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yukonhorror

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Everything posted by yukonhorror

  1. Re: confusion spell thanks people. And yes, it is for a final fantasy game.
  2. I know there is a "confusion" spell example in the book, but it doesn't do what I want it to do. I basically want it to be a mind control effect, with a couple of exceptions. First, if hit with a physical attack, the control is broken. Second, once "hit" the target is "confused" for x period of time or until control is broken (see above). Third, the actions the target takes are random. Half are beneficial (atk nearest opponent), but others are not (atk nearest ally). The beneficial are half and half with the malevolent actions. But even the beneficial aren't good in certain cases (use a healing item on ally). (so thinking at LEAST a -1/4 limitation) How would you build this. The effects are as listed (d8 result of what happens) 1 - use random magic attack against ally 2 - use beneficial spell or item on ally 3 - atk ally 4 - atk self (which would stop the confuse status) 5 - use full movement to move in random direction 6 - atk opponent 7 - use beneficial spell or item on opponent 8 - use random magic atk against opponent The spell caster would have no control over which action the target uses. Any ideas??
  3. Re: Conversion of returner games Final Fantasy table top RPG to HERO: FF HERO instead of posting REALLY long posts, I just add a post everytime I update my blog. I have added the fencer, dragoon, archer, and berserker. I also updated the fighter.
  4. Re: Rules of thumb for the "challenge level" of bad guy creation? Thanks everyone. I think this will help. Really, I just want to feed off of your experience to improve my own "feel" of the game. I think my plan is to keep things as is, and make sure my players are flexible enough to want to change things until we get an equilibrium everyone is happy with.
  5. Re: New to PnP RPGs. The best advice I can give is go to http://www.penandpapergames.com . It is a networking forum for PPG players (has a campaign seach function and a player search function). They can help absorb you into the fold. Depending on where you are from, you may be able to go to a local gaming store and sit in on a game. But depending upon which genre you want, is what game you should pick up.
  6. Re: Rules of thumb for the "challenge level" of bad guy creation? That doesn't answer my question at all. I want to know how many points to put into stats and such. Yes it is trial and error, hence why I asked in the forum. I am asking from YOUR experience, what is the rule of thumb for a challenge. I don't want to throw 3 175 point orcs at the PC's and they all die. I also don't want to throw them 3 75 pt orcs and they kill them without breaking a sweat. Finally, I am trying to assess how much body dam my PC's will likely accumulate in a day, and I need to have the bad guys at an appropriate challenge level to assess that.
  7. Similar to my post on how much body is typically accrued thread, I am wondering how many points (in 6e) is considered a challenge for a bad guy. What I mean: (6e) I have three 175 pt characters (each with 50 pts of complications) in Fantasy Hero. I create an encounter of three orcs built with 175 character pts (and 50 pts of complications). Will this encounter be challenging, on par, or easy for the party? In general what is the rule of thumb when it comes to designing monsters for a fantasy game? I.e. 75% of total character pts is an suitable challenge, 50% is easy, 100% is tough (but doable), and 125% is a major challenge that will require luck and serious smarts to come out alive.
  8. Re: +2d6 STR with martial strike I am assuming it is the same, but it adds DC's to the KA.
  9. Re: inflict berserk power That's what it says for mental transform. And it says you can use transform to add complications.
  10. Re: Conversion of returner games Final Fantasy table top RPG to HERO: FF HERO I am using 6e, but will check them out.
  11. I am trying to build up a campaign toolkit. As part of it, I was wondering where the cost for martial strike stems from? on page 82 of 6e1 it says it costs 4 points. On page 91 of 6e2 it says it costs a half phase to use (-0) +0 OCV (-0) +2 DCV (???) and does 2 extra damage classes. I was wondering if you could give the breakdown (if there is one) for the cost of martial strike like you do with all of those example powers in the powers chapter.
  12. Re: +2d6 STR with martial strike ok, thanks.
  13. SO in martial strike, it says STR+2d6 or something similar. Does this mean you have +2d6 to your STR (e.g. I have an 18 STR normally roll a 12 on my 2d6 so to determine dam I have 30 STR to do 5 d6 dam) or you add 2d6 dam to the attack. (e.g. my 15 STR would normally be a 3d6 atk, but martial strike makes it 5d6 dam atk).
  14. Re: Dark Sun Defiling in Fantasy Hero I think an aid would be best. Also, I think the side effect is the best idea. To make it limited, make the side effect something like drains body from nearest ally. This would make it tempting, but not TOO tempting.
  15. Re: inflict berserk power going to ignore the strength effect when used against bad guys. I looked at transform, and they specifically mention complications. I'll take that as the best one. So I built it as such: Enfuriate: Severe Mental Transform 8d6 targets EGO not Body (+0) (120 active points); only works in combat (-1/2) Sentient beings only (-1/4) All or nothing (-1/2) fast healing (REC/turn) (-2) Extra phase (-3/4) Real cost: 24 pts. The ego not body is +0 (not +1/4) because EGO in my campaign will be emphasized as the CON for non-physical attacks. So thanks for the help.
  16. Re: inflict berserk power I want the str bump as it reflects the berserk status effect in final fantasy. I didn't think about transform (I'll look into that). Also, mind control is an instant attack, so if I wanted the state to be prolonged, I'd have to take constant and actively use each turn (which is counterintuitive to its nature). (I haven't really looked into it as mental attacks and such won't be in the game except for specific cases) I want this to be an attack that I use, and that person is in a berserk state until the STR goes away or the person can shake himself free of the enraged state. I say "I", but really I mean the player who has the power. I am the GM. But I want the power to be balanced. Can you use change environment to target just one person and to stick to that person?
  17. Re: super confused about AVAD's and NND I am defining the concept of poison in my world. It is defined as a status ailment like blind or silence. There may be other "poisons" in the game (like alcohol), but that will most likely fall under a different definition (life support) in the way I will define the world. Thanks. I am still really rough on the NND/AVAD concept, but at least for poison, I have it under control.
  18. Re: inflict berserk power I thought of that, but what limitations would you put on it?
  19. I want to make a power that inflicts a berserk state upon a foe. In this way, he'll attack anyone adj (friend or foe). I was thinking of doing this in one of two ways (but am open to ANY suggestions). First, have a power like Aid strength with usable only on others and side effects (causes target to go into berserk). This is a power in the side bar and might be what I want to do. OR Use the cost of the complication as the active cost (possibly give it a +1/4 advantage so it is in weaponized form) with normal limitations like requires a roll, OAF, gestures, incantation, etc... OR something someone suggests on this topic. I am leaning towards the first, but curious what you guys think. I am leaning towards that, then I could use it on allies if they wanted to take that risk.
  20. Re: super confused about AVAD's and NND I know I need the does body advantage. Just forgot to put it in the post. Poison immunity can't be under a power defense (like flash defense or damage negation)?? I am building this for a final fantasy game, where poison immunity is not common, but I would not call it Rare by any means. Most of the major monsters in the game will have a poison immunity. By putting it under damage negation, doesn't that put it under uncommon?? I admit I haven't really read up on life-support yet, but I kind of see poison immunity fitting best under damage negation (as per how poison is defined in the Final Fantasy world).
  21. From my interpretation, if an attack targets a NND, it moves up or down the AVAD defense table based on the type it attacks. But If I want to make the AVAD more (or less effective) I move it a second time. No?? Specifically, I want a poison attack to do 1 point of killing dam (with damage over time) but only an immunity of poison will guard against it (of course an antidote can remove it easy) (but that is the only defense against it). since killing damage is vs. common, but poison immunity is uncommon, but it is NND (all or nothing), that'd be a total +1/2 advantage, no?
  22. Re: what is appropriate for "spell" or "weapon-based" powers The more time I spend with the books, the better I get at understanding the norms. I think what is even better than +HKA is CSL, just like how the weaponmaster talent is built.
  23. I tried to find it (in the books and in the forums), but can't find it. Aid costs END (1 END/ 10 active points). Where I get confused, is it a one time END cost (because it is an instant power) or does it costs END each phase it is active until the characteristic aided completely fades to its original value?
  24. Re: how much BODY damage is typically accrued? The goal of my initial post was to assess "Do I NEED to rebalance healing." I am defining healing powers for my final fantasy game, and if I made them like those in FF, they would be SUPER expensive or worthless. But, I am planning on doing some serious number crunching and figure out average dam outputs and such.
  25. Re: Conversion of returner games Final Fantasy table top RPG to HERO: FF HERO sorry for the length (no replies yet so assuming that's why). Basically, this is a forum topic to post the details of my campaign (which will change CONSTANTLY). But here is my sort of GENERIC checklist (in a somewhat particular order) 1) Races Pretty much done, but I could do racial abilities. I am thinking of guiding the players to them, and if they want to take them, they can. 2) classes started. DOing them in this sort of order A) atk, support, and reaction powers offensive and support spells C) healing powers this will be tricky, as I don't know exactly how healing/damage will be scaled in my game. Before I design the healing and such, will run some numbers to get a feel for how much will be appropriate D) healing spells E) Summons calls will be more treated like spells (one shot powers) where as true summons will use the Summon power (or MAYBE multiform) F) Skills I think some skills need to be added to the core skill list G) Equipment there is a LOT of equipment, so will focus on tier 1 equipment items and one-shot use items (like phoenix down and potions). But will need to understand healing before I do this. H) Status conditions a lot of the powers and spells will do this for me already, but there may be some missing that I'll need for monster design I) MOnsters This one I am leaving on a game by game basis. I'll design about 3 encounters per game night, and design the monsters as I go. I may need some SERIOUS tweeking from night to night, so don't want to spend a lot of time on monsters and they be way too easy/hard. I may do monster powers though, to add to monsters easiliy. Also, I am thinking of using the FFX, FFTA, FFVIII, and/or FFX-2 monsters. They seem to be the most systematic/generic/easy to use. Whether one exclusively or combination of them, I don't know, but this will be the last mechanical element. Will "check" these off as I do them. Wish me luck!
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