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djkester

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Everything posted by djkester

  1. Re: Buff from kobold god, to aid kobolds Kobolds are like any other group. What they believe they prove. An artifact's actual power may not that important. Any group of well organized kobolds can be a challenge. The artifact just gives them motivation. I'd suggest that kobolds effected by the artifact could be modeled with increased ego, end, and con. Beyond that I'd arm the kobolds with pepper bombs to blind and distract the foes, ARmor piercing small cross bows and coordinated attacks, and finally I'd give them traps to set for the party. Depending on your world they could also have explosive grenades. I like the idea presented on having blanket advantages for the kobolds as well. Confidence has powerful effects in real life so you can augment this with the artifact even further in what ever way you see fit.
  2. Re: MYTHIC HERO: What Do *You* Want To See? I third this request. Although I wonder if this falls into its own book of realms/planes.
  3. Re: Just saw 6th Edition and got a chance to leaf through it... @megaplayboy I don't have a volume max. But these two core books are amply big. I would suggest that much in them could be pulled out into different volumes. Like hartm I to have seen this reaction. What I don't understand is why is this not the case with other games? I think people who understand hero systems objectives understand the relationship of those objectives to the current books sizes and it makes sense. Nothing is to big if you want all the information in it. For me I would like to see the books broken into more volumes by topic. Heroic vs Super heroic. Also for some players in my game I don't think ill expose them to anything beyond my players guide and the basic rule book.
  4. Re: Just saw 6th Edition and got a chance to leaf through it... edited: cleaned up some content issues in my OP. Hey all, I think this discussion about price and size isn't using accurate data. On one level that is cool but on another inacurate data is confusing. Personal Experience and opinion on page count I am a new player to HS 6E. I own a bunch of other games including very early versions of 6E. I don't find these rules longer (nor IMO more complex) than other systems. What other systems are we talking about specifically? Additionally, I love the 6E product. Every page there in. As a target customer someone with the money to spend on lots of gaming products I hope Steve and the rest keep up making me products of this quality to buy. For me the cost delta between other systems I play is actually better in HS. Even purchasing both PDF and print every book that applies to Fantasy campaign I haven't spent <1/3 of what I have invested in DnD 4e. The cost of the books isn't a big issue for me personally. As to the paige count issue: I don't see how the product resolves the "i don't understand" without either changing the mechanics to support different game design goals or increasing page count to explain better. IMO your review of page count size doesn't match my experience of the product. I like it. Some facts about costs As to the cost. I disagree that the cost is going up relative to the changes in the product. Also when I compare the cost of 6E versions of any of the top 2 RPGs they are about the same if not less expensive. The price difference between the 5E rule book (50.00) and the 6E books (80.00) is in alignment with several things: 1) Inflation What cost $50 in 2002 would cost $60.23 in 2010. http://www.westegg.com/inflation/ 2) Color printing and better paper (see this reviews complaints on this. http://www.rpg.net/reviews/archive/11/11044.phtml ) 3) Competitive products (Core books for other systems: DnD 4e $104.95 Pathfinder $50.00 (but honestly you need the bestiary etc. 3) Print run size for a small company. Small companies like Hero Games (and most game companies) can't get the benefit of large print runs because the cost vs the sell through rate are to long. So $10 for inflation. ~$20** dollars for better printing in color. Likely the cost of breaking it into two books was some how made up for in improved (e.g cheaper) printing process. I estimated the $20 using Also Graphics just in time printing. http://www.alta-graphics.com/printed-products/book-printing/order-book.html Alto Graphics says a 500 page color book is $57 in QTY > 240 while a BW is $10 QTY > 240. From what i can tell by looking at the history of RPG products over the years that I have purchased they are getting better, with more complete information, for about the same or less money. Back to Opinion From how it looks to me the guys at Hero Games seem to be doing an excellent job of keeping costs in alignment.
  5. Re: How to Build: Lasting Weapon Enchantments @Tom I do agree that this is simply a conversion of one item into another with a special effect. In the campaign I'm creating the ability to enchant can be purchased separately (for a lot fewer points) from the ability to cast spells. Since in any case there is a significant advantage to having an enchanted weapon it seems that the ability to enchant should cost CPs. So the power/mechanism of the conversion should cost the character CPs. What I've determined is that since the BODY of weapons and Armor is quite low a Tranform is relatively cheap to purchase and reflects both the intent I have around enchanting magic items as well as the availability/flexability/capability I want around enchanting. So the ability to enchant will be reflected by the Enchant ability of the character purchased as a Transform (see below.) However, since players aren't paying for magic items in this campaign with CPs the actual item or level of the enchantment will simply be handled by the cost of enchantment components. I think there are a lot of ways to handle this situation but in the spirit of the Heroic Campaign, I'm creating, where equipment and items don't cost the CPs charging CPS for relatively low value of the enchants seems out of line. Of course this will be limited by the nature of the enchantments I allow into the campaign. Also, I will have AP limits on weapons that help balance things just as I am applying Levels to spells in order to keep balance with the weapons. Thanks again for all the advice and feedback on this is of course welcome. Here is the powers(s) I am allowing players to purchase. Each level will be able to be upgraded to the next level by finding appropriate training (after initial character creation.) 4 Augmenter: Major Transform 2d6 (equipment into magical equipment), Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Day, -4), OAF Durable Expendable (Very Difficult to obtain new Focus; -1 1/2), All Or Nothing (-1/2), Limited Target ([Limited]; -1/2), No Range (-1/2) 6 Enchanter: Major Transform 3d6 (equipment into magical equipment), Reduced Endurance (0 END; +1/2) (45 Active Points); Extra Time (1 Day, -4), OAF Durable Expendable (Very Difficult to obtain new Focus; -1 1/2), All Or Nothing (-1/2), Limited Target ([Limited]; -1/2), No Range (-1/2) 7 Master Enchanter: Major Transform 4d6 (equipment into magical equipment), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Day, -4), OAF Durable Expendable (Very Difficult to obtain new Focus; -1 1/2), All Or Nothing (-1/2), Limited Target ([Limited]; -1/2), No Range (-1/2) The enchantment recipes will be built using Aid or other power, but like spells each recipes will not require the player to spend more CPs.
  6. Re: How to Build: Lasting Weapon Enchantments @bigbywolfe Yeah, I think that is also what Tom was suggesting. I thunk it is just the ticket for what I want to do as well. Thanks guys. I'll post what I come up with.
  7. The effect I'm working on building is for a Fantasy Hero campaign. The basic idea is that magic users of various types can learn to Enchant Weapons. To enchant a weapon they must: 1. Have the Rea; Weapon they intend to enchant 2. Use oils and other valuable elements 3. Spend an hour for each 10 AP in the enchantment 4. Determine the power of the enchantment 5. Determine how long the enchantment lasts (on the time table) 6. Cost no END to cast the enchantment The enchantment should be applied to the Real Weapon. It should not need any END to maintain the enchantment. The enchantment should not go away even with the death of the caster or the character using the weapon. If you are willing to help out I'd like to come up with two examples: 1. Give a weapon armor piercing. 2. Give a weapons +1 DC. Your help will be much appreciated.
  8. Re: overwhelmed YW. However, there are tons of smaller publishers who produce all kinds of Scenarios for various Genre's. They also are often fairly cheep to pickup used. However, for a modern game I'd simply look to movies and books for ideas. There are really thousands of ideas you can play out in nearly every possible sub genre. That is not to mention just using the Current News. You want to put something interesting, create a scenario based on the party performing Drug Patrols and have them have a Big Foot sighting in the Cascade mountain foothills of Western Oregon. Really, i think the reason Scenarios don't sell very well is that most DMs like to create them for their world. I could imagine that for a small company like Hero Games the cost of development and inventory with the limited sales doesn't warrant them.
  9. Re: System Question: HKAs and adding STR 1D6 HKA is DC 3 (See 6E2 Pg 97) Likely just got the 1D6 Normal Damage = DC 1 confused there.
  10. Re: overwhelmed Zonk, I thought some links might help you find your way around. You need the: Hero System Sixth Edition Volume 1: Character Creation Hero System Sixth Edition Volume 2: Combat and Adventuring Together these two books make up the Core Rules of Hero System 6th Edition. The book you have as others have said is a Genre book. The Genre books (as others have said) are meant to give a GM ideas on how to use the system core rules for any particular Genre. Alternatively or additionally, as others have pointed out, if you feel that diving into the full set of core rules are overwhelming you can start with a purchase of the Hero System Basic Rule Book. I have fond memories of Danger International. My copy is bound with Duct Tape. Welcome back..
  11. Re: Steve's Chat Session Log (Thursday, September 1) thank you for posting the log.
  12. Re: APG II Commentary/Discussion thread Its cool you say? Well then I must buy it.
  13. Re: Just saw 6th Edition and got a chance to leaf through it... I am new to 6e having not played since the early 90s. I like the books. They are a great resource. So far i haven't found anything in them that i consider fluff. Unlike other game products I own. The books are great the way they are presented for me. As for overwhelm at the size. I think the basic rule book is a great solution. I own one for light reading.
  14. Re: Why do people post power costs on their character sheets? Agree totally. In fact I would suggest for some players there is no need to see the build version. The GM can help them create the character based on concepts etc... The final out come of the character building process can be distilled down to only game time information. BTW: this isn't even the power's costs. The GM can have a copy of the build sheet should a game time reference to details be needed. I know the size and scope of the mechanics of Hero is a real hurdle to some of the folks I play with. However, those people aren't here reading the forums. For me I want to see how you designed the character. I learn a lot from the details on the builds and sense you had to do it design the character I appreciate you sharing.
  15. Re: Fantasy Economies: How closely should we examine them? I agree this is likely entirely too much work for the small return on fun in my game world. But to give a moment of thought to it. For me the best way to consider this is the following: If a game world relied on gold as the standard of economic value and suddenly every street urchin had a pile of said gold then the system would recover by inflating the value of the good being purchased against the relative value of the money. (See US dollar printing for example.) In a game world where very powerful people rely on a working system to ensure sanity and the like the break down of the economy would result in chaos those said folks would need to make sure that some evil wizard or good intending robin hood didn't mess with said system. They might come asking questions should things get all messed up. The later might be good fodder for many possible adventures ore miss adventures as the case may be. The party either working to protect the local economy or ruin it. For the players in my campaigns there isn't as much interest in breaking the system as they us in maximizing the party's place in it. Typically they want to find a lot of gold and use it. (Which, by the way, might also have a detrimental effect on the local economy. ) D!
  16. Re: CON: Over-Nerfed? I agree with Megaplayboy (MPB). The CON effect on being stunned shouldn't be overlooked. Additionally, you can expressly leverage CON in your game play as MPB has called out. I'm working on a heroic fantasy campaign and I'm going to be using the long term endurance optional rules (6E2 132). One option you might consider if you are using CON is to modify the LTE rules. CON could modify in some way either the recovery rate, the time of an extended rest, or the limits the loss.
  17. Re: Creating items with magic Thanks for starting this thread Ghostwolf. I think the solution of being able to create items is a great discussion and I thank everyone for the examples. I have a question about limiting limitations on powers that I'll ask another place...
  18. Re: Nostalgia: Anybody Else Covert Old Gaming Material? I would love to see what you have done. I am working on a campaign setting and doing a lot of borrowing from different settings. I love doing conversions, though I"m a complete newb at it still.
  19. Re: Kill the Dude with the Thing That's the problem. If a thread is running a thing. And you try to use the thing to kill the thread you end with reality warp. Because without the thread you can't have the thing and if you kill the thread with the thing then the thing would not have existed to kill the thread.
  20. Re: A specific spell system... I think the END battery is a great solution. Its one I'm using in a magical system I'm working on. To help you determine the use of END for your system you might want to review the description of Endurance on PG 274 of FH 6e. It talks about buying endurance with limitations and advantages with GM approval. Finally, to model what you are going for you also could use the optional Long Term Endurance rules from HS 6e2 Pg 132.
  21. Re: As a Hero Gamer would you find this useful? I think table top aids are great. I've used bead counters for life playing MTG and poker chips for HPs in DnD. I'm not sure about beads for turn counting but I think its worth play testing for sure. IME most of the table top aids out there either 1) expensive or 2) easily replaced with stuff I already own in my house. Also, since I'm just getting into Hero I don't know which ones will work and which won't. One thing I do know is that to determine the best game aids takes play testing. The best sounding ideas don't always work as I would expect them to.
  22. Ok, so Santa Couldn't fit all my gifts in my stocking. Because they books are just too big. Thanks for the great products you guys make. Advanced Player's Guide, Basic Rulebook, Martial Arts, and Ultimate Base all came under the tree. Nice all the way around.
  23. Re: Best Martial Art for a Bodyguard? Also: A great movie for martial arts actions for body guards is Taken. A great MA action movie.
  24. Re: Best Martial Art for a Bodyguard? I am not familiar with The Destroyer paperback. Is there any references with real martial artists. I love the quote though. Very cool idea. http://en.wikipedia.org/wiki/Sinanju_%28martial_art%29 I studied Jujitsu when I was in collage and a few of my friends are still into it as well as a variety of forms of Karate etc... Some of them train police and prison guards. I think most body guards are Mixed Martial Artists. But for sure grappling, disarming and other counter weapon techniques would be included.
  25. Re: Powered Suits as Vehicles I have been really enjoying this conversation. The thing I wonder about the Golem Suits is, can someone else get in yours and use it. One of the main differences I find in vehicle vs focus discussion is can someone else get in it and use it. So if the GolemSuits are like a motorcycle and anyone can use it then I would think going the vehicle development path would be great. Otherwise I think it should be purchased as a focus.
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