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Barwickian

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Posts posted by Barwickian

  1. Re: Camouflage?

     

    Am I the only one who's got the Stan Ridgway song stuck in his head now?

     

    No, you're not.

     

    So Camouflage in HERO terms (additions and suggestions welcome):

     

     

     

     

     

     

     

    -

    [table]

    [tr]

    [td=align: center]VAL[/td]

    [td=align: center]CHA[/td]

    [td=align: center]Cost[/td]

    [td=align: center]Total[/td]

    [td=align: center]Roll[/td]

    [td=align: left]Notes[/td]

    [/tr]

     

    [tr]

    [td=align: center]30[/td]

    [td=align: center]STR[/td]

    [td=align: center]30[/td]

    [td=align: center]30[/td]

    [td=align: center]15-[/td]

    [td=align: left]HTH Damage 6d6 END [6][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]15[/td]

    [td=align: center]DEX[/td]

    [td=align: center]10[/td]

    [td=align: center]15[/td]

    [td=align: center]12-[/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]20[/td]

    [td=align: center]CON[/td]

    [td=align: center]10[/td]

    [td=align: center]20[/td]

    [td=align: center]13-[/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]10[/td]

    [td=align: center]INT[/td]

    [td=align: center]0[/td]

    [td=align: center]10[/td]

    [td=align: center]11-[/td]

    [td=align: left]PER Roll 11-[/td]

    [/tr]

     

     

    [tr]

    [td=align: center]23[/td]

    [td=align: center]EGO[/td]

    [td=align: center]16[/td]

    [td=align: center]23[/td]

    [td=align: center]14-[/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]15[/td]

    [td=align: center]PRE[/td]

    [td=align: center]5[/td]

    [td=align: center]15[/td]

    [td=align: center]12-[/td]

    [td=align: left]PRE Attack: 3d6[/td]

    [/tr]

     

     

    [tr]

    [td=align: center]5[/td]

    [td=align: center]OCV[/td]

    [td=align: center]10[/td]

    [td=align: center]5[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]5[/td]

    [td=align: center]DCV[/td]

    [td=align: center]10[/td]

    [td=align: center]5[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]3[/td]

    [td=align: center]OMCV[/td]

    [td=align: center]0[/td]

    [td=align: center]3[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]3[/td]

    [td=align: center]DMCV[/td]

    [td=align: center]0[/td]

    [td=align: center]3[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]6[/td]

    [td=align: center]PD[/td]

    [td=align: center]4[/td]

    [td=align: center]6[/td]

    [td=align: center][/td]

    [td=align: left]6 PD (0 rPD)[/td]

    [/tr]

     

     

    [tr]

    [td=align: center]6[/td]

    [td=align: center]ED[/td]

    [td=align: center]4[/td]

    [td=align: center]6[/td]

    [td=align: center][/td]

    [td=align: left]6 ED (0 rED)[/td]

    [/tr]

     

     

    [tr]

    [td=align: center]5[/td]

    [td=align: center]SPD[/td]

    [td=align: center]40[/td]

    [td=align: center]5[/td]

    [td=align: center][/td]

    [td=align: left]Phases: 3, 5, 8, 10, 12[/td]

    [/tr]

     

     

    [tr]

    [td=align: center]7[/td]

    [td=align: center]REC[/td]

    [td=align: center]3[/td]

    [td=align: center]7[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]40[/td]

    [td=align: center]END[/td]

    [td=align: center]4[/td]

    [td=align: center]40[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]15[/td]

    [td=align: center]BODY[/td]

    [td=align: center]5[/td]

    [td=align: center]15[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

     

    [tr]

    [td=align: center]40[/td]

    [td=align: center]STUN[/td]

    [td=align: center]10[/td]

    [td=align: center]40[/td]

    [td=align: center][/td]

    [td=align: left][/td]

    [/tr]

     

    [/table][table]

    [tr]

    [td]Movement[/td]

    [td]Combat[/td]

    [td]NCmbat[/td]

    [td]Notes[/td]

    [/tr]

     

    [tr]

    [td]Running[/td]

    [td=align: center]15m[/td]

    [td=align: center]30m[/td]

    [td=align: left]END [1][/td]

    [/tr]

     

     

    [tr]

    [td]Swimming[/td]

    [td=align: center]7m[/td]

    [td=align: center]14m[/td]

    [td=align: left]END [1][/td]

    [/tr]

     

     

    [tr]

    [td]Leaping[/td]

    [td=align: center]8m[/td]

    [td=align: center]16m[/td]

    [td=align: left]8m forward, 4m upward[/td]

    [/tr]

     

     

     

     

     

    [/table][table=width: 1024]

    [tr]

    [td]Cost[/td]

    [td]POWERS[/td]

    [td]END[/td]

    [/tr]

     

    [tr]

    [td=align: right]140[/td]

    [td]An awfully strange Marine: Desolidification (affected by Things affecting ghosts), Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Selective Desolidification (+1 1/2) (140 Active Points)[/td]

    [td=align: right]0[/td]

    [/tr]

     

    [tr]

    [td=align: right]16[/td]

    [td]Suddenly, I forgot my fears: Aid PRE 4d6 (24 Active Points); Only to Aid Others (-1/2)[/td]

    [td=align: right]2[/td]

    [/tr]

     

    [tr]

    [td=align: right]13[/td]

    [td]He just swat it with his hand: Deflection (20 Active Points); Requires A Roll (DEX roll; -1/2)[/td]

    [td=align: right]2[/td]

    [/tr]

     

    [/table][table]

    [tr]

    [td]Cost[/td]

    [td]SKILLS[/td]

    [/tr]

     

    [tr]

    [td=align: right]20[/td]

    [td]+2 with All Attacks[/td]

    [/tr]

     

    [tr]

    [td=align: right]10[/td]

    [td]Marine Rifleman: +2 with firearms[/td]

    [/tr]

     

    [tr]

    [td=align: right]3[/td]

    [td]Teamwork 12-[/td]

    [/tr]

     

    [tr]

    [td=align: right]3[/td]

    [td]Tactics 11-[/td]

    [/tr]

     

    [tr]

    [td=align: right]9[/td]

    [td]The boys just call me Camouflage: Stealth 15-[/td]

    [/tr]

     

    [tr]

    [td=align: right]3[/td]

    [td]Concealment 11-[/td]

    [/tr]

     

    [/table][table]

    [tr]

    [td]Cost[/td]

    [td]PERKS[/td]

    [/tr]

     

    [tr]

    [td=align: right]1[/td]

    [td]Fringe Benefit: Corporal[/td]

    [/tr]

     

    [/table][table]

    [tr]

    [td]Cost[/td]

    [td]EQUIPMENT[/td]

    [/tr]

     

    [tr]

    [td] [/td]

    [td]Colt M16/M16A1: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Invisible Power Effects (Invisible to Sight; +1/4), Autofire (5 shots; +1/2) (67 Active Points); OAF (-1), STR Minimum (-1/2), Required Hands (-1/2), Real Weapon (-1/4), Beam (-1/4), 30 Charges (+1/4)+1 with any single attack (2 Active Points); OAF (-1)+1 to offset RMod; OAF (-1)[/td]

    [/tr]

     

    [tr]

    [td] [/td]

    [td]Colt M1911/M1911AI: Killing Attack - Ranged 2d6-1 (Damage Class), +1 Increased STUN Multiplier (+1/4) (34 Active Points); OAF (-1), 7 Charges (-1/2), STR Minimum (-1/2), Real Weapon (-1/4), Beam (-1/4)+1 with any single attack (2 Active Points); OAF (-1)[/td]

    [/tr]

     

    [/table][table=width: 1024]

    [tr]

    [td]COMPLICATIONS[/td]

    [td=align: right]Value[/td]

    [/tr]

     

    [tr]

    [td]Psychological Complication: Save the lives of lost marines: (Very Common; Total)[/td]

    [td=align: right]25[/td]

    [/tr]

     

    [tr]

    [td]Distinctive Features: A big Marine, a giant (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)[/td]

    [td=align: right]15[/td]

    [/tr]

     

    [tr]

    [td]Physical Complication: Dead (All the Time; Barely Impairing)[/td]

    [td=align: right]20[/td]

    [/tr]

     

    [/table][table=width: 1024]

    [tr]

    [td]QUOTE[/td]

    [/tr]

    [tr]

    [td]Don't worry, son, I'm here. If Charlie wants to tangle now, he'll have two of us to dodge[/td]

    [/tr]

    [/table]

    Base Pts: 400

    Exp Required: 0

    Total Exp Available: 0

    Exp Unspent: 0

    Total Character Cost: 386

  2. Re: TUALA MORN -- Interested In More Stuff?

     

    Unfortunately I don't think the sales I'd make to you and the two or three other people who might be interested would justify the time' date=' labor, and research costs involved. ;)[/quote']

     

    Yeah, that one definitely falls into the labour of love category, and not the kind of thing that'll put bread on the table.

     

    I have umpteen notes on a historical game project: England's mid-12th century civil war known as the Anarchy, known to the Peterborough chroniclers as "19 years in which Christ and his saints slept" and to modern readers as "the time Pillars of the Earth is set in".

     

    But since it doesn't pay for the bread, it keeps getting put off when bread-winning issues crop up. Alas , time and energy to focus on such projects seems less than it used to.

     

    Steve, since he makes his living with writing game books, clearly has to focus on (a) stuff that will sell in sufficient quantities and (B) stuff that offers a reasonable return on his time invested in researching and writing. And writing's the easy part.

     

    That being said, these Tuala Morn additions seem very cool. I'd buy as many of them as you produce, Steve. But first I'll order Tuala Morn itself. :)

  3. Re: Miracles vs Magic: The Faith Reserve

     

    Interesting concept. I can see where you could stat out churches (add as many synonyms as you like) to have a Change Environment that boosts the Recovery' date=' the Faith Reserve, or even both, while on Holy Ground. Seeing an actual miracle, such as a divine agent might be a one time Heal to the Reserve? Lots of potential there. Great idea. And 20 points for 80 Points of END is not so terrible that I would not be tempted to try it out (as a player that is).[/quote']

     

    I never considered that, but that's a brilliant idea.

     

    The change environment could cut both ways as well. Aid miracles from allied deities, penalise those from opposed deities (by either a drain END reserve or a penalty to the Faith roll).

     

    And if we afford environmental bonuses or penalties to holy/unholy ground, there may be social restrictions as well.

     

    Hallowed ground, MacLeod!

     

    As to the cost of END Reserve, well, maybe this isn't for all games. We're working a concept here - and sometimes concept trumps game cost.

     

    Then again, if you like the concept and dislike the cost, apply a cost multiplier to the END Reserve for that setting. Hero's very good like that. Turakian Age divides the cost of spells by 3 (including the cost of priestly spells). I see no reason why priests required to use this model for their miracles couldn't get a similar multiplier on the END Reserve if their GM approves it.

  4. Re: Building times

     

    Industrial development required more than just opportunity' date=' though. The industrial revolution occurred through a fairly unique intersection of numerous factors...one of which, almost certainly, was the 1833 prohibition of slavery by the British Empire, which removed one possible source of labour from the rising industrialists of the day. But without the damage to organized religion wrought by the schismatic wars of the previous few centuries and the enlightenment, the drive towards egalitarianism promoted by the American and French revolutions, the reorganization of Europe post-Napoleon, and a dozen other factors, our industrial revolution would likely also have been stillborn.[/quote']

     

    Hoo, boy, did you just open a can of worms. I'm not sure how much slavery affected the industrial revolution in America, but since industrialisation was more closely linked with the non-slaveholding states of the North, I suspect the Empire's ban on shipping slaves didn't have a huge impact.

     

    I am fairly sure that the ban on slavery didn't affect the industrial revolution in the UK that much, since there weren't many slaves on the home front. And since it's generally accepted that the industrial revolution started in the UK some 40-60 years before the ban...

     

    In brief, major reasons for the industrial revolution are:

     

    The agricultural revolution of the 16th-18th centuries, including new techniques and use of machinery to improve land quality, adjust land use (such as the creation of artificial water-meadows, which enabled overwintering of more stock) and use existing arable land more intensively, and breeding programmes to improve the productivity of stock.

     

    Protoindustrialisation, most notably in the textile industry's putting-out programmes, which allowed specialisation in cottage industries.

     

    Increasing investment in capital and infrastructure projects, notably canalising rivers (and, later, digging new canals) and improving the road network with a series of turnpike roads.

     

    These set the stage.

     

    The revolution, gradual or not, began with the development of machinery for the textile industry and the discovery of a process to use coke, rather than charcoal, in the iron industry. The latter increased the demand for coal to a point where sea coal, bell-pits and drift mines couldn't keep up. The need to pump water out of deep mines led to the development of steam-powered pumps.

     

    Would it have happened if the UK were a slave-holding country? Probably not. But the British ban on slave-trading, which it took upon itself to enforce on other nations' ships as well as its own, didn't affect it.

  5. Re: Animal companions - reducing the cost

     

    Another idea: Buy the bear as a Contact' date=' as I suggested, and be saving points to buy it as a Follower. Allow the Contact points to be 'folded into' the Follower cost when it's paid. [/quote']

     

    I can't really envisage a bear as a contact. It doesn't fit my mental picture of a contact - someone who may do you favours, or find you information or equipment.

     

    Maybe I'm wrong. How do you see it as a contact?

  6. Re: Animal companions - reducing the cost

     

    OK, I'm getting the distinct impression that everyone else thinks using several limitations to reduce the cost of the bear is a Bad Idea. That's enough warning for me to reconsider.

     

    Having checked up the various costs of bears in the bestiary, I find the brown bear is 153 points, not 300 as I misremembered. The cost for the companion at that level is therefore 30 points, not 60.

     

    Eurasian browns are among the smaller brown bears, so I may reduce the stats and bring the cost down a little.

     

    I really like the idea of raising a juvenile animal, starting with even lower stats and raisig them as time goes on. Blueguy's daughter sounds like she's been after a very similar character to my player. I still need to ask the player if she's OK with it.

     

    While using multiple limitations of the kind I suggested has been well and truly frowned on, I still think requiring an Animal Handling roll would be appropriate as a sole limitation.

     

    If I stat out an adult Eurasian brown at something around 130 points, that'd be 26 active points, real cost 17 points. I think that's achievable even if she rejects the juvenile idea (and since it might take several years for a juvenile to reach maturity, she might).

  7. Re: A brain the size of the universe...

     

    Yeah' date=' I'm a little disappointed that the internet hasn't "woken up" yet (or if it has it's hiding that from us).[/quote']

     

    I think if the internet wakes up, it will be a spammer. That seems to use most of the bandwidth, so that's what the internet's synapses will be used to.

     

    If it wants to remain a lurker, I have no problems with that.

  8. Re: Building times

     

    Sorry, only know the german words for that stuff. I meant Serjanty:

    http://en.wikipedia.org/wiki/Serjeanty

     

    Ah. That could be more appropriate.

     

    I don't think the sergeantry formed a major part of the class make-up in medieval England - they were definitely there, but not common compared to other kinds of freemen or sokemen.

     

    I think the practice, or something similar, was more common on the continent.

     

    The issue with sergeants - at least in England - was that their form of service was specific. One might be a hawker, another a messenger, another a soldier (the military sergeantry), another a household servant. You couldn't assume you could suddenly assign one to building works (as with anything else, a willing worker might help you out, particularly if there's a crisis on, but they'd be very keen to make it clear they're doing you a favour and this isn't part of their regular duties and shouldn't become such).

  9. Re: Building times

     

    As for building Buildings' date=' I was more thinking of Socage. At least for moving the parts it was an option, but overall still needed skilled labour.

     

    I don't understand how you relate socage to building works. Socage is a form of inheritable agricultural tenancy where cash, rather than labour service, is the primary way of paying the rent.

     

    As to the debate on how long it took to build things, I am staying well out of that. There are too many variables (what size of building, what size of ship, what materials and labour available, cash supply, construction techniques used) to make much more than a wild guess.

  10. Re: Miracles vs Magic: The Faith Reserve

     

    I like the idea of making the arcane magic and divine miracles separate' date=' and the END Reserve models that nicely, although as Christopher points out it could require a significant allotment of points. You might also make divine spells run on Charges, which would only be recovered by praying. That would make clerics a bit less flexible but solve the problem of having to buy an END Reserve. Of course having to follow the restrictions of one's faith might make the cleric less flexible as well, so perhaps the lack of flexibility in spell-casting would be appropriate.[/quote']

     

    There's added book-keeping with tracking multiple charges of different powers as well.

     

    However, this is exactly how I'd model something like RuneQuest Divine Magic: one charge per day, recoverable only through praying, and never recoverable for one-use spells.

  11. Re: Space Currencies

     

    Our current concern... is that there isn't really a guideline (Not that I have found anyways) on how to structure pricing on goods in the galaxy. I can't find a spot in the books that discusses actual number values to use...

     

    Star Hero 6e, p206-208 discusses issues around setting prices. P208 has a suggested price structure based around active points, with different multipliers for different kinds of items.

  12. Re: Miracles vs Magic: The Faith Reserve

     

    I am almsot certain that both Limitations only apply to the Recovery Cost. At least Limited Recovery is noted under Advantages and Adders. I am uncertain about Slow Recovery.

     

    Okay, asked Steve:

    http://www.herogames.com/forums/showthread.php/89521-Endurance-Reserve-with-Slow-Recovery

     

    Re-reading both limitations, you are right. They apply only to the recovery element of the reserve.

     

    That changes the costs. The reserve becomes much more expensive: 10 points for the 40-point reserve, 20 points for the 80-point reserve.

     

    It's still not crippling, though.

  13. Re: Miracles vs Magic: The Faith Reserve

     

    What rule version do you use?

    In 5E it's 10 END/1 CP and 1 REC/1 CP.

    In 6E it's 4 END/1CP and 3 REC/2 CP.

     

    6E.

     

    80 point reserve is 20 points, REC 3 is two for 22 active points. Slow recovery (20 mins, -3), Limited (only while performing religious activities, -1), Real Cost 4pts.

  14. Re: Miracles vs Magic: The Faith Reserve

     

    I meant somethign different:

    When you have to buy a Endurance Reserve as "Faith" Caster but can simply use your normal Endurance as "Magic" caster, the game get's unbalanced towards the Faith Caster. At least in 6E Endurance Reserves a rahter expensive and it's more effective to go for Straight Endurance.

     

    Ah, now I understand. It doesn't worry me too much at this stage - I'm more interested in the concept than the point breaks. And much of the perceived disadvantage can be assuaged by the numbers used.

     

    Say you keep the disadvantages in the example above. An 80pt reserve will cost 4 character points. You can use it without getting physically tired. You won't lose it if you get knocked out (as you will with your regular END). But if you use it all, you will have to spend 9 hours praying after the event.

     

    It doesn't seem that bad to me.

  15. Re: Miracles vs Magic: The Faith Reserve

     

    I asume the world has magic beign cast from Endurane' date=' bought with Character Points and are moderately limted (perhaps in the same way as D&D magic):[/quote']

     

    Yes. I'm perfectly happy with this aspect of standard Hero arcane magic for high fantasy games.

     

    When the character has to pay for the Reserve and his Miracles, he could end up loosing a lot more points than a arcane caster for similar power. Also the arcane caster will propably recover his Power faster (normal Recovery once per Turn).

     

    The upside could be, that the Faith reserve isn't affected by drains, weather conditions/thirst/starving and long term enduracne loss (optional rule).

     

    All true. And the net benefit of all this is that arcane and divine powers are different and distinct, which is the purpose of the mechanic. I want miracles to feel and behave differently to spells.

  16. Re: Miracles vs Magic: The Faith Reserve

     

    How well that works depends on how (limited) magic is by comparsion (where coems the End' date=' what Limitatiosn do you need). I think you play tukarian age, but I have no idea of that worlds magic system.[/quote']

     

    I'm playing in the Turakian Age at the moment, and using TA priestly magic. The faith reserve is not something I'm using in that setting.

     

    It occurred to me when I was looking to set a Hero game in Harn.

     

    I think the mechanic itself is very flexible and can suit a wide range of power and levels of magic - just adjust the size of the reserve, the rate of recovery and the requirements of the limited recovery. The requirements can also reflect the god's ethos: a war god might have recovery only in combat, an ascetic religion only while fasting, a diety of love recovers only when courting or having sex and so on.

     

    Miracle rich? Bigger reserve, faster recovery. Miracle poor? Smaller reserve, slower recovery. Does it need to balance against arcane magic? Isn't that what the point cost does? (Or more accurately, "helps significantly towards".)

     

    Have you considered going with a Dependecy instead to get the players praying? 6 hours* or 1 day* without prayers in a temple and you start loosing "faith".

     

    I hadn't, as that doesn't model the inspiration for the faith reserve (HarnMaster's faith system).

     

    But it's also an interesting idea, and one which could be combined with the faith reserve - you'd have to pray to keep your faith reserve topped up whether you use it or not, but you'd have to pray more if you do use it. The former is simply praising the diety, the latter giving thanks.

     

    I like the direction this is taking. The mechanic models what I'd expect a priestly character to be doing: praying frequently.

  17. Here's an idea I've been toying with for a while. It's inspired by HarnMaster's Piety Points, which power divine magic in that system.

     

    It's a way of trying to differentiate arcane magic and divine magic (miracles) in high fantasy games. The idea of siimply replacing a Magic skill roll with a Faith roll and applying an "only in the god's service" limitation doesn't make divine magic distinct enough for my tastes.

     

    The basic idea is to use an Endurance Reserve to fuel divine spells. The reserve can only be recharged while performing religious duties.

     

    So you build your reserve with a low level of recovery, apply the Slow Recovery limitation at a level to suit, and the Limited Recovery (only while praying or performing religious obligations, -1).

     

    So, say we have a priest with a reserve of 40 END (10 points) and REC of 3 (2 points). We apply Slow Recovery at 20 minutes (-3) and Limited Recovery (only while praying or performing religious obligations, -1). Cost of the reserve is 12/5 = 2 points.

     

    Our priest can cast miracles (which must be fueled by the reserve, and retain the Only in the god's interests limitation), but the reserve will be reduced and can only be recharged by praying, performing a religious obligation, holy quest or the like, at a rate of 3 REC every 20 minutes.

     

    This should ensure that priest characters who perform miracles actually devote some time in prayer, thanking their deity for the power. And priests who ride off on a holy quest or holy war might even recover their END continuously, allowing them to perform more miracles.

     

    Whether or not you apply a Faith roll to the miracles is up to you.

  18. Re: Animal companions - reducing the cost

     

    These strike me as kind of....munchkinny. I think it should be assumed that to be obeyed' date=' an order must be given.[/quote']

     

    I'm not so sure. A character who's paid full points for a bear, with no limitations, might make a case that even bound and gagged she could mumble, point her fingers twitch her head or roll her eyes in the direction of something she wanted the bear to do (gnaw the ropes, attack the guard, etc).

     

    A character who takes the limitations Incantations and Gestures is not only ruling out that possibility, no matter how creative she gets trying to justify how she can possibly give an order, but virtually ensuring it will happen at some stage.

     

    And I will make sure the player is aware of that.

  19. Re: Animal companions - reducing the cost

     

    So' date=' basically, the player thinks that 60 points is just too much to pay to have a second character with 300 points of combat power? [/quote']

     

    Actually, no. The player is new to tabletop RPGs, never mind Hero System. She'd like her ranger PC to have an animal companion, and considers animals like hawks and wolves cheesy cliches. I'm not sure combat potency and point costs enter her thinking (it might; she is a former Warcraft guild leader, and she insisted her elf ranger be super-hot like Angelina - and in the first session has already twisted castle guards round her little finger by flashing them).

     

    No, the person who thinks the costs for an animal companion can be very high is me, the GM. I have no problems applying limitations to reduce the availability of the beast, which should in turn bring the costs down. But those limitations will have an effect.

     

    The party will not always be in wilderness areas - in fact, so far they've been based around a castle and got into one bandit fight. A bear can be a distinct hindrance in an urban setting. And if I use Christophe's suggestion of a Time Limit (say of one hour) then ordering the bear to "stay here" will only last for an hour while the party's in town. A few ales in the pub, and someone's likely to wander in complaining of a bear roaming around the peasants' gardens. What's she going to do if they stay in town overnight? Maybe she'll have to go and sleep in the woods with the bear, at which point she and the bear will likely find themselves facing an overnight encounter.

     

    If I apply incantations and gestures, then at some point she'll find herself bound and gagged (or Entangled and sound Darknessed). If I apply my hibernation limitation, then I will arrange the campaign to be episodic and set some episodes in winter.

     

     

    Perhaps the bear should begin smaller, maybe a partially grown cub, and the player should spend xp as it is earned to build up to a full 300 point bear. It is the player who is insistent on a huge, powerful follower. Why should the points not reflect the power level the character insists on?

     

    That's something I hadn't thought of. I'll give her a bear-cub opportunity in game and see if she bites.

     

    Limitations? Sure - but they must limit the power. If you take an OAF, expect it to be taken away with some frequency. Continuing Charges will mean there will be times you need, but can't get, that follower. With the -1 1/4 of limitations you suggest, expect there to be issues where the bear will not be available or will not do as requested due to those limitations.

     

    Of course. This is not about simply making the bear cheaper to buy but keeping its full effect. A limitation that has no effect is a -0 limitation.

  20. Re: Animal companions - reducing the cost

     

    Not a "Wand of Controlling bears", a "Wand of controlling Snuffy, the bear".

    It could also be that the wand somehow "empowers" the friendship between the two.

     

    Two different, totally mundane reason:

    Maybe the "Focus" is a teddybear. The character (or somebody who trusts the character to take care of the bear) raised the Bear from small on, using the teddy bear whenever feeding him. So the teddybear (or who has it) is his mother.

    In the game Outcast there was a riding creatue called Two-Ha. Everyone could command it as long as he had the GUI for that Twon-Ha - wich was "a piece of leather soaked in thier mothers sweat". It was very specific for each Twon-Ha.

     

    That's a very interesting idea. I think the first example I'd definitely still keep as a focus to the perq.

     

    The second... maybe still a focus. We're falling into one of those grey areas there, where a power can be built different ways.

     

    I really, really like the two-ha mother's sweat idea. Filed for later use. :D

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