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Ryhope Wood

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  1. Is this an expansion and update to the bestiary in the Tuala Morn campaign book for 5E? Have the stats been updated to 6E? Thanks in anticipation, Ian
  2. Dark Champions (5E) is great for modern action films. If you want the work done for you then the Grimoires (5E) and Equipment Guide (5E) are very handy. For 4E stuff, Western Hero is a personal favourite of mine.
  3. Sorry I did not explain myself very well. In 6E Book 2, the wording under disarm says use 1D6 for every 5 STR. In FHC, it says use the exact damage from the STR table. So, if you have STR 8 then according to FHC you would use 1.5 D6. According to 6E Book 2 you would use 1D6 as you have only 1 full increment of 5 STR.
  4. Okay. My bad. I found the reference to STR rolls under characteristics on page 17. However, it does seem to be different from 6E Book 2 in that it uses STR damage from the table rather than the rule of thumb of 1D6 per 5 STR.
  5. Is it just me? The text for this maneuver was difficult to follow without referring to 6E Book 2. It is missing the text that explains that "If the Attack Roll succeeds, the two characters engage in a STR Versus STR Contest: each rolls 1d6 per 5 points of STR and counts the Normal Damage BODY." I would have just assumed it was a Skill versus Skill type contest, but then the text mentioned BODY and I couldn't follow it. Not sure if this is errata or not.
  6. I like the idea. I built a skills only magic system to keep it simple for my players. They purchased spells as skills with a penalty for more powerful spells based on active points totals. In order to avoid ridiculous penalties I used a non-linear progression for the relationship between AP and penalty. On the wider topic, I think it would be a very good idea to build pre-gens. While I think HERO does have a wealth of options for magic-users, it is rarely put together as a complete package. Newbies are therefore left wondering what it is their magic-user looks like in stats terms - eg. how much Mana Pool do I need to function properly? How many points to put into my framework? The pre-gens will be highly useful in solving this.
  7. QFT. GURPS breathed a lot of life into itself with the Dungeon Fantasy series of PDFs. D20 based games like Pathfinder are the most popular because they support system tinkerers and those with a busy life that need stuff 'ready to run'. It would be great if the HERO system had its own series of PDFs that showed how it could simulate D&D as described by Tasha. Those wanting to experiment further can then build off the basics in any direction they so wished. Another useful thing would be to come up with a reduced stat blocks for NPCs and monsters to show GMs they do not need to detail everything. One of the problems I see for converters from D&D is the relative cheapness of primary characteristics, which leaves them wondering what they should spend their points on if they are not wizards or heavy magic item users.
  8. I like and agree with what a lot of other people are saying. The key to growing the HERO player base is to lure GMs over from Pathfinder or D&D 4E with the prospect that they can easily tweak the system to their liking but run something out of the box. Asking a D&D GM to basically create everything from scratch is not going to appeal to any of them including me! M&M 2E and 3E offered a way in for D&D GMs - although most 3E support has been driven by the fans. Another challenge for the d20 player is benchmarking abilities and also handling characteristics for low level characters.
  9. Re: Looking For Input On Potential New Fantasy Product I've been playing RPGs on and off with the same group of friends for about 30 years as well. Many of the advantages of HERO can also be its disadvantages. My friends have played Champions over the years and love it for super heroes. The problem is often using the HERO System at the Heroic Tier for vanilla D&D fantasy or low magic sword and sorcery. The key attraction to someone playing D&D of a generic system like HERO is the ability to tweak everything within a consistent framework. This is especially attractive to a GM who wants to create exactly the kinds of settings he wants. For me the driver to change from D&D to another system will therefore more often come from the GM rather than the players. However the ability to tweak requires a large time investment for HERO, which is often a stretch for older players like myself who have numerous non-game commitments. Fantasy Hero must compete with other generic systems for the disenchanted D&D GM. Notable competitors are GURPS, Savage Worlds, and FATE. How does HERO stack up against these for fantasy gaming? GURPS and HERO are much more detailed and more precisely tweak able. FATE has a lot of hand waving / lack of granular detail, and Savage Worlds lies in-between. On the other hand, FATE and Savage Worlds are a lot easier on time-pressed GMs. So if you (a) like granular detail and ( have time to commit to developing your fantasy campaign you are going down the GURPS or HERO route. GURPS has some notable advantages: (a) extensive equipment lists (and where equipment is defined as is not as powers), ( characteristic costs maintain the differentiation that players expect from D&D, and © a more familiar basic spell system. GURPS is more difficult to learn than HERO but feels closer to the game material because everything isn't built from powers. HERO is easier to learn, and a lot of things have pre-built examples, but it just seems more intimidating to the new player. For example, GURPS characteristics still default from primary to secondary attributes. Breaking this link in 6E HERO just leaves a newbie GM wanting to know how much END they should buy to be reasonable. Min-maxing in HERO is also an acknowledged problem especially with primary characteristics. The character sheets look very intimidating! HERO is clearly more cinematic and is often easier to adjudicate because it has less specific (and often unnecessary detail). HERO feels more like the less gritty fantasy that we want to play. This is why I yo-yo between GURPS and HERO as the game I would like to run (FATE is just too light on detail for me) but my group actually plays Pathfinder or D20 Conan.
  10. Re: Looking For Input On Potential New Fantasy Product I've been playing RPGs on and off with the same group of friends for about 30 years as well. Many of the advantages of HERO can also be its disadvantages. My friends have played Champions over the years and love it for super heroes. The problem is often using the HERO System at the Heroic Tier for vanilla D&D fantasy or low magic sword and sorcery. The key attraction to someone playing D&D of a generic system like HERO is the ability to tweak everything within a consistent framework. This is especially attractive to a GM who wants to create exactly the kinds of settings he wants. For me the driver to change from D&D to another system will therefore more often come from the GM rather than the players. However the ability to tweak requires a large time investment for HERO, which is often a stretch for older players like myself who have numerous non-game commitments. Fantasy Hero must compete with other generic systems for the disenchanted D&D GM. Notable competitors are GURPS, Savage Worlds, and FATE. How does HERO stack up against these for fantasy gaming? GURPS and HERO are much more detailed and more precisely tweak able. FATE has a lot of hand waving / lack of granular detail, and Savage Worlds lies in-between. On the other hand, FATE and Savage Worlds are a lot easier on time-pressed GMs. So if you (a) like granular detail and ( have time to commit to developing your fantasy campaign you are going down the GURPS or HERO route. GURPS has some notable advantages: (a) extensive equipment lists (and where equipment is defined as is not as powers), ( characteristic costs maintain the differentiation that players expect from D&D, and © a more familiar basic spell system. GURPS is more difficult to learn than HERO but feels closer to the game material because everything isn't built from powers. HERO is easier to learn, and a lot of things have pre-built examples, but it just seems more intimidating to the new player. For example, GURPS characteristics still default from primary to secondary attributes. Breaking this link in 6E HERO just leaves a newbie GM wanting to know how much END they should buy to be reasonable. Min-maxing in HERO is also an acknowledged problem especially with primary characteristics. The character sheets look very intimidating! This is why I yo-yo between GURPS and HERO as the game I would like to run (FATE is just too light on detail for me) but my group actually plays Pathfinder or D20 Conan.
  11. Re: Looking For Input On Potential New Fantasy Product HERO System can be very intimidating. There has been lots of good presentational touches that make it less so (e.g. the presentation of talents in the 6E core rules, special abilities in Pulp Hero, and the spells in the Grimoire). Bringing those together for Fantasy HERO would make it more playable straight from the book. May be consider simplifying monster stat blocks too.
  12. Re: Building a ladder with Powers Agree with Killer Shrike. However, either of the builds seem reasonable except there is no finite length to the ladder. Is it meant to be an infinite tool type special effect or, you know, erm, an actual ladder?
  13. Re: Looking For Input On Potential New Fantasy Product Dungeon Hero sounds good to me. As someone who has wrestled on and off with embracing HERO System for a while to run D&D type fantasy (not a dungeon crawl but certainly sword and sorcery), the two most useful things would be: (1) Tailoring the rules specifically to my chosen genre and pulling it all into one place (with a not too heavy word count); and (2) Support to GMs creating adventures (a magic system and bestiary) including a good introductory adventure. One option to deliver (1) might be to revisit the old Viking, Egyptian or Greek supplements that used to be produced by ICE with stats for Hero. The world books would be fairly tightly defined and could be a useful jumping on point. Low fantasy or sword and sorcery would be much better than a high fantasy / Demi-gods type setting to ease new players into the system.
  14. Re: Looking For Input On Potential New Fantasy Product I agree wholeheartedly with this approach. It is interesting that one of the most popular GURPS lines is "Dungeon Fantasy", which honed the system down to a specific D&D like experience. Many new players for HERO System will have had some contact with Supers or D&D but felt the latter limited their creativity. They want D&D that they can tweak to their own game worlds but presenting too many options will intimidate them ( and they may be lost to other systems like Savage Worlds or GURPS).
  15. Re: Magical Skills. I have used individual spell skills to simulate a scholarly approach to magic with a penalty related to AP cost.
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