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JTesla

HERO Member
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Everything posted by JTesla

  1. Re: Little Anthony & The Imperials Good luck, I think it is a great project. Wish I could help out with your original request, but those books are not only buried, they are also guarded by some pretty big spiders up in the old attic.
  2. Re: Little Anthony & The Imperials Actually there is a section on conversions and a link as to why... http://www.palladiumbooks.com/conversions.html Great setting, but I'm with Shadowcat when it comes to buying any of their items. EDIT - I obviously type too slow
  3. Re: Warhammer FRPG Conversion Very good conversion, it captures the mood of the game nicely.
  4. Re: HERO System Vehicles In movies and comic books the directors and writers really don’t put much thought into the number of dice that need to be rolled. They cater to what makes good action and drama. If I want to simulate that, I play diceless. When I want something concrete, I turn to the rules and realize that they aren’t going to be 100% perfect for 100% of the situations that get thrown at it.
  5. Re: Herophile Fantasy art Great pics, I really like the one that is on graph paper, good pose.
  6. Re: If You Draw It...They Will Come I think this is a great idea. I'd like to see the different varients that people come up with, and also try my hand at a few.
  7. I for one, enjoyed looking them over. I'm still in the *new* phase of the game where I want to create anything and everything. So, I'm a sponge for any fresh idea
  8. Re: Need opinions on weapon ability I'm curious why you included "No Conscious Control", is it duplicating the Conditional Power limitation or, is there some other reason it was included? Also, you could use limitations similar to what is done with poisons in Fantasy Hero. Add "HKA must do Body Damage -1/2". Then add Activation to the Transform Power or maintain the Conditional Power limitation. I wouldn't include the OAF or No Range, it can only be used when the no range focus gets a critical hit so adding them on here seems to duplicate limitations that are on the weapon itself.
  9. I would think that it would simply be a matter of special effects without adding any type of advantage. If wielded in combat, you won’t have precision with a drill. Perhaps once you hit a location it could act like a continuous attack but if you leave a nice round hole or a messy jagged hole it doesn’t matter to the person, wall, vehicle etc.. A hole is a hole. Now if you are talking about a super long drill bit, would AOE line fit more closely?
  10. I've started taking a liking to the multiform option. The two characters or parts split the multiform, perhaps throw in a limitation that you need the other and presto you have one merged form . It saves the merged form from having to spend points on the merge and thus making it a real possibility that it is weaker then the part. And it gets rid of any mess that might be created with drain/suppress/dispel etc.
  11. What finally got me to go and buy was a review on a RPG site. I had played Hero 10 years ago but a good review of Fantasy Hero got the wheels rolling. Just be honest with yourself as to what you are looking for. When a reviewer says that Fantasy Hero needs a lot of preparation, that is a big plus for me where it is not so great for others. If your not sure what you are looking for, then Hero is perfect too. If you do get into Hero I have to recommend Hero Designer (from the online store). The biggest drawback to Hero you will hear is the math, Hero Designer solves that and makes character creation a breeze.
  12. Just a tad bit of confusion on my part. I have to warn you that I am new to Hero after 10 years off so I might be missing something simple. Form A, Multiforms to Form B. Form B splits (Duplicates) to B and B1 Is there a way in game terms, or is it simply up to roleplaying, to force Form B to either duplicate or revert to Form A? In other words can you have the merged Form A or the split Forms B and B1 but never have the un-split Form B. In terms of Dispel and Supress, in Altamaros’ “Case Aâ€; I could see this leading to abuse or something with an odd explanation. If Form B1 is in Tahiti, and Form B, while in Omaha, is hit with Dispel, suddenly they are merged back to Form A? Dispel suddenly becomes a get B out of jail card (because we all know B is the bad one).
  13. Very nice list and good detail for fleshing out the system! A few questions: Are you thinking of breaking Elementalism into separate branches based on each element? And Are some of the styles going to be more compatible with others; so a player could learn Abjuration and Illusion but Witchcraft would be too radically different?
  14. I’m also looking at developing my system. Being a big fan of Rolemaster, I am looking to have a large number of specialists, the ability to have some crossover and a very wide variety of spells both in raw number and function. One way in which Rolemaster cheated in terms of number of spells was to make a few basic spells and then have more powerful versions at higher level. You would have Bolt I at level 5, Bolt II at 8, Bolt III at 20 or something to that effect. This works best if you have players who do not wish to tinker with spells. If the players want more of a hand at it, let them develop their own high level spells, just provide them the beginning framework. One thing that I would avoid, is to have every branch of magic cover every need. Make one or two branches that have a little bit of everything but have others that focus on one thing and do it the best. A Seer could make a great character, sure they don’t blow things up or shield the party but they have fun utility spells that drive the GM nuts. A Necromancer can do some things like a Seer they just can’t do it as well but, they sure can summon. However, for raw damage they can’t touch an Elementalist. Without focused specializations you have a bunch of magic schools that simply mirror each other. The players and NPC’s will be casting spells X, Y, and Z all from different schools of magic and realize that they are really the same spell. Spice it up by emphasizing strengths and weaknesses.
  15. Ack my head is spinning! If you have even a slight lengthening of a religion being dominant would there even be an Ottoman Empire? If you change one piece of the puzzle the rest is radically altered. In essence there is no way of saying how something would have looked once you altered the past. You can theorize about the short term but you really can’t accurately take an alteration from the year 312 and see how it applies to the year 1066. From a game standpoint this allows you to open things up and, lets your imagination run with whatever radical idea it can come up with.
  16. In the past I've found that the way I run a game influences the spells players's pick. If your game is not going to be hack and slash, give the players a warning that they are going to have a bunch of useless spells if they only choose combat effects. Currently I'm working up a spell system where the entry level spells are of my design, representing training for mages or divine gifts given to untested priests. From there the PC’s will have a mix of trained or observed spells of my design and making their own spells with appropriate skill requirements for that design. Of course if the player can design a spell that fits the game concept let them run with it.
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