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Galadorn

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Posts posted by Galadorn

  1. Originally posted by Old Man

    It's kind of hard to prove either way. Given the nature of Homo Sapiens I wouldn't be surprised if it were a combination of genocide and interbreeding that put an end to the Neanderthals. There is very little, after all, that Sapiens is unwilling to kill and/or try to breed with.

     

    I heard some expert on Physical Anthropology say they never interbred. This was on ABC Radio - The John Batchelor Show.

  2. Saint Cuthbert

     

    B.T.W. Shrike, your friend who is the "expert" on Greyhawk, doesn't know Living Greyhawk it seems. In the section on Saint Cuthbert, it specifically says that Saint Cuthbert's follower assert that he is from another Prime Material Plane.

     

    So much for this expert.

  3. Re: 7th Sea to Hero

     

    Originally posted by ChaosDrgn

    Does anyone know or made any conversions from AEG's 7th Sea/Swashbuckling Adventures to Hero? Am consiering starting a game using the world, and the magic system can be a bit of a pain :)

     

    As was stated in an early thread about Fantasy Hero Companion I & II, there was a ship fighting system in it - that included scaled combat for PCs with powerful combat abilities - if I remember correctly.

     

    Fantasy Hero Companion II also had mass combat rules. Check EBay of Amazon. :)

  4. Re: "Realistic" fantasy

     

    Originally posted by tkdguy

    Of course, this would still be a medieval society. Superstition and intolerance toward outsiders and/or differing views would prevail. Religion may have a strong role in the campaign, or it may be toned down. Wars are still fought with sword and lance. Feudalism is still the predominant system in society.

     

    Any suggestions and critiques would be most welcome.

     

    My idea of "realistic fantasy," is fantasy that is the same as Tolkeinistic fantasy, and is not Elfquest, Faerie. "Wee People Tales" or other similiar stories. I find these extremely boring.

     

    The Realism that I prefer, means that elves are human-like peoples, placed into a human-like society, and interacting with humans. Some elves may be isolationist, though, like the elves of Lothorien.

     

    The Realism I admire, is the realism of "surprise." For example: Magic is unheard of, and you have never seen it in your lifetime. Most locals think of magic as a folktale, made up to frighten young children.

     

    You are humans drinking mugs of ale at the local tavern, and a fight breaks out. Suddenly a man in a roughly threaded brown cloak, gestures and utters some obscure words, and his attacker errupts in flames.

     

    That's the realism I admire, not trying to make sauric dragons, or giants, being merely 7'7" tall humans. The Magic Realism I prefer is a real, palpable force; that empowers unrealistic monsters - like dragons and giants.

     

    Magic that empowers spells like burning hands like effects (ala. D&D) and spells like Gandalf cast in The Hobbit, with the wargs and goblins. But magic is simply this, elitist and rare. If a person sees magic happen in his lifetime - he is one in a million.

     

    BTW, according to one of my biology professors in high school (a Ph.D.). Giants are simply impossible creatures, according to physics.

     

    Just some thoughts. :)

  5. Originally posted by Eosin

    This is an optional rule for DMs who want to break things up into Slashing/Piercing/Blunt type of damage. It is not considered part of the standard rules. Start reading from page 177...it becomes more obvious than just reading the bullet points.

     

    I do agree that it would seem that mail would suck against blunt.

     

    Actually, no armor was typically all metal. Most had padded leather-like armor underneath. So there would be some blunt force absorbtion.

  6. Originally posted by Killer Shrike

    No worries Galadorn HTML is ridiculously easy for starters, and for seconders there are many WYSIWYG editor available that will do all the taging for you.

     

    Sounds good to me. :) Maybe, after I move, I'll get to it.

     

    Thanks.

  7. Re: Fantasy Hero Websites

     

    Originally posted by Eosin

    Alrighty, the number of Hero Games Fantasy Websites is pathetic.

     

    Yes it is, and the quality is questionable on many that exist.

     

    I know of several that are not listed so my question is what is stopping people from having DOJ list them? I also think we should create a list here so that we have something to reference. Opinons?

     

    We need a fantasy hero setting that is of premium quality. I don't see such a one, yet. Some very good ones, maybe, but not premium quality - of course I'm very picky. ;)

     

    I have a general fantasy homebrew website that uses Hero and some d20 stuff - including the Wheel of Time on my website, but no Hero specific rules just yet.

     

    Ewwwwwww, I hate the Wheel of Time. Just my humble opinion. :P

     

    What do people want to see in Fantasy Hero Websites?

     

    Ummmmmmm, I don't know, maybe I'll create one - once I master HTML. :o

  8. Originally posted by Intrope

    I'm going to have to agree that dropping STUN entirely is too radical. However, FH5 did have another suggestion I liked quite a bit: treat all KAs as having reduced penetration on the STUN portion. So, a 2d6 KA that rolled out as 7 BODY, 21 STUN would instead do 7 BODY, 10 STUN, 10 STUN. This would reduce the excessive STUN output of KAs against Heroic opponents (since you get to apply defenses twice) without making it impossible to knock someone out.

     

    Yes, that would work. Also, allowing higher defenses, combat luck, or skill levels might work as well.

     

    I guess I would use LOR: Two Towers as my template. How, when in reality most Medieval warriors were slaughtered by the hundreds, did the Fellowship of the Ring survive? Sounds like combat luck to me. And, a nice piece of work in a mithril chainshirt. :D

  9. Originally posted by tesuji

    I would not recommedn getting rid of stun entirely. The ripples thro the rest of the system are pretty big and it will especially get into the values for other things. Ebs and RKAs wont maintain their relative values for one.[/stun]

     

    I think Villian and Vigilantes is a no stun system. Hero would pretty much mimic that system. I don't even know if V&V is around anymore. I had a friend who loved the system - don't ask me why... :o He played Hero Games pretty regularly, no accounting for taste I guess. :o

  10. Originally posted by Snarf

    There's not much point in me mentioning this, since the spell already only costs 1 point, but a 1d6 transform seems like overkill to me, for the body of a small pot of food. If there was some way to buy a 1 pip of effect, I think that would be enough.

     

    I agree. Isn't there a chart in The Hero System Rulebook about, how much mass equals a certain amount of body?

  11. Originally posted by Shadowpup

    I would highly advise against ignoring STUN. For all the reasons previously stated and if the time ever comes that you want to capture the party, it will be very difficult without STUN. Of course you should not capture the party often - once or twice during an entire campaign is plenty because players HATE getting captured.

     

    I agree.

     

    And yes, even the real-world police suggest if someone is going to kidnap you, to go all-out to escape or get help. This is because the chances of dying are very high if you are kidnaped. I think people instinctively avoid their characters getting captured for this reason.

  12. FOR STEVE LONG

     

    Originally posted by swobeas

    Hi folks!

     

    In our group the amount of time playing fights is a recurring problem.

    As noted in the new Fantasy HERO Mr. Long prosposes ignoring STUN completely. This would speed up combat but what experience do you have doing so?

     

    One of the PCs is a weaponless fighting martial artist from a small island far in the sea and I'm not sure about turning hist fists and feet into HKAs.

    The other thing is one PC has got the talent combat luck, providing him with 3 rPD and has now turned to wearing plate armor... therefore killing damage must be high scaled to be able hurting him (DEF = 11 altogether) and the rest of the group has pretty low defenses...

     

    thanx for your advise

    swobeas

     

    I would suggest a simpler idea. HERO Games should design a software program for use with Hero Games. He can add:

    • 1. Disk: A disk for each different Hero Game Supplement.
      2. Laplink: A laplink type feature where computers can link together.
      3. Graphics: Graphics of character pictures of each package deal or character archetype (Brick, Mark I, Ranger, Cleric, Secret Agent, etc.) and General maps, with terrain for use with each Supplement.
      4. Figurines: Character pictoral figurines for use with map.
      5. Mapping System:He can also add a mapping system where character figurines can be moved across the terrain.

     

    If you want to speed up the calculations for Hero Games, the best way to do that is by computer. ;) If Steve wants to reach me for consulting on the project, he can contact me at my email address in my profile. :)

     

    Experience:

    -5 years computer technician.

    -1 year Information (Technology) Officer.

    -5 years Small Business Consultant.

  13. Originally posted by mudpyr8

    Fundamentally whether you limit the overall PD or come up with a stacking rule, you accomplish the same thing. I agree that anything over rPD 9 gets crazy, although only for BODY damage.

     

    I dislike arbitrary limits. I would prefer to come up with a system that supports whatever limit I want to set, but in a graduated fashion. My armor stacking rule does this, and quite neatly. Its a simple -1/4 limitation and is easy to figure out, even on the fly. My players like it, think it has a realistic feel, and makes sense.

     

    If you can accomplish the same thing by imposing an arbitrary limit, that's fine. It's not for me, but it gets the job done in a direct and easy to use manner.

     

    Well, another factor is the character and experience point levels in the campaign. The higher the point levels, the higher the defenses will likely be: unless you are using the max. values throughout your campaign.

     

    I would rather spend time designing scenarios and plots, then tinkering with disad.s, damage classes, defense levels and combat values. :)

  14. Originally posted by The_Saint

    I do not care if defenses stack,after all,PCs invest Points in Combat Luck or Magic Defenses and those who don't have these free points for Combat Skill Lvl,Body,etc...I simply set up a max.value for defense.

     

    Exactly, I agree. I don't like too much tailoring of the game system. I think the Hero System is excellent as it is.

     

    Max. values for defense are the point in my book.

  15. Originally posted by M-3

    Hi and thanks for your input, everybody.

     

    I've decided to go with the NND and "not being evil" as it's the easiest and most elegant solution (IMO) and fits my concept best.

     

    While the PCs will probably often find themselves fighting opponents who aren't evil but chaotic (or even good - animals in this world are considered good unless they've been corrupted by some supernatural evil), having a power that will enable them to inflict damage on evil creatures only in an area is definitely a huge advantage, since I'm not permitting PCs to be evil.

     

    O.K. As I said, campaign specific.

  16. Originally posted by Outsider

    The caster shouldnt be buying straight damage, IMO. Thats what (and about all) the meaty boys up front are good for. Also, if your warriors are doing 3.5 d6 HKAs, 30 active points might be a bit underpowered for your casters.

     

    I don't think anyone counts longswords as active points. It doesn't cost anything. I'm talking about character points that players spend, not "reality points" that are inherant in an item.

     

    Second of all, this attack is limited, with a -1/2 limitation. It's not as versatile as you would think, given that it is only usable versus evi creatures.

     

    Third of all, with a the morality disadvantage I mentioned above, a GM can limit the power, usable only on characters that have this disadvantage.

     

    Fourth of all, if a GM has a balanced campaign, with the use of several "neutral" monsters, the vs. evil only limitation won't be useful all of the time, or even most of the time. This limitation will be useful some of the time.

     

    With only 30 active points available, really effective attack spells are going to be hard to come by. I'd pretty much never buy straight EB or KA, as those effects are already done so well by the warriors. Any EBs or KAs I bought would have advantages not available to the warriors, and preferably would have AoE as well.

     

    I disagree, modifying existing killing attacks is the most effective power for any character in my campaign. Even a cleric benefits from a +1d6HKA vs. evil only, since his attack is a 2d6+1HKA is he has STR Min. for a medium mace. He can also buy OCV levels with this power. :)

     

    A few offensive spell examples with 30 active points :

     

    Sleep Spell :

    2d6 EB - NND, AoE(Radius, 2") (7 stun to everyone in a 7 hex area.

     

    Nice try, but I think that's Wimpy. Doesn't do enough stun. Why not buy:

     

    2d6RKA (only vs. evil -1/2) Average body: 7 Average stun: 15.

     

    The advantage to this killing attack is that it kills the opponent. Not only does the opponent have to worry about about the same stun level as your NND: But he has to worry about dying - That'll make him think twice about fighting you.

     

    Fatigue Spell :

    3D6 Drain - END (target loses 21 END, on average)

     

    Not bad.

     

    Web Spell :

    1D6 Entangle - Entangle Takes No Damage, AoE(Cone, 16" side) (All targets in the cone are covered in 3 DEF, 1 Body webs, which take no damage from piercing or bludgeoning attacks (unless specifically targetted. 3 Def should be pretty useful against hordes of weaker opponents who will not get to use their foci (weapons) to help them break out)

     

    This one's a winner, thanks. :) But with an only verus evil limitation? I find that unsubtle and unplausible.

     

    Englobement :

    12/0 Forcewall - (A bit mana intensive, but very useful for temporarily containing more powerful foes. (a foe doing 3D6 HKA has only about a 25% chance per blow of breaking the englobement. If they have only 2d6 HKA, or even very large Reduced Pen attacks (such as Animals often have) they can likely be contained until the mage runs out of mana. Unless they get the bright idea to try lighting a torch up....)

     

    Actually the torch idea I thought up, before I read the last sentence in this paragraph, LOL. :o And the special effect on this power would be extremely important, in my book.

     

    What power, rationalized by a mythological construct, would justify such a power? Yes, this is ten cent term, but this kind of thinking goes into my campaign.

     

    In short, when have you seen a power like this happen in mythology?

     

    Seeking Arrow Spell

    1D6 RKA (P) No range mod, Increased Max Range (to 2250 hexes (4.5 km))

     

    Not bad, good ideas, generally. :) But two of them would take some major modifications to be truley useful in my book. :) Thanks.

     

    BTW, the active point limitation is not on what characters can modify or add damage too: The DC limit is a whole different ball of wax. :) And I allow a higher total active point limitation, as long as the higher DC is limited like (only vs. evil -1/2) and (only versus dark races, -1/2).

  17. Originally posted by Snarf

    This may have already been mentioned at some point in this thread, but the official value for "Only Affect Evil Beings" is -1/2. I just noticed it on page 48 of Fantasy Hero.

     

    Yes Snarf, thank you. I mentioned that 4 ed. has the same limitation value, but they aren't adhering to the rules in this regard, which is there choice...

  18. Originally posted by Rick

    Ummm ok....then they probably should be an active participant in the fight, given that prayer is an invovled activity...incantations maybe. You should probably change the limitations on combat luck to reflect these differences in SFX.

     

    If you're going to follow stereotypical definition of prayer. Prayer, actually doesn't have to involve words at all. It can be a silent longing, a concious awareness, a contemplative state on the presence of the divine.

     

    Just remember Combat luck was given a fairly specific SFX. In changing the SFX your changing the talent to a degree.

     

    Nope. Special effects are left up to the GM and player. Read the "Skills as Powers Section" in the Hero Rulebook. If you are defining combat luck as a power, then it falls under a totally different set of rules, regarding special effects. ;)

     

    As far as some sort of TK is concerned...really that's a Force Field or Missile Deflection. Far more than a "Talent" should cover.

     

    Not necessarily. You are assuming that TK means a forcefield or psychokinetic shield. There are many other ways to look at tk.

     

    What about a psychokenetic who's mind is quicker then his reflexes, and can push himself out of the way with his mind (EGO power special effect)- but his limbs just don't work as fast. That's the type of combat luck I am talking about.

     

    Again, this combat luck would fall under a talent (skill) as a power...

     

    It all depends on how your rationalize it. :)

  19. Originally posted by Markdoc

    >>>Thirdly, NND in an fantasy hero campaign I find unrealistic, that is a Medieval Fantasy Hero campaign. Medieval campaigns that use NNDs instead of killing attacks, I find too comic booky. A hallmark of fantasy, is that your opponents DIE when defeated, not get knocked unconscious so you can arrest them.<<<

     

    Actually NNDs - in the form of sleep spells, mystic poisons and so on have been a staple of Fantasy for a good long time.

     

    Mystic poisons depend on the special effect. Mystic poisons can still be RKAs. Secondly, isn't the target a mystic poison often "weak" after the poison wears off? This could simply be that the character lost some BODY.

     

    Briar Rose's whole castle is NND'ed.

     

    I have no idea who this is.

     

    Conan is forever "falling into blackness" only to wake up later in some dungeon or other.

     

    While still being physically "weak" and unable to fight effectively. Sounds more like a STR drain, and possibly NND in combination. Or more an STUN drain, since Conans recovery didn't seem to help much.

     

    Of course NNDs don't kill their targets, unless they're NNDs that do body. And I don't mind NNDs that do body.

     

    Morgan le Fay knocks both Lancelot and Arthur out in the classical romances.

     

    You sure that was an NND and not an physical EB?

     

    Orlando Furioso is magically rendered inconscious in the Castle of Bronze, etc, etc.

     

    I think you meant unconcious. And was he physically "weak" afterwards?

     

    So the limitation is "in genre" - depending of course on what sort of campaign you are running.

     

    cheers, Mark

     

    Depends on what campaign you are running. For a 30 point active point limit, NNDs are toooo expensive.


    • Comparison:
      A. Paladin Attack: +1d6HKA + 1 1/2d6 HKA (sword) + 1 pip KA (str) + 1/2d6 KA (extra DCs) = 3 1/2d6HKA =
      Average body: 6 (for 6 Def)
      Average Stun: 28 (for 10 total PD, 6 rPD).
      Cost: 5 (KA) + 4 (DC) = 9 total.
      B. NND: 5 1/2 d6 NND.
      Average Stun: 17
      Average Body: 0
      Cost: 10 total (for average limit.s)

     

    You do the math... The HKA does:

    • 1. 6 body more, on the average.
      2. 11 stun more.

     

    Hmmmmmmm, which is more effective, realistic, and genre appropriate?

  20. Originally posted by Rick

    Yah...barely. A gm needs to deal W/these issues of SFX. Still doesn't change that if your movement is hampered you don't get the Def. Apparently your devine hand doesn't work when you're asleep (that's part of the limitation of the talent).

     

    Maybe it requires active, conscious prayer. :) Not working while asleep, is definately appropriate for a psychokenetic SFX.

  21. Originally posted by Rick

    That is true, but having just read the talent, it is described as the ability to dodge attacks. People can use however they see fit but it was designed for heroic campaigns, for characters sans armor. Divinely granted protection or psyco kinetic protection should probably be a force field.

     

    Or a divine hand pushing them out of the way. ;) Same effect as dodging...

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