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UltraRob

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Posts posted by UltraRob

  1. Re: Fantasy Hero Exalted

     

    Seventh Righteous Blade

    Player: UltraRob

    Game: Exalted HERO

     

    Val Char Cost

    17 STR 7

    18 DEX 24

    18 CON 16

    12 BODY 4

    13 INT 3

    15 EGO 10

    13 PRE 3

    13 COM 2

     

    7/11 PD 4

    6/10 ED 2

    5 SPD 32

    7 REC 0

    36 END 0

    30 STUN 0

     

    9" RUN 6

    2" SWIM 0

    8" LEAP 8

    Characteristics Cost: 121

     

    Cost Power END

    0 Essence Pool: Endurance Reserve (30 END, 3 REC) (Custom Adder, ) Reserve: (2 Active Points); REC: (3 Active Points); Slow Recovery 1 Hour (-2) [Notes: 9 Points of Essence are tied up in the Reaver DaiKlave, so his real Essence Available during Combat is actually 21.] 0

    13 Heaven's Righteous Wrath: +4 with HTH Combat (20 Active Points); Costs Endurance (-1/2) 4

    20 Perfect Ghost Dodge: Desolidification (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Instant (-1/2) 8

    Powers Cost: 33

     

    Cost Martial Arts Maneuver

    4 +1 HTH Damage Class(es)

    3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +3 DC Strike

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon +1 DC Strike

    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, Weapon +1 DC +v/5, Target Falls

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +5 DC Strike

    Martial Arts Cost: 29

     

    Cost Skill

    2 Animal Handler (Equines) 12-

    3 Climbing 13-

    3 Conversation 12-

    3 Fast Draw 13-

    4 Gambling (Card Games, Dice Games) 12-

    3 Lockpicking 13-

    2 Navigation (Land) 12-

    3 Riding 13-

    3 Shadowing 12-

    3 Stealth 13-

    3 Streetwise 12-

    3 Tracking 12-

    3 Trading 12-

    4 WF: Common Melee Weapons, Common Missile Weapons

    Skills Cost: 42

     

    Cost Equipment (Equipment Costs do not actually figure in Total Cost. They are included here for reference only.) END

     

    Reaver DaiKlave: (Total: 45 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (40 Active Points); Independent (-2), OAF (-1), Essence Devotion (-1), STR Minimum 6-14 (STR:12; -1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) (Real Cost: 7) plus +1 with HTH Combat (5 Active Points); Independent (-2), OAF (-1), Linked to Reaver DaiKlave (Reaver DaiKlave; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) 8

     

    $90 Reinforced Buff Coat: Jazeraint Heavy Leather (4 PD/4 ED) [Notes: Body 12] 0

     

    Total Character Cost: 225

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    20 Distinctive Features: Anima Banner: (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    15 Secret ID: Solar Exalted: (Frequently, Severe, Not Limiting In Some Cultures)

    20 Hunted by Dragon Blooded: 8- (Mo Pow, NCI, Harshly Punish)

    20 Curse: Combat Berserker: Berserk Friends or Innocents are Killed (Common), go 8-, recover 14-

     

    Disadvantage Points: 75

    Base Points: 150

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    ----------------------------------------------------------

    So, this is my little test character based on Tetsujin's guidelines posted at the beginning of the thread and using the Desolidification "Perfect Defense". He's meant to be a basic low-level Solar Swordsman Butt Kicker with a sword and medium armour. It's interesting how really I didn't want or need to add many charms to him (I made those ones up myself), as was noted above most of the Charms in Exalted seem to just be 5 Point Skill levels in HERO, extra damage classes, or the occasional other boost. He already has Martial Arts maneuvers, there's only so much need for more Charms doing the same things.

     

    I built the ESSence pool as an END Reserve to get it into HERO Designer, but it's meant to be an extra stat so I modified it so it was equal to EGOx2 and the cost was Zero. I assumed you get 1/10th of your ESS back per hour, and bought the REC accordingly. Charms which draw on the pool cost 1 ESS/5 active points, which I think works well, but I didn't give a cost break for the using the ESS pool since I agree with Thia that it shouldn't be worth a disad. The Reaver DaiKlave is 45 points, so it cost the pool 9 "permanent" ESS, reducing his available pool to 21 points, which does seem a little low, but he's not supposed to be a Master. He can also only use that "Perfect Defense" twice with that much ESS available, so I didn't feel the need to make it cost a point of BODY or some other side effect to use it.

     

    Against Normals he'd be a terror, and against other Exalted he'd be able to put up a good fight, although he'd still have a lot of trouble if normal soldiers came after him in groups.

     

    Overall, not bad.

     

    Rob

  2. Re: Fantasy Hero Exalted

     

    Just to continue...

     

    I think probably the most important part of running an Exalted(-style) game is actually trying to get that Exalted "feel" going on. I know when I ran it, that's what I found the most fun, the "over the top" action feel that had my players bouncing around like kids the day after Halloween.

     

    The key method to achieving this in Exalted is Stunts, of course, which can be done using a simple Combat Rubrick as below. But, there is more to it than that, Exalted is all about proactivity and saying "yes" to your players. I think as GMs we're using to saying "no" to them a lot, always challenging them enstead of encouraging them. This article on Exalted storytelling made me think about that a lot, and start to question if that's the wrong way to go with my gaming in general.

     

    And without further adieu, here's the combat rubrick to go with it:

     

    Simple Combat Bonus Rubrick

     

     

    Level of Description: 1

     

    Player uses Mechanical Attack Names or very Simple Description.

     

    Examples:

    “I punch him.â€

    “I use my martial strike.â€

    “I fire my energy blast.â€

     

    Possible Bonuses: 0 OCV/0 DCV/0 DC

     

     

    Level of Description: 2

     

    Player makes moderate effort to use descriptive combat and/or uses descriptive attack names.

     

    Examples:

    “I use my Three Dogs Biting attack on him!â€

    “I drop to the ground and do a sweep attack.â€

    “I bring my arms together, smile, and fire my god-bolts.â€

     

    Possible Bonuses: +1 OCV/ +1 DCV / +1 DC (whatever is most appropriate)

     

     

    Level of Description: 3

     

    Player makes serious effort to use descriptive combat, and makes regular use of descriptive terms instead of mechanical terms. Player makes use of environmental elements as part of combat.

     

    Examples:

    “I leap up into the air, using my Three Dogs Biting attack to knock him back into the firepit so I can watch him scream.â€

    “I jump over the table, do a double roll on the ground and bring my leg around to sweep him.â€

    “I throw an apple up in the air to distract him, then dive to the side letting lose with my god-bolts.â€

     

    Possible Bonuses: +2 OCV / +2 DCV / +2 DC (whatever is most appropriate)

     

     

    Level of Description: 4

     

    Player uses descriptive combat terms and descriptive terms for powers, player uses environmental elements in combat and also shows extreme cleverness or creativity in their combat moves.

     

    Examples:

    “Saying “you look a little under-doneâ€, I leap up into the air and use my Three Dogs Biting attack to hit him six times a second into the chest, knocking him back into the firepit and listen to him scream with satisfaction.â€

    “I jump over the table, making sure not to disturb anything else so I don’t make the Duke mad, and then do a double roll on the ground and bring my leg to do a sweep on the guy while getting ready to lunge forward for an elbow strike to the chest for my next move.â€

    “I snatch an apple from the table and throw it at his head since I know he’ll instinctively focus on it while I dive to the side and shoot him in the upper torso with my god-bolts while yelling “let’s see how you like this one boy scout!â€â€

     

    Bonuses: +3 OCV/ +3 DCV / +3 DC (whatever is most appropriate)

  3. Re: Fantasy Hero Exalted

     

    It's interesting that when I ran a high-powered (250pt) WuXia Fantasy campaign using HERO the end result was pretty much Exalted combat already. There really wasn't much difference between what you'd get in Exalted and what I got out of my WuXia PCs. They were minor gods who were terrors against normals (even normal soldiers) and could only be countered by small armies, or other WuXia of their own level or higher. I still recall when they (4 PCs) hopped on a barge filled with 50 armed and armoured footsoliders and proceeded to soundly cut through them like they were grass. (Although in the end, more than half the soldiers has jumped off into a raging river to avoid facing the PCs...)

     

    HERO is already geared towards (Super) Heroic combat in the first place, and since Exalted is more or less Fantasy Superheros, I think it's a pretty natural fit. I partially bump this now because Exalted 2nd Edition is coming out in a week or so, and I think it will either bring a lot of new players into using the Exalted setting or drive a lot of the old ones to look for a new system to use for their campaigns! :P

     

    On, and on the END debate, I think that an END Reserve is also the way to go, but it brings into question how to handle the "dedicating ESS to magic items" idea when the PC can pretty much counter any END/ESS loss with a single experience point. Also, how to handle the point that Stunts (if you choose to include them) should also give back ESS?

     

    Rob

  4. Re: Rifts HERO?

     

    I have no exposure to hero system and am willing to give it a shot. Anything can be better than what we got now. What hero system books should I be purchasing in order to help with this conversion?

     

    Well, realistically, you just need the basic HERO 5th Edition core rulesbook and you're good to go. As anyone here will tell you, that book contains everything you really need to game using HERO. If you want to have some premade stuff to just whip out, then for RIFTS you probably want Dark Champions (for more guns and equipment rules). Beyond that it depends totally on the type of RIFTS game you prefer to play, I know some guys who play it with a major tech orientation (basically as a weird Sci-Fi setting) and they'd probably benefit from Star Hero, or The Ultimate Vehicle, but find Fantasy Hero useless. Others play it more Fantasy Style, and they'd go the other way, with The Grimoire and Fantasy Hero being of more use to them.

     

    I guess if I had to pick my own books to use to run RIFTS HERO they'd be:

    The Core Book

    The Ultimate Martial Artist (to me, the most useful HERO product besides the Core Book)

    Dark Champions

    The Ultimate Vehicle

     

    That's about it, but as I said, you really only need the core book.

     

    And if you're using Main Man's conversion points, I'd suggest the Wilks does 8 Damage Classes, and go up from there, probably maxing out at 26 or so Damage Classes for a Boom Gun.

     

    Rob

  5. Re: Rifts HERO?

     

    I'm about to start a RIFTS campaign using the MEGS system (there are reasons I couldn't use HERO, otherwise I would have) and I tried doing the conversion formula thing but found it just didn't work well. It tended to produce numbers clustered in an oddly small range that just felt weird. So, in the end, I sat down and said "well, assuming "megadamage" just means "really tough" I'm not going to bother to even try to convert it over. Instead I took the laser pistol from the basic book and said "okay, a WILKS pistol should be the equivalent of this because it's the most basic energy weapon from the game" and then said "okay, the most massive weapon in the game is a Boom Gun, which should be able to take out a modern tank in one good hit, so how much would that be?" and figured it out. That became my range for weapon and armour damage, and I went from there. Everything else slid neatly into place.

     

    I guess my point is, if you enjoy conversion formulas, go nuts, but in the end I think it's better to make a conversion scale and place things accordingly as a way of keeping balance.

     

    Rob

  6. Re: Post-Apocolyptic Hero Setting

     

    Fist of the North Star HERO? Coooool! Wandering 350+pt martial artists with the desire to be the only one as they try to change the world. Another example of this is the comic Infinite Kung Fu, nuclear apocolypse leads to zombie filled wasteland where the avatars of gods fight it out.

     

    Speaking of which, I'd like to add Post-Apocalyptic Superhero (Days of Future Past HERO? Age of Apocalypse HERO? Not sure what to call it. :( ) to the list. I once ran a campaign based loosely on the anime Skryed, which basically amounted to superhumans appearing after "the event" that changed the world. It was fascinating to run a game where the whole point was the players trying to change the world as opposed to protecting the existing world or keeping the setting static.

     

    Rob

  7. Re: Rifts HERO?

     

    I actually have to say that I think it's better, and more HERO, to have the Bionics&Cybernetics paid for with full points, not half. during character creation. In the end, they're just a gimmick to give you Superpowers anyways, and get the price break as foci, so why not just let them be paid for normally? After character creation, you have the usual HERO conundrum of whether to make them pay points or money for development. I'd be inclined to let the ones bought after character creation be counted as equipment and not bother with points for them unless there was something special about them. (ie A new bionic hand costs no points, just money, a bionic technowizard hand with a shield spell might costs points and money if I was running it.)

     

    As for the technowizard stuff, since they're investing their energy into building things I think it's more reasonable to require the cost in points (for character spirit) and money (for parts). Then again, it might depend on the use of the item and how much you want Technowizards to be able to pump out items of power as well.

     

    Rob

  8. Re: Rifts HERO?

     

    Yes, I think pretty much the same. RIFTS more or less amounts to an "anything goes" setting, so why bother to actually duplicate the major packages and OCCs unless you want to use them as NPCs? I can see doing writeups for various characters like Juicers and Cyberknights that are the staples of the setting, and of course you need to whip up versions of equipment and powered armour. But, OCCs and RCCs are probably better served by just making "examples" rather than packages and letting the PCs go nuts with it. After all, if you wanted those packages, you'd just be playing RIFTS itself, right? HERO is there to open things up, not restrict them.

     

    Rob

  9. Re: "Your Most Embaressing Game Mastering Moment"

     

    I had a player who talked in a very distinctive manic way, and in a campaign of Heavy Gear (military mecha game, right after it came out so it was over a decade ago) I was playtesting when the PCs reported to their CO I suddenly decided to mimic the player's way of speaking as the NPC's schtick. It took the other players only a few seconds to realize what I was doing, but the player continued to converse with the NPC until they realized who the NPC was based on. Then they got really quiet and quit the campaign very shortly thereafter.

     

    I still don't know what came over me to do that to them, and I feel bad to this very day. (Not that I liked the player, but it was just a mean thing to do.) I swore never to mimic a player's mannerisms in a game that they're in again (with another group everyone is fair game ;) ) and haven't done so until this very day.

     

    Rob:(

  10. Re: Wuxia abilities

     

    Some notes I made while I was reading a Gu Long novel...

     

    (Although I really can't imagine using the Heavenly Silkworm techniques against PCs if I didn't want a total party kill on my hands.)

     

    Gu Long Martial Arts Notes

     

    In Gu Long stories, the focus is less on the basic moves and more on the special moves, he doesn’t care too much about the martial arts and their names in the same way as Jin Yong, but he goes with the idea that at the higher level most Martial Arts are almost indistinguishable from each other. What distinguishes them at the higher levels is their special techniques and quirks.

    In HERO terms, players in a Gu Long style Martial Arts game would probably actually not bother with the Martial Maneuvers as the HERO system usually uses them, instead characters would simply buy HTH Combat Skill Levels (5pts each), and extra Damage Classes (4pts each) to simulate their level of Martial Ability. On top of this, they should have a Multipower which is where they have their special moves that make them a unique fighter of whatever style. One idea would be that the Multipower is limited to the total number of points spent on Combat Skill levels, thus skill and ability to wield Qi are intimately connected. (It would be up to the GM whether points spent on Damage Classes also counted towards this total.) Also, it is recommended that all Qi abilities run off an END reserve which recovers per day (or hour of meditation), and the size of this Qi pool should probably be linked to the same size as the Multipower reserve is.

     

     

    Techniques found in The Sword and the Exquisiteness:

    http://www.spcnet.tv/forums/showthread.php?s=&threadid=665

     

     

    Heavenly Silkworm Sect’s Seven Great Demonic Skills

     

    Note: These skills are practiced by the sect’s The Magnificent Sisters, usually working at a team. The sisters are extremely beautiful young women named Iron Blossom, Silver Blossom and Plum Blossom. This sect seems to be composed primarily of women, as some of these techniques would only be useable by women. As you might guess reading the techniques, this sect is quite evil.

     

    1. Demon Corpse – this technique turns a person into a berserker who will fight until they die of damage or drop dead from exhaustion.

     

    2. Blood Goblin Spell – used in conjuction with the Demon Corpse technique, this technique turns the target’s blood into highly toxic poison. Anyone who is splashed with the blood will be poisoned. If a target is splashed with the poison, they have minutes to live at best, unless all parts of their body which came into contact with the poison are immediately cut off to prevent it spreading into their system

     

    3. The Seven Golden Sabres Turn Into Blood of The Demon Corpse and Blood Demon Spell – this technique creates a berserker which has seven knives stuck into them. The knives are actually attached to silk strings being controlled by the original caster, and at the caster’s will the knives will pop in and out, spraying the areas the caster chooses with highly toxic and poisonous blood. This is incredibly dangerous as the berserker is already fighting and spraying blood around.

     

    4. The Soul Catching Handkerchief – a handkerchief covered in dust which will put the target into a blissful hypnotic state unable to do anything but obey the commands they are given by owner. Usually waved in front of the target’s face in a flirtatious manner.

     

    5. The Dance of the Seductive Demon – a highly seductive dance performed by the caster wearing the barest of clothes, it immobilizes male targets who are frozen in fascination as they watch the casters dance. Usually used in conjunction with the Web of Love technique below.

     

    6. Web of Love – this technique, done while the target is usually fascinated by the dancing of the caster, spins a nearly invisible web of sticky and super-strong silk around the target. To avoid suspicion, the web will not actually touch the target while the web is being spun, but as soon as the target tries to move in any significant way they will come into contact with the web and be immobilized. Any weapons used to cut the web will normally become stuck to the web’s folds and caught as well. Of course, the target can be attacked normally by the caster who can see the gaps in the web to attack through.

     

    7. The Alteration Of Blood And The Blood Breakout – to use this technique, the caster chops limbs or other parts off nearby poisoned victims and sends the limbs flying at the target. But, before they reach the target (which the target will normally try to block or dodge), the limbs explode into a poisonous blood mist which fills the area the target occupies. If the target breathes the mist or comes into contact with it, they will be poisoned and begin to die. This technique is also used to create zones of “poisonous fog†which can block passage to prevent opponents from reaching the caster or preventing the caster’s escape.

     

    Rob

  11. Re: Rifts HERO?

     

    We've been playing Rifts for the last few months using Hero rules. Its going quite well and the GM did a good job moving the classes into Hero terms. For weapons he just uped the damage so that Megascale is in the range of 6d+ KA attacks. Armor was upped equivantly so that a tank has enough armor that it is not in danger from anything less than a dozen killing dice.

     

    Blacksword, would it be possible to see some numerical examples? I mean, a weapon or two, or maybe the actual numbers on that tank?

     

    Rob

  12. Re: Fantasy India

     

    There was a thread on the RPG.net forums about games set in India not too long ago and the simple consensus was that India is severely unrepresented in the RPG info area. There is a D20 game coming out based on Indian Myth, but with that exception, there's very little direct gaming material out there on this topic. Part of the problem noted was that making INDIA HERO is on the scale of making EUROPE HERO, it's just too big and vast a place with so much history. This is also the rumoured reason GURPS:India collapsed into myth itself, too much material to focus on.

     

    Maybe someone on here knows a good primer on Indian history that you could use to help find your way. I've thought about Indian settings myself, but it's never been high enough on the personal project list to actually do the research for.

     

    Rob

  13. Re: Avatar: The Last Airbender

     

    Weapons of the Gods? I'll have to look into it' date=' but I'm not too keen on learning yet another system. Maybe I can find an online game of it somewhere and at least lurk to see how it works. Is it its own system, or does it use an existing one?[/quote']

     

    Here's a review and overview of it:

    http://www.rpg.net/reviews/archive/11/11486.phtml

     

    It uses a system similar to another game called Godlike.

     

    Since these are HERO boards, this is the last thing I'll say about it on this thread because it's not fair to the guys who run this place to pump another company's game here.

     

    Rob

  14. Re: Avatar: The Last Airbender

     

    I would agree that HERO would be the best choice if you're focussing on the funky powers aspects. Young cinematic characters with a blend of martial arts and powers are something HERO is made for.

     

    If you're focussing on the martial arts and elemental aspects and looking for another system, then do yourself a favor and check out the new RPG Weapons of the Gods. For a big WuXia fan like me, that game was love at first sight.

     

    Rob

  15. Re: Vampire Hunter D

     

    It occured to me I didn't actually explain why the setting was so interesting, so I thought I'd post more info from the publisher's site...

     

    http://www.dhpressbooks.com/profile.php?prodid=10-583

     

    12,090 A.D. It is a dark time for the world. Humanity is just crawling out from under three hundred years of domination by the race of vampires known as the Nobility. The war against the vampires has taken its toll; cities lie in ruin, the countryside is fragmented into small villages and fiefdoms that still struggle against nightly raids by the fallen vampires-and the remnants of their genetically manufactured demons and werewolves.

     

    Every village wants a Hunter-one of the warriors who have pledged their laser guns and their swords to the eradication of the Nobility. But some Hunters are better than others, and some bring their own kind of danger with them...

     

    More specific info and a novel summary can be found here: http://www.altvampyres.net/vhd/nov1.html

     

    The actual world in the story comes across as RIFTS lite, or as RIFTS probably would with less technology and playing up the horrific angle of the setting.

     

    Rob

  16. So, Dark Horse has begun publishing translations of the original Vampire Hunter D novels in English and I picked up the second one. The first novel is the one the old movie is based on, so although I liked the movie, I passed on it. The second novel is another story unrelated to either movie, which is why I decided to try it instead.

     

    Not finished it yet, but I do have a few thoughts on it:

     

    Whoever translated it wasn't a very good writer: D's lines sound like they're being uttered by a 16 year old gamer and not a centuries old enigmatic Dhampir. The style is also a little clunky, I've read a large number of translated works and this guy needed a proofreader/polisher to do another pass or two, it could have been much smoother. The original writer's got a good style that you can see shining through the translation's cracks, but the translator mucked up a lot of it.

     

    That said, and the reason this is posted here and not NGD, is that this book is a gaming goldmine about D's "Post-Nobility" (ie Post-Vampire Lords) world, which is quite a fascinating place. It's really interesting to get a Japanese take on the subject, with an author who obviously was more familiar with traditional vampire mythology than he was with the modern ideas. The things that the Vampire Hunter D movies gave hints of are here in full bloom, and the setting is perhaps the best part of the book.

     

    While I'm not sure I'd recommend everyone run out and read it, if you get the chance, don't turn it down, if for nothing but the setting ideas alone.

     

    Rob

  17. Re: post-apocalyptic genre book

     

    On a related note, I got some positive response on these boards for my idea for Sleepers GT -- a post-apocalyptic world where the characters have gained super-powers as the result of being experimental test subjects for a cryosuspension project. :)

     

    Matt "Lickin'-his-chops-at-the-possibilities" Frisbee

     

    I ran a similar project once. I found post apocalyptic Supers to be an amazing (and I think generally untapped) genre to play in. The characters really can make a real difference for the world they live in, which has often become dominated by super-powered warlords and gangs. Suddenly those powers to make rain can literally save thousands of lives in a day, or being able to grow plants...you'd be a god. (No longer the junior member everyone refers to as "plant lad"...)

     

    Rob

  18. Re: The First Hurdle: Creating a *gulp* Magic System

     

    An alternative I've used before' date=' and will use again, is to make up some pregen characters a little bit below the powerlevel I intend to run the players at, and give them a theme... like group of the kings guard out on patrol with a journeyman mage along for support. Basically run a one or two session "Teaser" or "preveiw" game introducing the setting and giving a first hint to the threat that will eventually become the main campaign. Don't have to worry too much about them screwing up or getting their characters killed, and later on you can recycle the (survivng) characters as NPC's that the players will feel some fondness towards from having played them.[/quote']

     

    Hey, that's pretty cool. So they're the guys in the "introduction" chapter of most stories who usually end up dead by the end of the chapter at the hands of the big bad guy or his heralds to show how badass he is. An excellent way to jump start a campaign! :thumbup:

     

    Rob

  19. Re: The First Hurdle: Creating a *gulp* Magic System

     

    Oh (and this will teach Rob to reply to messages right after waking up), I should add, however, there is a downside to starting your group off with a Champions level HERO game. They will learn the game at whatever power level you set them at, so if they learn to play 350 point characters and then you ask them to play 150 pointers it will require a bit of a mental shift for them to deal with the lower numbers. If you were just playing Brick-Or the Super and his 16D6 punch, being asked to play Warr-Ior the Strong with his 4D6 punch is a bit of a...downer. (It wasn't much of a problem for me because I was asking them to go from 150pt Supers to 250point WuXia heros)

     

    If your goal is to warm them up to low-level Fantasy, maybe a modern or science fiction game at the same point level as your Fantasy game might be a better warm-up. A nice short campaign of hunting monsters in Florida, battling the forces of COBRAAAAA...cough...cough...cough...., or fighting Space Pirates who just took over a space cruise liner would let them get to know the system pretty quickly.

     

    Rob

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