d20) game of any genre in Kitsap county or East Jefferson county in Washington State; Silverdale, Pouslbo, Bremerton, Port Orchard, etc is all good. PM me if anyone knows of a group that has room for a reliable player. I am very rusty at GMing but I would be willing to share in the duties once I am up to speed.

     

    If you find this and it’s an old post, feel to PM me if this applies to you. If I've found a group, we may need players or I may still be in search of the mythically elusive “non-d20” game.

     

    Thanks

  3. I like your idea of using the magic roll, taking the doubles, and then using the third die to determine how far off the norm the spell went. Brilliant. =)

     

    I have been mulling this over and after some thought, it seems that this is not the best idea. The use of the 3rd die as a "wild" die seems that weights the values of the overall die roll as to how the magic goes wonky (positive, negative, or neutral). It seems to me that using 2 matching dice for pairs and then a 4th die as the "wild" die makes the overall distribution of wonky magic more uniform. I haven't worked the math on this, but it feels better to me. This is still a work in progress so I might go back to the 3rd die as a wild die option but for now.....

  4. Interesting thoughts... I would recommend the following ideas:

     

    First, consider that in 3D6 the range of divergence from the bell curve's apex (11 or less) is pretty low. +/- 3 already makes a huge difference. You'll want to consider that when assigning chance of failure.

    Thanks for your extensive response. My group is all D&D players who don't currently understand the Hero System spell/power creation and therefore we are using the spells from the Hero System 5th edition Grimoires I & II. I am using -1 / 20 AP for the magic roll as a -1/10 seems a bit high to me especially considering the wild magic effects.

     

    In my campaign, magic is based on the weaving of magical threads to create desired spells. The threads are slippery and akin to knitting with wet spaghetti noodles and sometimes the spells shift a little or a lot but not.to the.point of spell failure. I am looking to put together a system where magic can be unstable at any time, not just on a failure. I liked an earlier post suggesting that on rolling 3 of kind on the magic roll, regardless of success, results in spell slippage. I developed this to include the idea that on a roll of 3 of a kind the player rolled an extra die to determine if the Minor Side Affect (or Major on a critical) manifested; positive, negative, or neutral. I didn't do the math at the time but your post inspired me to look into this. It turns out to be about 2.7% of 3 of a kind occurring. 10% seems to be a better number to me.

     

    I also want to keep the number of dice rolled to a minimum as I am already getting some flack of having to roll to activate spells and spell to hit rolls (unlike D&D!) :/

    I need to mull this over further. Perhaps, make double use of the Magic Roll where two of a kind (same color dice) results in slippage (16% chance) and the third different color die used to determine the positive, negative, neutral result while the total if the 3 determine actual success or failure.

     

    Thanks for your suggestions

  5. This is specifically for a post apocalyptic campaign (ie: Thundarr) that I am developing. Magic has returned to the world but, unlike most fantasy worlds, there are no magic colleges or long term spell development. Casters generally have to figure it out for themselves. Controlling magic is like fishing with dynamite while blind folded; crude but generally effective if you throw it correctly. The assembly of magic spells I'd like weaving​ of threads that could unravel before the spell is complete, or slip a bit, thereby resulting in the quirky or disastrous effects.

     

    This is the dealing that I am trying to capture.

  6. I am looking to design a magic system where magic cannot be easily controlled and it is realtively easy to loose control of magical energies. The current idea that I am working with is something like:

     

     

    Roll of 3: Overpowered results, effective active points & advantages double in spell or other very excessive effect (GM's choice)

    Roll made by 4+: 50% increase in effective active points and advantages in spell or other excessive effect (GM's choice).

    Roll missed by less then 4: Fizzle, pop, Sparks or other some sfx.

    Roll missed by 4+: negative effect similar to mad by 4+.

    Roll missed by -10 or rolled 18: negative equivalent of rolling a 3.

     

    Does anyone​ have any better ideas on how to better capture this chaotic wild magic effect?

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