Jump to content

yukonhorror

HERO Member
  • Posts

    117
  • Joined

  • Last visited

Everything posted by yukonhorror

  1. Re: how much BODY damage is typically accrued? my thought right now is to do some number average number crunching with a lot of variables to get it where I want it to be and to get of feel of what's high/normal and what level of def/body/etc... I should suggest to my players and how high I should have stuff for my monsters.
  2. Re: Looking for an online campaign Another good one in general, but maybe not for HERO, is http://www.penandpapergames.com. It can at least help you find players in your area to knock on their door and ask, "You want to play some HERO?"
  3. Re: how much BODY damage is typically accrued? Let's say I want a typical melee character to have a DCV of 5, a PD 7 (with 6 rPD from armor for a total of 13) and 15 body. I want a typical monster to have an OCV of 4 with 15 STR equipped with a weapon that has a STR min of 10 that does +1d6 HKA. Would that accrue lots of body dam?? I could crunch the numbers myself, but I don't have a "feel" for what is high and what is not. I don't know what limitations to put on the game to get the feel I want. So I guess that is another question. What limitations/changes should I have/make to give it the feel of Final Fantasy. 3 combats a day (about) the majority of the damage sustained is healed after an overnight rest at the inn, I can pop a healing potion and be back at full body, etc... I'd rather be prepared for the danger level of combat BEFORE my game starts, but it is hard to assess before I start the campaign.
  4. I am new to HERO, and am wondering how much BODY dam is usually accumulated during a typical encounter (let's say a band of orcs) in a fantasy heroic level game. I am used to D&D and Final Fantasy where damage is common, but healing is too. I want to build my world like that too. Reading up on healing powers, they make healing REALLY restrictive, but that might reflect that BODY dam is uncommon. I DON'T want a gritty combat will kill you and should be avoided at all costs kind of game. Most of my attacks will do killing dam (claws, swords, etc...). Even with that consideration, will a player accumulate a lot of BODY dam? With how their defenses are, the typical accuracy/effectiveness of the bad guys attacking the heroes, etc... will the loss of BODY be as detrimental (and as a result RARE) as the healing powers imply?? I ask because I am trying to define the healing spells (like Regen and Cure) from Final Fantasy, but the numbers/mechanics/restrictions don't SEEM to match the flavor of the final fantasy world. If Body dam is rare (a fighter type character will lose 10 BODY dam MAX over the course of 3 encounters) then I am inclined to keep the healing as defined. But if a fighter type character is expected to take 10 body dam in one battle, I want healing to be less restrictive. IF common combat would result in common body dam, then I am all ears about how to modify healing to compensate.
  5. If you frequent the forums, you have seen the newbie (me) post some mention of the final fantasy game I am working on. I thought I'd have an OFFICIAL topic to post all of my findings/builds/etc... I am thinking of setting up a wiki too when it is all said in done, but in the development phase, I thought I'd post it here for critique's and suggestions. I have already been guided to the links of the other topics, so no need for that, but thanks. Those were trying to build it from scratch (in a sense). I am converting an already (relatively well-) built table top game to HERO. The decisions on damage level, time cost, etc... have already been playtested. I just need to translate their words into the HERO language.
  6. Re: what is appropriate for "spell" or "weapon-based" powers all good points. My main concern was spells as compared to weapon powers. I think if I make it universal (all OAF or all OIF, etc...) that will keep the balance. Basically, I don't want the mage having an advantage over the fighter. As for the final fantasy links, yeah on another post somebody game me those links, but thanks. The big difference between me and them is that I am not working from scratch. The game I am converting is already in table-top format. It is just cramming their ideas (which are similar just "different") into the HERO framework. And I think I'll stick to +HKA for "extra" damage. I am going to allow the players to improve their powers, but I am giving them a base construction (this is the minimum that needs to be bought).
  7. Re: Multiple Attack and DCV bonuses WOW, lots of replies. Thanks guys. From what I read in the first part of 6e1, to convert a persistent power to instant, you apply both non-persistent and instant for a total of -3/4 (the non-persistent converts to constant and the instant converts it to ... well instant). As for autofire, this is for melee atks only. Directed at the Speed question, two things. I am not building a character for myself. I am designing powers for "classes" in a final fantasy game I am building that is closely based on the game developed at http://www.returnergames.com. Only a "fighter" will be able to take this power. Any player can take speed or use multiple attack. Only a fighter can take double-cut. As for the bonus not lasting the until the next phase I have more questions. How long does the 1/2 DCV last?? Might put this in rules questions for steve to answer. Seems fundamental. I want the DCV bonus to last till his next phase. No longer, no shorter. I don't want the it to be constant, cause that seems to me the player has conscious control on when it ends. As a GM, I don't want to FORCE him to stop it after a phase. I'd rather the core mechanics of the game do that for me, so it is balanced against the rest of the classes/monsters/etc...
  8. Re: Fantasy Hero 6E - initial impressions not having any 5th edition material, I am going to pursue this with some extreme vigor after the pay period. If I can't get a hardback locally, will get the PDF (I think one is available). I think it'll REALLY help with my efforts towards making my final fantasy hero game. From what everyone says, it seems like it is a pretty good source for any fantasy-based game.
  9. Re: Hero System 3rd Party Products When will Inceptus Terminus be coming out?? I have been curious about it since I heard about it from your partner at http://www.penandpapergames.com. Of course, not curious enough to actually playtest it (not enough time to do good write-ups for a playtest).
  10. Re: which forum is most appropriate for my posts? Thanks. The items post looks most promising. Some boys and girls in 2008 made a tabletop game for Final Fantasy http://www.returnergames.com I think is the url. It is pretty well written, and captures a lot of the components of the original final fantasy video games. However, there are components to it that I am lukewarm about. I think HERO will help alleviate my issues with it in a balanced manner. I am VERY new to HERO in general (had the book for about 10 days). over at http://www.penandpapergames.com (a site I HIGHLY recommend to any table top gamer) the D-3 games developers are members (they make a lot of 3rd party HERO material). The lead developer for the Inceptus Terminus world is very vocal about HERO, and got me intrigued. I thumbed through it at a store and decided to pick it up. Thought coming here I could get my questions answered from some old hands. I am digging the math of it (I am an engineer) but am too green to best evaluate construction in some cases. But I am definitely looking forward to sharing my finds. Do people look at the blogs, or should I post in FH for best exposure of my constructions? Would I get in trouble for double posting??
  11. This is sort of a two-parter. I want a multiple atk that isn't so detrimental to defense. So I was thinking of setting it up as: Double Cut: +3 DCV OAF (-1) only with multiple attack {link} (-1/4), instant (-1/2), nonpersistent (-1/4). First question, does this have an active cost of 30 or 15. It is a characteristic power, so I'd think it'd cost 15 (5/+1 DCV). However, in the Aid/etc... section, it says powers should have half effect for boosting defenses like DCV. In that case, it'd cost 30. Does this apply to boosting DCV as a characteristic power?? Second question, when I halve the DCV as a result of the multiple attack, is that before or AFTER I add the +3? Bonus question, did I miss something in multiple attack that can get around halving your DCV when using it??
  12. Re: which forum is most appropriate for my posts? Thanks. I think with HOW TO BUILD, I'll stick to here. For me posting my finds, I'll either stick them in my blog (when I can access it) or in FH. But for those reading this, I direct you to my first question (already posted), that I need some sort of opinion ruling on. http://www.herogames.com/forums/showthread.php/81557-what-is-appropriate-for-quot-spell-quot-or-quot-weapon-based-quot-powers I understand it is up to me as GM to make final say, but I new to the system, so I am not sure what is most appropriate (especially if I intend on using the HSB).
  13. Howdy. I am new. I have already posted a question about a powers I want to build, but I am afraid I may be posting to wrong forum. In short, I am making a very exhaustive effort to convert the final fantasy RPG table top game to HERO. I am doing this for a couple of reasons, but the main reason is because I think the framework of HERO will bring a very good balance to the game in a clean and versatile way. I love final fantasy and I love table top games, but I am lukewarm on the current system (for a couple of reasons). ANYHOO, as this is a fantasy setting (possibly urban fantasy to a degree), should I post in Fantasy Hero for questions concerning how to build things or somewhere else. Once I have met my 10 post minimum and the 2 week waiting period, I'll post all of my development to my blog, but I am DYING for opinions on how to build certain powers.
  14. Re: what is appropriate for "spell" or "weapon-based" powers I'd consider weapon of opportunity IF the player had MANY weapons at his disposal. However, his accessibility to weapons not currently "equipped" will be be difficult to access. Essentially, as a GM, I PROBABLY would require the player to retrieve his weapon back before that power becomes accessible again. With that in mind, would you still stick with your assessment? Thanks for your help. I truly am thankful, even if I come off argumentative. Just want to be prepared if a player argues the cost for a power.
  15. I can't post to my blog, YET. I guess I have to post 10 things and wait 2 weeks. As a start, I thought I'd put a link to my http://www.penandpapergames.com blog. In there, I am converting the final fantasy RPG table top game developed by the "returners" to HERO for a more robust, versatile, and balanced system. I am very open to suggestions/critiques/etc... In short, my hope is that people will be able to pull material from what I have done if they want to have a Final Fantasy-based game.
  16. I am trying to build the final fantasy game into the HERO system. I took a first stab at a power called Mighty Strike. In the original system, it does double dam (with a weapon), has a charge time, but has half the accuracy. Some parts are easy. The charge time would be extra time (delay phase -1/4), and the half accuracy would be inaccurate (-1/4). The other parts are tricky (to me). First the double damage. To me there are three ways to approach this: As a characteristic power (STR) +10 (10 Active points) with a non-persistent (-1/4) and instant (-1/2) limitation. This would give the atk a one time STR boost for a dam boost. As an aid +3d6 STR (18 Active points) with aid self only (-1) one use at a time (-1). This has a fade, but can't be used consecutively. OR As a +1d6 HKA (15 Active points). Just boosts the damage the weapon does for one atk. Also, because it is a weapon atk, do I use OAF (-1) or "with weapons only" (-1/2)?? It is not an inherent part of the weapon, it is inherent to the character class. The last one goes towards spells too. For my mages, I want them to only be able to use spells through an implement of sorts (wand, rod, whatever is appropriate for the class). But I don't want them to have a "wand of X" X being the power used. I.e. I want the mage to be able to cast Blizzard with any wand, not just a wand of blizzard. Again, it is not an inherent part of the wand, it is inherent to the character class. So is OAF still appropriate? If it is appropriate, why is it appropriate for a spell, but not a specific weapon atk? I saw "swordmaster skill" on pg 242 of 6e1 which has "only with swords (-1/2)" not OAF. I am new to this system, and trying to make things "fair". Basically, for this power (and many like it), I want the fighter to be able to pick up a weapon he is proficient with, gather strength, and make a "mighty strike." And for spells, I want a mage to be able to pick up his rod, and cast the spell. I'd appreciate a quick reply. A lot of powers depend upon these answers. Also, I am new to this forum, and I am not familiar with the BEST place to post a question like this.
  17. I am trying to build the final fantasy game into the HERO system. I took a first stab at a power called Mighty Strike. In the original system, it does double dam (with a weapon), has a charge time, but has half the accuracy. For "double" dam it seems as though there are a lot of venues for that. It could be a straight up characteristic (STR) power (with non-persistent(-1/4) and instant(-1/2)) added (+10 seems good for a start). Also it could be a +1d6 HKA atk. Also it could be a aid 3d6 str with a self only (-1) limitation These cost 6,15,and 9 real pts, respectively. I know the Aid has a fade. So what would be the best way to approach it?? For the charge time I gave it delay phase (-1/4), and for the half accuracy, I used the Inaccurate Limitation (-1/4). Finally, it has to be used as part of a weapon atk. This is heroic fantasy (not super-heroic) so equipment is free. So would it be more appropriate to do OAF (-1) or do "only with weapons" (-1/2). The last point, I am curious for spells too. I want my mages to use spells through an implement of sorts. Whatever is appropriate for that mage class is fine with me. I don't want a "wand of fire blasting" which I KNOW would be an OAF. What I want is a fire blasting spell that must be used through ANY wand. So is OAF appropriate or "only with wands"?? Any help would be VERY appreciated.
×
×
  • Create New...