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badger3k

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Everything posted by badger3k

  1. Re: Jedi hdp and lightsaber
  2. Re: My 4e Ranger Ability Thread I went with the "megahex" option - one-hex doubled, for the three (I think) hth area attacks. I fixed them in the prefab, now I have to edit the entries.
  3. Re: My 4e Ranger Ability Thread Running only works if it applies to you. The shifting ability can work on you or other people, and the only way to make it work consistently was with the teleport. Considering it has the "must cross intervening space" limitation, it's hard to see how anyone could get too creative. I hadn't looked at megahex. I'll have to see what that does and how it works out.
  4. Re: My 4e Ranger Ability Thread Some more: Armor Splinter: your blows attack weak spots in the targets armor, leaving them vulnerable to your next attacks. Amor Splinter: Suppress Armor 4d6 (20 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), No Range (-1/2), OIF (Weapon of Opportunity; -1/2). Real Cost: 7 ------------------------------------------------------------------------------------ Arrow of Vengeance: You see an ally hit, and let fly an arrow in retaliation, catching the target unaware. Arrow of Vengeance: Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; When an ally is attacked; +1/4), Armor Piercing (+1/2) for up to 60 Active Points of RKA (45 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Missile Weapon of Opportunity; -1/2). Real Cost: 16 ------------------------------------------------------------------------------------- Bleeding Wounds: Your arrows puncture the target, drawing forth gouts of blood. Bleeding Wounds: (Total: 50 Active Cost, 15 Real Cost) Autofire (3 shots; +1/4) for up to 60 Active Points of RKA (15 Active Points); 1 Charge (-2), OIF (Missile Weapon of Opportunity; -1/2) (Real Cost: 4) plus EB 2d6, Uncontrolled (Until Healed or Bandaged; +1/2), NND ([standard]; No circulatory system, regeneration; +1), Continuous (+1) (35 Active Points); 1 Charge (-2), Linked (Tri-shot; -1/4) (Real Cost: 11) ------------------------------------------------------------------------------------ Cheetah's Rake: You slash about you in a circle with your weapons, striking your foes in the legs, knocking them back off their feet and pinning them to the ground. Cheetah's Rake: (Total: 95 Active Cost, 32 Real Cost) Does Knockback (limited to 1"; +1/4), Area Of Effect (up to 2" Radius; +3/4), Selective (+1/4) for up to 60 Active Points of HKA, Range limited to weapon reach (+0) (90 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapons of Opportunity; -1/2), Requires Two Weapons (-1/4) (Real Cost: 30) plus Suppress Running 4d6 (20 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), OIF (Weapon of Opportunity; -1/2), Requires two-weapons (-1/4) (Real Cost: 7) ------------------------------------------------------------------------------------ Great Ram Arrow: One of your arrows strikes the enemy squarely, propelling them back through the air. Great Ram Arrow: Does Knockback (+1/4), Double Knockback (+3/4) for up to 60 Active Points of RKA (60 Active Points); 1 Charge (-2), OIF (Weapon of Opportunity; -1/2) Real Cost 17 ------------------------------------------------------------------------------------- Confounding Arrows: Your arrows strike up to three foes, causing confusion and pinning them in their tracks. Confounding Arrows: (Total: 60 Active Cost, 15 Real Cost) Autofire (3 shots; +1/4) for up to 60 Active Points of RKA (15 Active Points); 1 Charge (-2), OIF (Missile Weapon of Opportunity; -1/2) (Real Cost: 4) plus Entangle 3d6, 3 DEF, Takes No Damage From Attacks Limited Group ( Physical Attacks; +1/4), Works against Ego, not Str (+1/4) (45 Active Points); 1 Charge (-2), Linked to Ranged Weapon Attack (-1/2), Cannot Form Barriers (-1/4), Additive (1d6, 1 DEF for each arrow that hits; -1/4) (Real Cost: 11) I based additive off of reduced penetration, but this adds each die together. One foe hit by two arrows has a 2d6, 2 Def entangle on them. ------------------------------------------------------------------------------------ Hawks Talon: Your arrow strikes out and ignores a targets cover and concealment. Hawks Talon (ranged): Indirect (Same origin, always fired away from attacker; +1/4) for up to 60 Active Points of RKA (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Missile Weapon of Opportunity; -1/2). Real cost: 5 This one was a bit difficult. CSLs could take care of concealment penalties, but I figured if the attack was indirect, it would negate concealment penalties (and this would prohibit called shots as well). ------------------------------------------------------------------------------------- Splintering Strike: Your arrow breaks off in your foes flesh, causing him to have problems making attacks. Splintering Strike: Negative Combat Skill Levels (-2 to opponent's OCV), Ranged (+1/2) (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Linked to Ranged Weapon Attack (-1/4) Real cost: 7 This one could have gone a couple of ways - I was going to go with a Dex drain, but the original is just a minus to hit, so I went this way. I figured 1 minute was more then most combats last, but it can be adjusted either way. ------------------------------------------------------------------------------------ Spray of Arrows: You strike out at all close enemies with rapid, short draws of your bow. Spray of Arrows: Area Of Effect (up to 6" Radius; +1), Selective (+1/4) for up to 60 Active Points of RKA (75 Active Points); 1 Charge (-2), OIF (Missile Weapon of Opportunity; -1/2). Real Cost: 21 ------------------------------------------------------------------------------------ Stunning Steel: Like confounding arrows, this is a melee two-weapon strike that paralyzes your enemy with ringing blows. It shares the same mechanic. Stunning Steel: (Total: 45 Active Cost, 11 Real Cost) Autofire (3 shots; +1/4) for up to 60 Active Points of RKA (15 Active Points); 1 Charge (-2), OIF (Missile Weapon of Opportunity; -1/2) (Real Cost: 4) plus Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group ( Physical Attacks; +1/4), Works against Con, not Str (+1/4) (30 Active Points); 1 Charge (-2), Linked to HTH Weapon Attack (-1/2), Cannot Form Barriers (-1/4), Additive (1d6, 1 DEF for each weapon that hits; -1/4) (Real Cost: 7) ------------------------------------------------------------------------------------ Sweeping Whirlwind: You sweep your weapons along the ground, knocking all your foes around you off their feet. Sweeping Whirlwind: Does Knockback (+1/4), Area Of Effect (up to 2" Radius; +3/4), Selective (+1/4) for up to 60 Active Points of HKA, radius limited to reach of weapon (+0) (75 Active Points); 1 Recoverable Charge (-1 1/4), Extra Time (Full Phase, -1/2), OIF (Weapon of Opportunity; -1/2), Concentration (1/2 DCV; -1/4), Requires two-weapons to be in hand (-1/4). Real Cost 20 ----------------------------------------------------------------------------------- Swirling Leaves of Steel: You set up a whirling rhythm with your blades that damage all who attack you. Swirling Leaves of Steel: Damage Shield (Offensive; +3/4) for up to 60 Active Points of HKA, Continuous (+1) (90 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), OIF (Weapons of Opportunity; -1/2), Requires two-weapons to be in hand (-1/4) Edit 2 - current changes take off a couple of Reduced End (0) limitations I forgot to delete. I've changed them in the hdp file. I've also added two alternate versions of the movement abilities (from Teleport to Running).
  5. Re: My 4e Ranger Ability Thread You could divide by 3 if you want, or let them be part of some kind of framework (if you do spells that way, why not martial powers) - although I'd probably make some changes. I'm not sure how these will work out, or how such changes would affect them, since I haven't used any of these. But if it works for spells, it should work for these powers. Dividing by three is supposed to encourage people buying spells, and it may encourage buying a larger collection of spell-like limited use abilities. Of course, you can always put these into magic items, changing the focus and adding independent, and that would take them out of the power setting and into equipment. Then the cost might not matter.
  6. Re: Learning from the mistakes of others But, can it go with a POG feel? "It's Alf, but in Pog form"
  7. Re: Traveller Hero You need to go to the order page and look down from there. There is a hardcopy/pdf combo that is like $27 or so. It's what I ordered. I think they also have just the hardcopy as well. When you go to buy, click on the "listing" button at the top, and it should get you to the choices. Got there from the "read more" then "buy".
  8. Re: My 4e Ranger Ability Thread Here's another: Frenzied skirmish - your hth attack is so intense it stuns the target for a short time. This is built with a "Based on Con" to reflect that more durable people will recover faster. It works on the same principle as if Str were used. Frenzied Skirmish: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group ( Physical Attacks; +1/4), Works against Con, not Str (+1/4) (30 Active Points); 1 Charge (-2), Linked to HTH Weapon Attack (-1/2), Cannot Form Barriers (-1/4). Real Cost: 8.
  9. Re: Jedi hdp and lightsaber There is that. It would have high Def to protect it and have high Body to make ruptures harder to occur if the door was damaged.
  10. Yeah, I got back into this, to play with things some more. Not a lot so far, but I wanted to get a response to this and see any comments. To keep the same feel, I left out skill rolls and kept the daily/encounter uses through charges or recoverable charges. All recoverable ones recover after 5 minutes of rest. Use whatever justification you want. So far, I have these: Dire Wolverine Strike: Area Of Effect (up to 2" Radius; +3/4), Selective (+1/4) for up to 60 Active Points of HKA, Range limited to weapon reach (+0) (60 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapons of Opportunity; -1/2), Requires Two Weapons (-1/4) Real Cost: 20 This is similar to a sweep, but lacks the OCV penalties. A ranger wielding two weapons explodes into a raging fury that strikes all who are near. I put in the +0 reach modifier in case the "HKA" thing isn't clear enough and someone says their sword can reach 6" away. ----------------------------------------------------------------------------------- Disruptive Strike: (Total: 30 Active Cost, 12 Real Cost) Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; You are attacked; +1/4) for up to 60 Active Points of KA (15 Active Points); 1 Recoverable Charge (-1 1/4) (Real Cost: 7) plus Negative Combat Skill Levels (-2 to opponent's OCV), Reduced Endurance (0 END; +1/2) (15 Active Points); 1 Recoverable Charge (-1 1/4), Instant (Only for the attack that triggered this skill; -1/2), Linked (Disrupt attack; -1/2) (Real Cost: 5) This is a strike that let's you react to an enemy attack, disrupting it and maybe causing him to miss. Basically, before the enemy actually rolls to hit, you get a strike, and if you hit, his attack on you suffers a -2 penalty. After that, there is no penalty on him. This ability can be done with any weapon, ranged or hth. ---------------------------------------------------------------------------------- Evasive Strike: Teleportation 3", Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; After You Strike; +1/4) (7 Active Points); 1 Recoverable Charge (-1 1/4), Must Pass Through Intervening Space (-1/4). Real Cost: 3 This ability allows you to make a move after you attack. It would allow some simple hit-and-run type tactics, but the nature of Hero combat doesn't give this the same effect as in 4e (it is mainly meant to counter attacks of opportunity). ------------------------------------------------------------------------------------ Excruciating Strike: Drain STR 2d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); 1 Charge (-2), OIF (Missile Weapon of Opportunity; -1/2), Linked to Ranged Weapon Attack (-1/4). Real Cost: 11 Your arrow sinks deep into the flesh of your enemy, causing them agony and robbing them of their strength. This is a bit of a stretch, a "naked link", but it works in a multiple power attack type of thing. It is linked to any one attack, and if that attack fails, so does this. ------------------------------------------------------------------------------------ Fox's Cunning: (Total: 27 Active Cost, 13 Real Cost) Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; An enemy attacks you; +1/4) for up to 60 Active Points of HKA (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Linked (Fox Step; -1/4) (Real Cost: 5) plus Teleportation 1", Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; An enemy attacks you; +1/4) (2 Active Points); 1 Recoverable Charge (-1 1/4), Must Pass Through Intervening Space (-1/4) (Real Cost: 1) plus +2 with HTH Combat (10 Active Points); Instant (-1/2) (Real Cost: 7) You roll with an enemies blow, using the momentum to move and make an attack on the temporarily exposed enemy. This triggers after you are attacked, and let's you move one hex and make an attack. The "Fox Step" is the teleportation. I'll have to fix that - first you move, then you strike. ----------------------------------------------------------------------------------- Thundertusk Boar Strike: Does Knockback (+1/4) for up to 120 Active Points of HKA (30 Active Points); 1 Recoverable Charge (-1 1/4), OIF (Weapon of Opportunity; -1/2), Requires Two Weapons (-1/4). Real Cost: 10. This is two staggering blows that fling your opponent back. I kept the active point cost high to cover two attacks. After asking Steve about this, I decided to go this way. ------------------------------------------------------------------------------------- Yield Ground: Teleportation 3", Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; You are hit with an attack; +1/4) (7 Active Points); 1 Recoverable Charge (-1 1/4), Must Pass Through Intervening Space (-1/4). Real Cost: 3 After you are hit, you use the momentum to move back away from your opponent. Ok, so that's what I have so far. I'll post more (and the hdp file) later. I do have one more, that made sense when I thought about it. To simulate the tactical nature of 4e (or 3e even), I give you Attack of Opportunity: Attack of Opportunity: Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Full Phase to reset; Usable once per phase, when an enemy leaves a hex adjacent to you; +1/4) for up to 60 Active Points of HKA, Reduced Endurance (0 END; +1/2) (22 Active Points) Real Cost: 22 points. This would have to be given to every character. This is a no time action as it can go anytime. I am not sure if there should be more to it, since it can go off on any phase, even one you don't go on, but I think the trigger covers that. Powers that shift (the teleport powers) do not cause the trigger to go off. I set it as a Full Phase recovery, since you can only do this once per phase, but it takes no action on the character's part to recover - so maybe the advantage should be set back to +1/2. One other thing - each of these attacks can also be done with a normal damage (HA) weapon instead of an HKA, but I put that under the hand-waving department. Most players I know prefer to have weapons that do more then normal damage. But that shouldn't stop the brawler from punching as an attack of opportunity. On a personal note, I'm not that fond of AoO, but if I want to try to reproduce some things, I may as well include it. Of course, all you have to do is say that all characters can do this without making it as a power, but where is the fun in that?
  11. Re: Jedi hdp and lightsaber The materials on 448-9 have no mention of hardened that I can see. All it says is that DEF is resistant. Most material would have no need to be hardened (except in cases where that is needed, as in a super-prison). The AVLD works by bypassing that DEF, so it would always do Body. Hell, for all we know, QGJ (correct?) might have rolled all 1's, which is why it took longer then normal.
  12. Re: Jedi hdp and lightsaber It's more fun to argue then search through multiple links.
  13. Re: Jedi hdp and lightsaber Well, you got a point there. Especially if the troopers are all clones who can be grown en masse. A bit like some countries armed forces. But if we define Hardened by the thickness, isn't that the same as the Body anyway - BODY of an object is based on its thickness (and material). It seems like we've come back full circle in the argument. Your ball... (Although your argument based on time and the Body of blast doors is a good one. I have no clue what the thickness of the doors is, so unless you know that we can't figure the amount/thickness, but just using the 5er, a tank has 20 body on the sides. A vault door has 9 I think. Wow. Isn't there an expanded table in Ultimate Brick?)
  14. Re: Learning from the mistakes of others In a way, that is what TA, the USPD and others do, in part. They give the "fluff" bit and the meat - the Hero stats, lims, advs, etc. I can see that it might be interesting to take it that step further, and make a supplement that is based off the Hero Rules, but keeps them hidden. It might work to get people into the system (d6 rolls, hit locations, Stun & Body, etc), without all the internal parts...until they want to go there. Call it Hero and Hero Lite. Make it so that someone could just pick up a book, grab some options, put points in (or even pick up premade character sets of stats) and play, then gradually work them into the underbelly which is the Real Hero System. Reading that, it sounds odd, but I think I said it all. To restate - something like that would be an option. The regular Hero rules will be there for the rest of us to tinker with.
  15. Re: Dual Strike That is what I thought (and I think that is how we were doing it), but I wasn't sure, so I left it as is (I thought I did put that option in my calculations somewhere). I agree that it has proven to be a big "STOP". I have kept it in for some weapons (like 'Bane' weapons) or some very limited skills ("Gnoll Hunter - only vs Gnolls") to reflect a very specialized form of combat skill. I hope that will not be unbalancing. Right now I'm trying to find another way to enhance HKAs - I've used the AID option in my 4e fighter conversion in the FH forum.
  16. Re: Dual Strike That might be ok, but it still has the same problem I noticed too late - it;s only double damage. Other then by going the martial arts route (4 pts +1 DC, even limited - which I think it may be, I'd have to check the UMA), I made a "feat" (to get my D&D players into FH) of: Weapon Specialization: +2 with one weapon (10 Active Points); Only for DC (+1 DC; -1/2), Requires Weapon Focus with weapon (-1/4), Real Cost: 6. This is limited to being taken once, but if you allow the only for DC limit, 6 CSLs (only for DC) costs 20 pts (6x5 w .5 lim), if you limit it to only one weapon (I gave a -1 lim, but YMMV) would be 12 pts. Of course, you could just not allow this, or set a limit on CSLs, so this may not come up, but simply doing double damage isn't too hard to achieve. I agree that the second weapon was SFX, but I was trying to keep the damge consistent, so that a sword & dagger strike was not as strong as a sword & axe. I just have to take it back to the drawing board and come up with a better effect then just damage. Something to make it stand out more.
  17. Re: Jedi hdp and lightsaber That was really a question from me. I have no idea what, if anything, is hardened, but for me if there was something that could stop a lightsaber, you can bet that I would do my best to make sure my soldiers had it. Now, it could be expensive, but for an Empire? If blast door material, which has to be pretty common to be made into blast doors (and for doors to be effective, the walls have to be similar material or else it will save the doors but destroy everything else), will work against lightsabers, surely that material would be used in armoring soldiers who are going against Jedi. Having a technology that can produce blasters, hover vehicles, FTL drives in personal starcraft and the ability to destroy planets, making armor out of blast door metal surely can't be too hard. It just makes no sense in game background terms, to me. Obviously YMMV. There are also other ways of using hardened. A character might be really skilled at turning their body or rolling with a blow and negating the effects of a strike. This type of hardened would work against a lightsaber. Other then that, as I said, I haven't really looked into it, so I'm assuming that you (and others) have more knowledge on which to base that decision on.
  18. Re: Dual Strike I think you need to chill out, dude. It's just a game, ok. Here's the "ridiculous construct" that is caused by "letting people buy whatever they have the points for": Fighter, STR 20, Dex 20. Within the caps. Wields broadsword, 1d6+1, 1.5d6 w/str. (4/5 DC repsectively) Has +1 OCV with sword, +1 DC with sword (2 skill levels limited). Has sword-oriented martial arts, the worst of which is +2 DC to sword. Has Weapon Master Deadly Blow talent: +1d6 with hth weapons (10 pts) Damage caps at 8dc, due to weapon (2.5 d6). Deadly blow adds to that. 3.5d6 on a normal blow. Average 10 Body. Average armor - chain, 6 PD. That's unmodified by hit location, but that's an average of 4 Body through armor each blow. (all this assumes that the extra 1d6 is not added to the base 1d6+1 to get a base 2d6+1, which would then cap at 4.5d6) - I can't remember which way it worked - I think the extra was just outside the normal limits per the thread. At 3.5d6, Body ranged from 2 to 42; Stun ranged from 4 to 105. Compare that to the ranger/archer, with her 1d6+1 sword, or 1.5d6 arrows. Now, we did have an avarial (winged elf, FR) archer, who took the deadly blow with bows, so her heavy bow did 3d6 per shot (2d6 + 1d6). The player was the fighters wife, so guess who helped create her? There were two other characters who were more concerned with their character then combat damage, so they were like the ranger. The extra d6 made a difference, and made it harder for the other characters to keep up without buying something they did not want to buy. It's an arms race. I built up the power of the dragon-mage to see what worked, but his strongest was a 4d6 RKA, and it was limited in use. (I'm reworking the magic system to make it more competitive with the fighters) - hell, I just noticed I did give the caster the same deadly blow (hth). I do have to agree that when an option becomes a necessity, something is wrong. The main reason I allowed it was to try it out. It didn't seem bad, but when we gamed it out, no. It's more trouble then it is worth. Even an extra 1d6, used every time, can be unbalancing, unless everybody has it. That leads to more defenses, when it can be done (sorry, not every guard wears magic plate). Something like this power (dual strike) is a gamble - it's supposed to be one. Buying skill levels can make it less of one. But: - it does the same thing as using a heavy strike or combat levels with an axe. At most, it would probably do 4d6. The power has to be large enough to cover the HKA of any weapon that might be used (using 3d6 as a limit was probably too much, most 1h weapons are 2d6, but extra could be magic). So, at most you are getting +3d6 max, not +5d6, for a cost higher than 10 pts. That said, working the numbers, you are right in that this is bloated. Doing the damage works it out to about the same as having high strength or CSLs for DC (or martial arts maneuvers). It basically just doubles the attack to the max DC. For this to be a special maneuver, it needs to be special. This isn't. Verdict : So, back to the drawing board. Thanks to everyone for the comments.
  19. Re: Learning from the mistakes of others "She's dead, Jim"? ... So, when's the Irish Wake? ... and what proof?
  20. Re: Learning from the mistakes of others I suspect we won't get anywhere with this - I think we'd be talking past each other. I've never worried about any kind of role, as someone had something that could do whatever needed being done. It didn't matter if it was the thief, the cleric, or the sorcerer. My group, and my games, are not set into rigid roles, especially rigid tactical combat roles, as 4e makes them. I wrote somewhere - here or there - expressing surprise that someone had fighters who actually hung back and protected the mages. My players are aggressive, and believe in taking the fight to the enemy. Even the sorcerer we had was well armed and had a decent AC. Nobody wanted a wimp. What can I say, everyone is either military, ex-military, or married to military. I think they could have put more into standard rituals. How can they design adventures if they expect rituals that are limited (only found in) one particular campaign supplement. I'd think that they'd want to give their designers the maximum flexibility they could. Of course, they could also want people to pay for every book... You can find them cheaper some places (Amazon, I think), but the normal price is (IIRC) $34.95 per book. They spent about $.02 on the covers. Did I say the covers are cheap? I wouldn't say low magic, but I'll answer that next. I think you're mistaking the name or flavor text for what it actually does. Unless there is more, the ability is a 17th level Ranger one, and it just allows the ranger to use the hide skill (in natural terrain) while being observed. Normal hide rules apply. Considering I've seen this happen, I don't think it unusual at all. We never got that high, so it never came into effect. I think some other class (or prestige class) may have had it as well. Well, it may have been 30 minutes . I remember being able to get through more of the adventures in less time, I know we've had 5-6 encounters in around 4 hours before, and I think we've done more. Part of it is that we know the rules. Everybody did what they did, and there was not a lot of "no, center the spell here" or "don't move there, I can shift you two spaces". Really, magic items were middling, no Wal-Magic stores, but they were there. There was a cleric, but the player didn't do too much, as she was a cleric/sorcerer/geomancer - not a lot of magic, but she did have some. The combination that worked was the fighter, who had spell resistance, and the warmage, who could cast into the group with him there. Even if the fighter failed his roll, he had the hp to take most. Sorcerers and Wizards were up there with clerics as the least favorite classes. Ok, bard too. Most popular - Fighter, Ranger, Barbarian and Rogue. So, the party was not too magic heavy, and their foes were appropriate (and the magic resistant fighter played havoc enemy casters too). Maybe as the group learns more of the game, combats will go faster. I hope so. We stopped the 3.5 game when they were around 9th level, and the highest the last one got to was 13th. Agreed Only if we use the Healing (simplified healing) as Recovery. FH combat tends to do a lot of Body, which Recoveries do not heal (not standard, yours may be different). Or get the pdf and print out what is needed. We did that so each player has their race and class pages so they can see what the powers they have do. I thought I saw it at DriveThruRPG, but it's all around. Sorry, ya' lost me on that one. Are you referring to the post by pinecone?
  21. Re: Traveller Hero A few questions about the Traveller Hero books: 1) I was going to ask about point levels, but since they are scattered throughout the books, I eventually found them. I expected a table similar to the one in the rulebook, but I guess if it is there it didn't need to be in the Traveller Hero book (I refer to something like that on p28, 5er). Oh well. 2) Terms, enlistment, mustering out, skills, events - all the neat stuff of character generation. Where the h#$# are they? As far as I can tell, a term of service is 4 years, and depending on your age you can get something when you muster out. Absolutely no guidelines that I can see on this. Do I just pick a package, apply it, and make up the rest? Do I need to dig out my traveller boxed set and make up the character, then convert? Seriously, how the heck are we supposed to do it? 3) Well, that's it, I guess. I need to look over the hd files, since at least on struck me as odd - but skimming a few it looks like they gave every option. I would have made them prefabs, but that's easy enough to do. I think that's all. Except: Help!
  22. Re: Dual Strike Also, thanks for the replies.
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