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Urlord

HERO Member
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About Urlord

  • Rank
    New Member
  • Birthday 08/27/1960

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  • Gender
    Male
  • Location
    Georgia USA
  • Occupation
    Consultant
  1. I have found that each persons idea of Low Magic is different, and not just regulated by point costs. To me, using spells to do things like building or repairing roads doesn’t fall into the category of low magic. But, that’s just me. As for your spells, if I had to choose one, I would go with the 15 AP Transform. It seems more like what you are trying to accomplish. Using TK or Tunneling seems a bit odd.
  2. Yeah, creating a linear plot line and hoping the characters follow it can be quite difficult without the players feeling railroaded. Since the character let the rituals happen, the city has changed and they must live within the new paradigm. i would create three to five plot hooks and introduce them to the characters through rumors and such. Once the players have all the rumors, have them tell you which one they are going to run down before the next game session Then, you only have to detail that one. i do this with my group and it works out pretty well.
  3. Both parts of your divided mind are correct. Casting spells at will is OP, If and only IF the spell effects are above what non-casters have access to. For example, if a missile weapon that can be purchased at a shop does 1d6 RKA, then spells that do similar damage should be available at a fairly low cost. However, if spells are doing more damage than what other characters have access to, then full cost is appropriate. I hope this helps.
  4. What if the Burnout chance was variable based on the Acrive Points in the spell? For example (you would alter this based on the power level of your game): AP = Active Points. 01-20 AP = No Burnout Chance 21-25 AP = 8- Burnout Chance 26-30 AP = 9- Burnout Chance 31-35 AP = 10- Burnout Chance 36-40 AP = 11- Burnout Chance 41-45 AP = 12- Burnout Chance 46-50 AP = 13- Burnout Chance 51-55 AP = 14- Burnout Chance 55-60 AP = 15- Burnout Chance 61+ AP = Always Burns Out just an Idea.
  5. I am currently running a campaign where all spells must be powered by END Reserve: Mana Pool (for Magic) or a Divine Pool (specific to each deity). The pool’s recovery requires Meditation/Study for Mana or Prayer/Worship for Dicine. The Recovery of the pools is also affected by the character’s physical location. Very High Mana Area = x2.0 REC High Mana Area = x1.5 REC Average Mana Area = x1.0 REC Low Mana Area = x0.5 REC Null Mana Area = No REC Deity’s Consecrated Ground = x2.0 REC Ally Deity Consecrated Ground = x1.5 REC Non-Consecrated Gr
  6. If you are looking for a fast, mage duel style magic system, then I would say yes. However, the Dispell Spell would need to be build to accommodate such fast casting... no concentration, gestures, extra time, etc. and if it required a focus, the mage would need to have it ready since you cannot Abort to a Fast-Draw. Also - your bad guy mages need to do this to the PC mages a few times as well.
  7. That's up to you, but I wouldn't allow it.
  8. I completely agree with bluesguy about using the optional combat rules to get the Harn feel to your game. Here is a link to the Harn-Like Healing System I created for my Hero-Harn Game.
  9. I ran a short campaign in Harn. We did a really gritty, low powered game with 45 base points plus up to another 15 in compilations. Equipment was purchased with money which I was really stingy with. It was going well until one of the players died from infection and didn't want to create a new character. It kinda just died after that.
  10. Hi Urlien - Us folks with user names starting with "Url" must stick together... I have run several long term FH campaigns and your concerns are valid. I will try to address each one in it's own paragraph. 5th or 6th Edition - If this is your first jaunt into a FH campaign, I would just stick with 6th edition. But keep the 5th edition stuff handy because there is good stuff in there and most isn't hard to convert over to 6th edition rules. I have FH Complete, and it's not too bad. I would have liked to see more things in there, but I'm not one to second guess a publisher. Campai
  11. @BigDamnHero - Your concerns are actually the main point. When they return the items to the professor, right up to the last minute mind you (should be a nail biter), the PCs are told up front about the bet and that they were blind subjects in this most enlightening experiment/wager. The professor tells them that they are now free to live their lives again, thanks them for their participation, and escorts out the door. This should really piss off the characters and maybe even the players a little bit too. My players are really experienced and mature, so they'll be okay. I've been gaming with
  12. If the character's return all five items as requested before sunrise on Day 31, they will not be sent to back to hell and be allowed to live out their lives until they die again. It isn't until Part 6 of the adventure that they learn about the wager between the professor and the devil. Regardless of who wins the wager, if the characters fulfill the quest, they are free to go.
  13. Fellow Game Masters, Have you ever had a great hook for a campaign/adventure and when you get into designing it you have get a mental block? Well that's what is happening to me. Campaign Hook The characters are pretty low power (75 points: 50 Base + 25 Disads) to start and I'll be rewarding 3-5 XP per game session. The five player characters have adventured together before. Their last adventure didn't go well and they all died. When they died, they were judged in the afterlife and were condemned to hell because of one of the seven deadly sins. After spending what felt like 2-3
  14. We have always used the 3rd Edition FH rules for mounted combat of any kind. Not just horses. I once has a campaign where all the players were tiny fey who rode birds like the animated movie "Epic". We used the 3rd Ed. rules for that too and it was fine.
  15. Ha, yeah that was funny. Actually, the game session was last week and I went with Duke's recommendation that the spirit was trying to get them to come up with the answer when he couldn't. In the end, they really frustrated the spirit because every answer they gave he had already tried. That lead to questions about who the spirit was answering the riddle for and they learned of a swamp hag that had bound the spirit to do her bidding with this seemingly answerless riddle. They tracked down the hag, and she attacked them before they could even confront her. Not because of the spirit, bu
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