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About Panpiper

  • Birthday 01/16/1959

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    Bookworm, martial artist, repentant psychic, dried out drug addict, paramedic, pseudo-apostate libertarian, debater, knife maker, SCA basher, professional gamer, speculator, pornographer, and nascent social commentator...
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  1. The real world ratio of silver to gold mined is roughly 1/16. It would make sense to have a similar ratio in terms of coin valuation, but that assumes identical weights of coin. If gold pieces were about 60% of the weight of a silver coin, the value of the coins would be ten silver to one gold. Identical to what the Fantasy Hero book postulates, so no stretch of imagination there for me. The only stretch for me is just how low value all that precious metal seems to be relative to what it is buying. If I were to change anything, I would substitute coppers for what is now priced with silver (which would be relatively large coins) with the lower valuation 'change' being pennies which are a tenth of the weight of full coppers. That would make it more realistic and put gold into the realm of truly rare.
  2. If I am building a character for a Fantasy game, and the magic system imposes a strong probably of failure if my mage tries to do as much damage as my fighter or archer build could do without risk of failure (other than hit probability), then I am NOT building a mage. Done deal. Yes, there are loads of utility spells one could have a mage around for, but I am not interested in playing the jack-knife support character. I want to be able to shine when push comes to shove. Now it may well be thematically appropriate for your campaign setting that magic is NOT particularly useful in a combat situation. Gandalf did use a sword. But it is germane only to a rather small subset of fantasy RPG settings I think. The VAST majority of people playing such games (usually using other systems) have mages either at the top of the damage dealing spectrum, or on par with other character archetypes.
  3. I played in such a campaign some years back. The characters 'started' at 600 points. (!!!) The campaign lasted five years running weekly, and ended when we resolved the main quest that involved literally saving the universe. We had a technologically ignorant Tarzan, a super Vampire, a Sorceress, and my character, essentially a melee tank who was an Immortal, like literally. He resurrected once from a nuke. It was more than a little freeform, and wildly fantastic. We could hop dimensions, we dealt with godlike entities both malevolent and benign, we vanquished Godzilla like threats, confronted armies and demon hordes. That campaign remains my favorite campaign of any I have ever played. The GM too told us that ours was the only campaign he had ever run in over thirty years that had ever successfully run it's course by completing its ultimate quest. My (starting) character in that game, Vestige. https://www.mediafire.com/file/fr1y4w14hd7k0gh/vestige.hdc/file https://www.mediafire.com/file/lstc7tmc59aiclh/Vestige.pdf/file We are now playing D&D.
  4. I don't recall what the 'official' limits were in the 600 point campaign I played in were, but for the most part even after five years we were still roughly in the 60-100 active point range for the most part. The 5th Ed character I played in that: https://www.mediafire.com/file/fr1y4w14hd7k0gh/vestige.hdc/file https://www.mediafire.com/file/lstc7tmc59aiclh/Vestige.pdf/file
  5. Within the last decade I played in a weekly campaign that lasted five years, with 'starting' characters built on 600 points! We had an absolutely wonderful time. I have never had a problem coming up with challenges regardless of point levels. As a player, I too very much appreciate the opportunity to grow and evolve my characters. That is half the fun of the game in my opinion. Sadly this ambition is all too frequently stymied by the fact that GMs are often notoriously stingy with experience, many awarding all of a single XP for a session. This as often as not in a game played every two weeks with a likely lifespan of six months. WTF? The five year campaign mentioned averaged two experience per game, and the growing range of ability was never an issue. At one point the regular GM suffered a personal tragedy and needed time off from running the game. I took over for a year, but continued a 'version' of the existing game in which the characters found themselves whisked into a different universe, summoned there by an ultra-powerful mage. The summoning was cast just as that mage got hit with a stasis field, and while the summoning worked, it also only came through partially. All the players came in as 0 point children, in the middle of a battlefield. They had to survive and get out, with effectively no power. 'HOWEVER', at the end of that session and every session thereafter, they got SIX experience because they were fast recovering their power. Everyone REALLY enjoyed the rapid evolution of their characters.
  6. I've spread the word a bit to some Hero GMs I know who use Roll20 and have a pro account. Hopefully one or more of them will nibble. A Hero Designer export function for a Roll20 character sheet would be a HUGE boon, even if it isn't perfect, as it could always be tweaked manually.
  7. Serpent's breath, charm of death and life, thy omen of making. Old Irish. https://www.evertype.com/misc/charm.html
  8. Oh! Look! A half page of basic guidelines meant to give people an idea of relative balance. I shall then with my superbly honed rules lawyer talents, interpret this then to mean a half page of iron clad rules rife with loopholes to exploit, so I can legally create the most godawful combat monster and lay waste to the very idea of game balance. Anyone taking this approach to an attempt to give people an idea of what I consider reasonable would be kindly invited to NOT play in my game.
  9. This is a dark ages fantasy horror game in which I am a player. The GM has no problems at all with my character having a fief. My character already has a well established background around his being a knight of some prominence. He currently has three points in a nobility perk (Baronet), three points in wealth and 5 points for a follower. My character does not yet actually have a fief. I am banking points in the requisite perks so that when it is convenient for the GM in the narrative, my character can be granted one. By no means am I expecting the GM to start using the fief as the center of any and all adventures. This is not me attempting to end run or hijack a game or anything. Shortly after asking this question here on the forum, it occurred to me to look up bases in the actual rule book. (D'uh...) Therein I found this rather clearly spelled out: "In Heroic campaigns, characters should pay for Bases and Vehicles with money. In Superheroic campaigns, characters must buy them with Character Points." This comes as a bit of a relief, as buying both a wealth perk commensurate to a fief AND paying the ~20 character points needed to define an appropriate fief is a MASSIVE investment for a 100 (starting) point fantasy character, especially given that this would be little more than RP chrome really. It won't help one whit in a fight or figuring out a mystery. I am thinking now a wealth perk in the range of 6 to 10 aught to cover it AND defining the appropriate fief. https://www.mediafire.com/file/q9rjfqyn6l42pms/Léonard+Vaillant's+Character+Sheet.pdf/file
  10. So I've got a character who is currently lesser nobility, complete with oaths of fealty, etc... I want for him to gain a small fief. This would be essentially a small village with some surrounding land that he administers, and the right to build some sort of manor there, though he might not start with one. He currently has a 3 point nobility perk and 3 points in wealth. Would you handle this as a special effect of a wealth perk, or would you go so far as to define a base? If you built a base, how would you build it?
  11. Thank you. I don't know what I did to cause the issue, but I will do as you suggest. And it worked. A thousand more thank yous.
  12. It's not just one power or pool, and it's not just one character. I am not able to add modifiers to anything, the button is utterly unresponsive. I click on it and nothing happens. Does anyone have a clue what the issue is or what I might do to fix it?
  13. Clearly I need to figure out better ways to phrase all of this. A 'total' of 50 PD/ED of which any amount may be resistant. The 37/37 you referred to would be over the limit by 24. Yes they can have martial maneuvers. Extra damage classes however would count against the AP limit, 5 points per damage class. CSLs can be used for anything CSLs can be used for, including boosting damage beyond the limit. It means you could have 20 of OCV and DCV as a combined total, or any variation thereof. So you could have a 10 OCV & 10 DCV. Or you could have an 8 OCV, 8 DCV and 4 combat skill levels. Etc.. This is oriented towards a balance of (standard) 400 point supers.
  14. It's not 'all' the martial arts maneuvers, it's the 'right' to buy 'any and as many as they like' martial arts maneuvers. None of the above are actual points spent, but are spent in the abstract to establish a relative balance. They establish ceilings to which the various stats/powers may rise, but they may not reflect the actual points spent.
  15. My basic balance guidelines for supers. The idea is to keep characters roughly in league with published examples of supers at this point range. These are not rigid rules as exceptions might be made in exceptional circumstances, but they should give an idea as to what to shoot for. The idea here is to give new players a basic idea of what I consider reasonable. Characters still need to be approved and I will help beginners make sure their character is viable. Characters MUST have at least 20 points in skills. This does NOT include any sort of skill levels. No pure combat builds. Only in alternate ID and OIF power suit characters (and the like) MUST have a reason in their backgrounds and disads to NOT always be in their alternate ID or power suit. (Changing into an alternate ID will always take at least a phase and an OIF may take longer. Be warned.) If you use unified to save points, expect the bad guys to figure this out and find a drainer, just for you. Be very wary of using 'gratuitous' limitations. They WILL be used against you and will haunt you. The following are the basic standard which characters should hover around. I'll refer to these limits as 'Campaign Limit Points' or 'CLP' so as to differentiate them from the actual character points spent. 60 CLP - 12 damage classes maximum. This includes advantages like armor piercing, etc. Reduced endurance does not count against this, buy that as you will. 50 CLP - An average total of 50 divided between PD & ED. As much of that 50 points of defenses as you want can be resistant. Mental, power, flash defense etc., can be bought with no limit. 100 CLP - 5 CLP for each OCV or DCV for a total of 20 between adding OCV, DCV 'and' skill levels. So 10 OCV/10 DCV, or 8 OCV/8 DCV & 4 CSLs, etc.. Negative penalty skill levels do not count against this, within reason. 50 CLP - Between 4 & 6 Speed. Speed 5 is the norm. 50 CLP is equal to 5 speed. You can drop one speed to put 10 CPL elsewhere or or raise speed by one and take 10 CLP from something else. However... See below. These point limits can be modified in a few ways. The first way is that for every 5 points you remove from one limit, you may boost another by five points. None of these categories can be boosted by more than 10, except for strength based bricks (see below). (Players are strongly cautioned to not drop any category by 'more' than 10, lest you severely hamstring your character.) The other way is that you may buy a custom talent called OP Boost. For however many points you spend on that talent, you may increase any of these limits by the same number of active points. This functions much like characteristic maxima, except for powers. No limitations of any sort may be taken on this custom talent. A tweak to these rules, just for strength based bricks; if you restrict yourself to a speed of four and have no ranged attacks other than throwing cars and the like, you may boost either strength or defense by 15 CLP dropping some other category by only 10 CLP. Spending 10 AP out of the above allows the character to buy Martial arts maneuvers, as many as they want. These do NOT otherwise count against the limits. 10 AP covers it. This does NOT allow the purchasing of additional HTH damage classes to exceed the 60 AP limit. Any such would count against the limit, 5 AP per.
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