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djkester

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Posts posted by djkester

  1. 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.

  2. 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.

  3. 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.

  4. 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. :)

  5. Re: overwhelmed

     

    Ah, thank you so very much. Finally someone understands just how flummoxed I am

     

    YW.

     

    Yes DI was a fun system.

     

    I have always been unhappy that the genre wasn't/isn't very well supported. I suppose it's because it's much harder to do scenarios. Equipment is easy, background too, but scenarios...

     

    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.

  6. Re: System Question: HKAs and adding STR

     

    Hi, I'm new to the Hero system, and I was going through the errata for Book 1 when I came across something I can't figure out.

     

    This is the text from the book:

     

    "Armadillo has powered gauntlets with claws that do HKA 1d6. He also has STR 50. Armadillo may do 1d6 Killing Attack for 1 END by using his HKA. He may do 2d6 Killing Damage for 2 END by using his HKA and 15 STR." [6E1 242]

     

    Now the errata for that page says:

     

    "The HKA example featuring Armadillo improperly uses the old rules that restrict how much STR can be applied to an HKA. Instead of saying, “He may do 2d6 Killing Damage for 2 END by using his HKA and 15 STR”, the example should say, 'He may do up to 4d6+1 Killing Damage for 6 END by using his HKA and 50 STR, unless the GM chooses to restrict this (see 6E2 100-01)'."

     

    Only thing is, when I looked up the table, I can't seem to figure why the damage is 4d6+1, which is 13 DCs. By my reckoning, the HKA is 1d6, and with his 50 STR, that should push the damage up by 10 DCs (+1 DC for every 5 STR), so 10 DCs plus the 1 for the HKA itself should be 11 DCs, which is, according to the table, 3 1/2d6, 4d6-1

     

    Did I get something wrong? I imagine this is quite likely, as the system is detailed and maths is not my strongest suit. Or, not to be a wisenheimer, does the errata have an errata? :doi:

     

    1D6 HKA is DC 3 (See 6E2 Pg 97)

     

    Likely just got the 1D6 Normal Damage = DC 1 confused there.

  7. 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..

  8. Re: Just saw 6th Edition and got a chance to leaf through it...

     

    80+% of the powers, combat options and so forth that we have in 6th existed in 4th edition, and that had 214 pages of rules. If you add more artwork, maybe you get up to 250 pages. If you make the text font bigger, maybe you get up to 300. And if you add in the options, and a few random bits here and there, maybe you get up to 400 pages. So, do we need 400 pages of explanatory text? Newbies will get overwhelmed, and old schoolers have pretty much worked most of this stuff out already.

    I have little doubt that, when work begins on 7th edition, 3 to 7 years from now, people will be suggesting that a bunch of stuff from the APGs and supplements be added in, and some new options provided, and that some stuff could still use further explanation and clarification. Upper limits on page count and price point for core rulebooks have to be in the 1000-1500 page and 100-150 dollar range, respectively, I'm guessing. So, once you hit that point, the only place to go from there is down--smaller and cheaper and easier to master.

     

    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. :)

  9. Re: Why do people post power costs on their character sheets?

     

    ... I think that there should be two sets of character sheets.

     

    One should be for design and building. This is for out of game use where the player interacts with the referee about the character and ensure that it is game legal and that it does what the player thinks it will.

     

    The other should be for gameplay. To me, this sheet should be the GUI between the player and the system. It should encourage the player into the genre being played and help the player become the character and interact as the character with the gameworld.

     

     

    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.

  10. Re: Fantasy Economies: How closely should we examine them?

     

    A common criticism of most fantasy settings is that the economy is either not very well defined, or can easily be broken by Precious Resource X or Magic Spell Y.

     

    Do you ever put much energy into ensuring your fantasy setting of choice (be it homebrew or already established) makes sense within the realm of goods/money changing hands in the vast scheme of things?

     

    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!

  11. 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.

  12. Re: Creating items with magic

     

    I have a character (Psidestep, in sig below) that uses Major transform this way. I define it as stealing items from alternate universes. The whole item comes through. gems, suits of armor all sorts of things. (Might be a good idea to buy wealth to help you GM determine the value of things brought over...

     

    here is a spell I designed for a similar character

    Summon Object

    5D6 Major Transform (Create Something from Nothing), Summons Items, food, jewels and jewelry, etc from the alternate plane. OAF Mirror( -1), Extra Time I minute (-1 ½), All or nothing (-1/2), Requires a skill roll (-1/2) , Increased endurance cost (2x END -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

    --------- Character cost 9 points----50 APs-------

     

    7 Perk Money 11 points filthy rich. (linked to Summon Object; -1/2). Only for value of items he can pull through Summon Object.

     

     

    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...

  13. Re: Nostalgia: Anybody Else Covert Old Gaming Material?

     

    I'm glad it's not just me!

     

    It occurs to me, I converted much of the old SPI DragonQuest magic system to 6E Fantasy Hero. I've completed about 14 of the magical colleges (first pass) and should really get around to finishing them off, and then giving them all a second pass for consistency.

     

    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.

  14. Re: Kill the Dude with the Thing

     

    Damns! I thought I killed the thread 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.

  15. 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.

  16. 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.

  17. 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.

  18. Re: Best Martial Art for a Bodyguard?

     

    Sinanju, of course. No need for firearms--or weapons of any sort, really.

     

    The only thing is, hiring a Master of Sinanju as your bodyguard is fantastically expensive. (On the other hand, the last time the Master of Sinanju announced to the UN General Assembly that his services were once again available to the highest bidder, the room emptied out as ambassadors hurried to confer with their masters and arrange to make obscenely huge offers of employment...or try to assassinate the Master if they feared he'd be hired by their enemies instead.)

     

    Remo: "They're trying to kill us!"

    Chiun: "Yes, of course. They fear us!"

     

    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.

  19. 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.

  20. Re: Help Poplulate: Pirate Ship edition

     

    I kind of got myself in a "pirate" mood. And remembering the old Help Populate a Creepy Hotel thread. So' date=' I wanted to see if we could populate a pirate ship with crewmen (or even a small fleet, if it manages to keep going).[/quote']

     

    In the hold a small boy can squeeze into small spaces. A stow away named Greggor Tiran. At only 11 he is sly and stealthy. One of the pirates knows he's down there and is keeping him alive by giving him some food and water.

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