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Shaddakim

HERO Member
  • Posts

    109
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About Shaddakim

  • Birthday 06/09/1968

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  • Website URL
    http://bugbearsforbreakfast.blogspot.com/

Profile Information

  • Biography
    I am a long time FH player from my college days at Texas Tech. I ran a FH game for over ten years, playing once a month, on average. Then I stopped to write a sci-fi novel. I'm prepping to start a new, Western Reaches-style campaign in 2013. I am a technical writer/editor by profession.
  • Occupation
    Team Lead (Technical Writer)

Shaddakim's Achievements

  1. Re: Hero Talk Magazine Those are very cool. Any chance of a short blurb on what each issue covers?
  2. Re: Biggest Shock! Very cool and well done.
  3. Re: Hero Talk Magazine So. Halloween was last week. Any news on Part 2? I ask because I really want to know what happens next, both with Nina and how the Foxbat/Mustard hostage negotiations turn out.
  4. Re: Hero Talk Magazine "Amish Hammer" Amish Hammer?! That's just brilliant. And Blowdry? Fabulous! Congratulations on graduating! I look forward to "Curse of the She-Vampire" Later!
  5. Re: Hero Talk Magazine Good to hear from you again and I look forward to your new work. Keep up the excellent work! Also, would I be correct in assuming you've graduated?
  6. Re: Magic systems, Magic costs to much? Maybe so, but I think it depends upon what style of spellcaster the player wants to play. Most of my players, at least those playing a character who is primarily a spellcaster, tend to want the stereotypical wizard. I have a rogue-type with some magic for creating a pool of darkness and a mage hand spell for manipulating locks at a distance and no "blast 'em" spells. However, a typical spellcaster with a single attack spell of whatever type might as well be a fighter with a bow. Adding the variable advantage allows easy simulation of a wide repetoir of spells with similar SFX. Personally, I prefer characters with a wide level of utility and many skills. My point in responding originally was that 200-250 point characters have plenty of points for magic and should look at putting together spells that are not superpowers. In D&D terms (the default lingua franca of roleplaying), I evaluate 125 point spellcasters at 3rd to 5th level (depending upon actual build) and the 200 point range as 18th to 20th level (again, depending upon the build). This is using the published monsters as a guide.
  7. Re: FRPG Ideas from D&D that ain't necessarily so OK, I can roll with that definition.
  8. Re: FRPG Ideas from D&D that ain't necessarily so I hadn't. Thank you for adding to my stock of D&D inside references.
  9. Re: Working on my Home Grown Campaign: Fantasy Hero game My hat is off to you, sir.
  10. Re: Magic systems, Magic costs to much? It is possible to run Fantasy Hero at the 125-150 point level and still have useful spellcasters - this is the level my FH campaign starts at. The key is for the spellcasters to have a small selection of truly useful spells. I recommend an EB or RKA with Variable Advantage (with at least +1/2 to play with), a FF spell, a Detect Magic, and a movement spell of some sort (Flight or T-port) as the bare minimums. Put Gestures, Incantations, OAF or OIF, and Requires a Skill Roll as a minimum set of Limitations and the costs are not terrible.
  11. Re: FRPG Ideas from D&D that ain't necessarily so And, Phil? I only replied more to your issues than anyone else because you posted more issues than anyone else. None of my replies invalidate any of the other issues raised. particularly the ones about alignments. Perhaps especially the ones about alignments.
  12. Re: FRPG Ideas from D&D that ain't necessarily so This has more to do with fantasy novels than D&D. Additionally, few players want the level of cultural accuracy the negation of the above points would require. There is nothing in the rules that mandates any of the above.
  13. Re: FRPG Ideas from D&D that ain't necessarily so Same thing in Fantasy Hero. Going out and doing things makes you powerful, not your Knowledge Skills.
  14. Re: FRPG Ideas from D&D that ain't necessarily so Both of these set squarely upon the shoulders of the GM. If the GM wants to handle a variable economy, they can. If they don't, no fair complaining about being forced to.
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