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redcap

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  1. Re: Stealth Suit options Hmm. Indeed, without the Invis-based suit qualifying for the OIF Limitation, the point discrepancy is even greater. The CE-based suit would still come in at 16, but now the Invis-based option is still 45! If it took IIF, it would be 36. The point difference is rather dramatic, but, as pointed out, it is not True Invisibility and much easier to spot in many circumstances. But for agents or point-limited circumstances, it could still be very effective.
  2. Re: Stealth Suit options Thanks for the move. I did want to find out about this and also edit the original message.
  3. Stealth Suit bought as Invisibility versus Change Environment The Change Environment power in Hero 5 (revised) has a “Stealth Suit” option outlined on page 138 under the Self Only option. Let's compare it to an Invisibility-based Stealth Suit. CE-based Stealth Suit Power, -8 to Sight Perception Group: 26 Active Points This is effectively Invisibility since a Normal with a Perception Roll of 11- can now only see the character on a roll of 3 or less. Not true Invisibility, but very close. Invis-based Stealth Suit Power, Invisibility to Sight Perception Group, No Fringe: 30 Active points The powers look pretty comparable so far. Now we come to working out additional Advantages and Limitations. Both will be bought down to 0 End. CE-based Stealth Suit Power: 39 (26 x 1.5=39) Invis-based Stealth Suit Power: 45 (30 x 1.5=45) Still comparable but the CE-based option is already 6 points less expensive, now lets work on Limitations. Here is where the Change Environment power gets much cheaper. The CE-based Stealth suit qualifies (again from page 138) to the Self Only Limitation (½) in addition to the No Range Limitation (½). Both versions of the suit would be bought as Obvious Inaccessible Foci (½). CE-based Stealth Suit Power: 39 Active points Limitations: Obvious Inaccessible Foci (½), No Range (½), Self Only (½), for a Total of 1½ Real Cost: 16 Invis-based Stealth Suit Power: 45 Active points Limitations: Obvious Inaccessible Foci (½) Real Cost: 30 Invisibility does have option outlined on page 193 such as “Chameleon” and “Only When Not Attacking” but wouldn't theses Limitation apply to the CE-based Stealth Suit too, making it an even less expensive route?
  4. Spell Limitation (1/2) quote: -------------------------------------------------------------------------------- So the GM has to examine all of the Grimoire for spells that take the "Spell (1/2)" Limitation and refigure the cost of the spell if he/she does not want the spell to break the "ground rules". -------------------------------------------------------------------------------- No, he doesn't. As you can see if you've got the FHG, there are lots of options for almost all of the spells. Just pick an option that involves removing a -1/2 Limitation -- such as "Master's Version" -- and that tells you the cost of a spell when you remove any one -1/2 Limitation. _________________ Steve Long HERO System Line Developer Or just plug in a different 1/2 Limitation rather than "Spell (1/2)". I just saw that some of the spells in the Grimoire took the Limitation "Spell (1/2)" and some didn't and wondered if there was a list to look through and see which spells needed the change and which ones did not. Thanks for the reply, Steve. I really like Fantasy Hero and have played the 4th edition for a long time, I just did a double take when I saw some spells getting a Limitation "Spell (1/2)" and some not.
  5. Spells Limitation, p. 246 Ah, found the Limitation (you'd be not at all surprised how many references there are to Spells in the FH book). The limitation is that there are certain "ground rules" that are common to most FH game worlds and their spells (No multiple-Power attack spells, No Bouncing An Attack, No Spreading, etc.). Many of the spells in the Turakian Age don't use the same "ground rules" so spells in the Grimoire that do have those Limitations get the Limitation "Spell (1/2)". So the GM has to examine all of the Grimoire for spells that take the "Spell (1/2)" Limitation and refigure the cost of the spell if he/she does not want the spell to break the "ground rules". Is there a list anywhere of what spells in the Grimoire take the "Spell (1/2)" Limitation?
  6. Because the GM said so, that's why! Okay, so the basic idea is that the GM just decided to make it so in his/her game. Fair enough, I suppose you might as well just have a game where spells don't really cost points at all. There are already a lot of those... I have Fantasy Hero 5th, I just wondered if there were any more reason than GM fiat.
  7. Spells Limitation On a somewhat related note, what is the effect of the Limitation "Spell, (1/2)" that is listed for many of the spells in the Grimoire? Aren't most of these spells already? Yet the spell "Banishment" on page 27 of the Grimoire not only has the Limitation "Requires a Conjuration Roll (-1/2)" but also has a Limitation of "Spell (1/2)". The Conjuration Roll Limitation is easily explained as limiting the power by requiring the caster to make a Conjuration roll, but what does the Limitation "Spell" entail?
  8. Why do spells cost 1/3 of what the Grimoire says they do in the Turakian Age? Page 4 notes (quite unhelpfully): "For more information about the Turakian magic system, please refer to the Turakian Age setting book." Quite unhelpful at this point because the Turakian Age setting book is not yet printed. Any guidelines for why the Real Cost for spells is so reduced in the Turakian Age? I don't expect a full version or the book to be available for free, but otherwise the reasoning could just be termed "because the GM said so" and then all the careful calculations in this Grimoire seem kind of moot since the cost reduction become so great that most spells differ in Real Cost by only a few points in the Turakian Age. I don't mean to denigrate the book but to clarify things.
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