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djkester

HERO Member
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Everything posted by djkester

  1. Re: Help Poplulate: Pirate Ship edition
  2. Re: Spell Resistance Since its a negative on the roll of the caster to get the spell off you could also model the Specialized Transmutation Magic to gain a roll against Spell Resistance. Since its seems to me to be an advantage to the Transmutation Magic spell.
  3. Re: Hero System Equipment Guide PDF In Store Purchased!!! Thanks.
  4. Re: One Sun, Many Sungods? I'm working on a campaign world with multiple Pantheons as well. I'm taking the approach of laying the gods. For example, the first Pantheon I've created is the universe creation story. You can actually read it on my OP Campaign Site if you like. The idea is that in this first pantheon one of the gods is the sun. In the future pantheons certain gods will have influence over different aspects of the world. My thought is that as I write the story something will have occured in the history of the world that lead this god to be called the sun god. For example if this god protected the planet from the Sun. On a final note there is actually no problem with there being more than one sun god with completely overlapping responsibility because you can always go with the Durga god design. Durga an Hindi god has many forms. So one god is simply a different presentation of the same god in a different form.
  5. Re: d20 feats in .hdc format i am interested in seeing the lists. If anyone can share I'd love it. If you need a place to post it I can host it as well if needed. I'm going to work on a section of my web-site dedicated to hero come the new year.
  6. Re: Weapon combat Archtypes Thanks, for these suggestions. I think I'm going to need to address the defensive systems as well for the campaign. Since I'm going for a heavily magiced and augmented world its going to take some thought. Heavy Armor + skill Light Armor + skill + powers/abilities No Armor + skill + powers/abilities The goal will be to allow for players to have very different ways of building their character so that the play feels very different between different characters they make. So balancing all the different ways you can build a heroic character's defensive plan will take some thought. I don't want to put to many limitations in place. For example: Armor or damage reduction DCV or being missed Walls or shields as primary defense etc... Thanks again.
  7. Re: Just got 6e *impressed* With only one copy of the book I'm not sure i'd like to conduct that test. Since likely it would provide a bullet proofing to me but not to a substantial portion of the book. But a more appropriate question may be, Will it Blend.
  8. Hey all, I'm working on my campaign world and ran into a question I thought I'd bring here and get your feedback on. I am developing the campaign guide for my players around the idea of systems and templates. When it comes to weapon fighting I've been reading with interest many of the posts here about modeling weapon capabilities with point by and looking through the materials in the books as well. So i'm getting some understanding of the mechanical structures available to me as I work on this campaign guide. However, one question I have is how many different models to allow. So to come up with this I've devised the idea of gathering the archtypes that players may want to play and then reverse engineering them to a template, or structure. I have thought of the following three primary archtypes: 1. Weapon centric. The attack and damage come mostly from use of a weapon + stats. In Archtype terms I'm thinking of a D&D fighter here. 2. Skill centric. The damage is a combination of weapons + stats + skill. In archtype terms I'm mostly thinking of assassins and rogues here. Back stab, sensitive area attacks. 3. Hand to Hand or Martial arts. The attack and damage come from the skill + stats. In the context of the Fantasy campaign I'm thinking of the D&D Monk as the archtype here. What other archtypes do you think are important to for a fantasy campaign? Happy listing.
  9. Re: d20 feats in .hdc format Killer, you have some very valuable references up on your site. Thanks.
  10. Re: 6th Ed House Rules Pardon my ignorance, but couldn't this be handled with a custom limitation? For example: Real Cost: 2 -- Oratory 12- (5 Active Points); Less Valuable Skill (-1) Seems like a good way to handle this house rule in the tool.
  11. Re: How Magic Changes Architecture There is a consideration of sorts. I would suggest. The magics available for destruction are also available for protection. If magic is available to armies in a form combat magics what sort of protective magics exist and how do they effect structure development? In most cases its the ends that justify the means. Meaning that if castles are practical in a game world there must be a reason. My job is just to figure out why. I think its the availability and cost of magic in your world that defines these things. If there are enough mages or works they perform are permanent in nature it wont be long before you have what you describe. I tend to limit these sorts of things in my games.
  12. Re: My thief can't hit a firbolg? I agree. One thing I've noted when I employ a more powerful monster or encounter in a campaign is that often I'm the only one who realizes this. So I have recently been including in the game session ways for the party to determine the power of a group. 1. I've told the players quite clearly. There will be encounters to tough for your group to take on straight. 2. Where possible I give them a chance to see the monsters/bad guys ahead of time. In action is best. 3. I give them ways to get away or use the scenario to their advantage. But even then: 1. They still act like they can kill everything. 2. They think in terms of harder they fight the harder they fall. 3. They always end up going toe to toe. Sooner or later they'll end up dead. But so far by pure luck. A series of critical failures by a couple of monsters. Have left them alive. However, i would not feel bad at all for kiling one of the players given the amount of information and warning they have about how tough a situation is. BTW: in this case it sounds like potentially the GM meant for this monster to be taken down but present a new kind of challenge. I actually think that in this case the tactics employed. Knock down the target and gang up were great. I wonder why the need to increase rogue damage on a monster that obviously isn't very effected by a weapon the size of a dagger. I like this discussion very much though. Rep to all.
  13. Re: Kobold Kommandos That is just RPG goodness. All goodness.
  14. Re: 6e Question Power on Conditional Power Modifier Yes, as I build out the world I'll need to revisit the frequency. Thanks for pointing that out.
  15. Re: 6e Question Power on Conditional Power Modifier Thanks again to all the comments. Here is the first draft on the template for the Rictos race. -------------------------- The Rictos are a race of loaners who from time to time come into the cities and towns. They are known throughout civilized society as Wild Men and thus are shunned by high society and courts. Their accelerated healing and their loner racial tendencies leads them to be carefree and at times careless which has caused more than one fouled relationship with other races. Skill Roll using Knowledge Skill - Races* Success at a higher difficulty means you know everything of a lower difficulty: Difficult: Rictos don't regenerate from damage caused by silver weapons or cosmic magic. Easy: Rictos are rapid healers and regenerate damage to their bodies quickly. Routine: The Rictos are solitary and rarely found in groups. The more feral members stake out tracts of land as territory and roam their claim, defending it against hunting competition including other Rictos. *This will also be an everyman skill in the campaign world. [ATTACH=CONFIG]37446[/ATTACH]
  16. Re: 6e Question Power on Conditional Power Modifier Thanks for all the help guys. I had asked the question when I was using the Hero Designer to build the power. Now that I have been reading in the rule book I see several examples of how to build the power. These additional ideas are also helpful. Thanks and for future reference i'll go to the book first instead of relying on the descriptions in the designer. Thank you. Dave
  17. Re: 6e Question Power on Conditional Power Modifier
  18. Re: How do Hero System players/GM view DnD? A big reason I've gotten back into HS is because of this very issue. Something about the structure and nature of the D&D mechanics appeals to people quickly. But upon a constant and diligent attempt to create a thriving diverse and complex game world you struggle endlessly against those same mechanics. Trying desperately to fit your ideas and thoughts into a structure that is by its very nature is static. Having purchased and actively used all of the D&D 4e core and most complimentary rule books through August of 2010 I am clearly a nut case anyway. So it shouldn't be a surprise to my friend that my goal has now become to use the HS 6e to create the game world I envisioned and attempted earlier. Then by developing a campaign setting with predefined packages etc... on race, training, magic systems (spells) etc... Provide a similarly balanced game to D&D with a basic character development methodology similar to D&D. But give them all some insight into the extensive nature of the system and watch their eyes open. None of my current gaming community has ever played HS. In reading a lot of posts here I've found this approach has been recommended many times and I believe them when they say its effective. So i have a high amount of confidence in my plan. The question now is how to fit the time to design the things I want. Dave
  19. Re: 6e Question Power on Conditional Power Modifier Thanks, these are both good ideas. I like the increasing the disadvantage based on the time frame of the effect. I can imagine this would work for a lot of situations. I also agree it might be not worth that much. I'll have to look further into coming up with a rule of thumb for that and get more feedback here on the forums. I also like the idea of the power being drained. I'm not sure how that will work in this case but I will look through the rules to figure out how to model that as well. dave
  20. What I want to create is: A race that has regeneration which is disrupted by Silver Weapon attacks. After being attacked and hit by a Silver Weapon the regeneration power doesn't work for a limited time. My thinking: Power Does not work in an uncommon Circumstances because people don't normally have Silvered weapons. (-1/4) However, what I don't really know how to model is the duration of the effect. If the power can't be used for a round, hour, or day. Oh HS6E Gurus, please impart your wisdom. ~Dave
  21. Re: How do Hero System players/GM view DnD? As an active DM and player ins D&D 4e I would sum up the situation for me this way, The two systems serve completely different game design principles and objectives. My Observations: D&D seem to be about presenting the player's and DM with something familiar to previous versions of D&D that they may played that they can learn relatively quickly and easily Hero system seems to be about giving the DM and players a system by which they can design and develop anything they can imagine while also providing them with high value samples, alternatives, and rules demonstrations to help them achieve this. I have chosen to invest in the Hero System based on these different objectives. Hero System has always (since i started playing it in 1986) allowed me the most flexibility in creating the most diverse game. I am working on creating a custom game world and found that D&D and other systems have implied far to many restrictions on the mechanics to allow for the diversity and complexity I want in this game world. Further since those systems don't have a power creation frame work it is nearly impossible to design game content (races, classes, and even encounters) without extensive play testing. Something that a frame work approach like Hero System doesn't need. I would summerize my experience of the two systems as, "Give a man fish he'll eat for a day. Teach a man to fish he'll eat for a lifetime." --unknown I really do like both systems but I think they really serve very different goals. My observation of people on these forums is that they value the goals that Hero System game designers over those of the D&D game designers. ~Dave
  22. Re: Critical and Altered Maths The idea of fumbles hadn't occurred to me in the context of powers. Being new to the rules I keep coming here and finding all kinds of great ideas. Does anyone have a example of a power that fumbles?
  23. Re: Open Source or Free Map Making Software LOL I'm sure now it was some sort of user error on my part. Dave
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