Jump to content

Tywyll

HERO Member
  • Posts

    837
  • Joined

  • Last visited

Everything posted by Tywyll

  1. Ah, I totally missed the side bar, and I see it only applies to the Hierophant abilities, which clarifies my next bit of confusion. Okay, I'm with you now. Is the justification for the discount on those abilities that they have big prerequisites before purchase? Got it. I was unclear on normal magic items...are they supposed to cost CP? I know that signature items do. If a signature item is lost, you can unlink from it, do you get your CP back? Thanks for the clarifications!
  2. Sadly those weren't included with the Amazon book I purchased. But are you saying that powers like: Champion of the Sun, 94 AP with -2 total limitations, 6 Real Points Reveal the Past, 85 AP, -4 total limitations, 3 real points Eyes of Aelos, 32 AP, no limitations, 6 real points Are intentional? If so, how are these real costs figured? No, for the most part, it's pretty clear and straight forward, and I dig it. It's just a few things are confusing like how the costs of the Heroic Abilities are figured is leaving me scratching my head.
  3. Building heaven is actually the NEXT thread... right now I'm looking for how to get the souls there...
  4. Okay, cool. There is still a chance this will not work though, right? Or does the fact that you centre it on yourself and extend it over the world mean it would 'auto-hit' all your follower's souls?
  5. So I picked up a copy of Narosia last night and its really cool. However, I was wondering if there was errata for it as I noticed some issues (specifically the point costs of the Heroic Talents which almost always seemed to be 6 no matter what the AP or limitations actually were)? @Legendsmiths
  6. This is a weird one I've been trying to wrangle for awhile. How would you build a god's ability to take the soul of their worshipper upon death and put it in an afterlife? I know this would typically just be hand waved, but could it be built?
  7. See, to me that actually sounds good. A character entering a fight can try all sorts of fancy tricks and foot work, but when their back is up against a wall and they are bleeding from a dozen wounds, all that flies out the window and they only have their true skill to rely on.
  8. Ah, fair enough. I think I glazed over that because the first few lines in that paragraph are specifically about CP costs. But compare that to 4th Edition's supremely clear statement, "When the fractional remainder is 1/2, the number should be rounded in the character's favor, either up or down. This rule applies to all cases in the game where there's a fractional remainder, except Speed (SPD)." *sigh*...
  9. Yup. The impact on game play is pretty much as desired. The caster can cast a bunch of spells, but has to be extremely careful if they have everything running at once or they burn out. After a fight the party has to make the choice of pushing on or resting, and resting has the risk of wandering encounters when they are in dangerous areas. So there is definitely a risk/reward, which is what I want. The caster can use a bow when she's out of mana, but interestingly, while she used her bow quite a bit in TFT, she rarely uses it in Hero. So she seems to have resources to burn. Keeping the REC to around something that felt similar to the rate in TFT left them with a 6 REC. I probably won't let it go higher without outside help. They have a secondary reserve as well, that only recovers with an hour long ritual, so they have an emergency tank they can dip into. That recovers fully after the hour ceremony though. It's pretty cheap with 12 extra END in it. This mimics a talen she had in TFT. How would I add Costs END in Hero Designer to powers that already cost it? I mean, I could write in a custom limitation over and over I suppose. Why a -1 limitation, shouldn't it be -1/2 for Costs END as normal?
  10. Thanks for that break down! I can see that working for a D&D based game, though it rapidly gets to a problem where suitable duration spells become prohibitively expensive as the Charges turn into advantages. It doesn't work for the system we converted from where casters spend fatigue, can rest, and then cast again. Their fatigue recovers slowly (1 per 15 minutes) but a mage could exhaust themselves in the morning and in an hour have a little more emergency juice at their disposal, and in two-3 hours be back to full strength. So charges don't capture the feel or utility of the system.
  11. Not to sound snarky, because I don't mean it that way, but the opinions I was looking for was about using Stun in place of END in a game where you don't track normal END use. The magic system is secondary and not really what I wanted to talk about (we've been playing it this way since October with no issues)! Anyway, again, I appreciate your time and feedback!
  12. It doesn't. They are paying points for an ability that other characters don't have. They AREN'T paying points for normal END. Then REC becomes cheaper for mages to buy but not non-mages if you are applying a limit to it. I mean, END Reserve is right there...it perfectly encapsulates what I want. None of my players care. Why not use it?
  13. Which still doesn't allow for slow recovery through the day. Also it requires deciding how many times you should cast per day, rather than mimic the system we translated over which allows caster to recover slowly after casting spells.
  14. Actually, we do use a 'slightly' different name. We converted our campaign over from The Fantasy Trip, where Wizards (only) track Fatigue. So the mages have an END Reserve called Fatigue. It's funny you mention this because I was wondering last night if anyone would have said anything if I'd said, I have anew stat called Mana that mages have to buy to power spells.... 🙄 There was one magic item picked up in TFT that does cost the user Fatigue. Its the only time a noncaster spends Fatigue. When I initially converted it I changed it to Charges but I don't really like that, which led me to considering this rule to burn Stun. I will probably go back to doing the stun thing. Exactly, its the cost for playing with cosmic power... Luckily, this is everyone's first experience with HERO except one player, who never created a character just played one I made for him in an earlier campaign years ago. My caster player has no issue with tracking his juice, considering he was doing it already in TFT where no one else was tracking anything but damage. I'm surprised at the kickback on this, especially since in the thread where I actually detailed the magic system no one blinked at the END Reserve. in that thread.
  15. What would you put 'Only for Damage' at? I would assume -1 1/2 because that's losing 2/3rds of a CSL's utility. Yeah, I know. But the pricing for the talents does it in chunks of +1d6. And looking at my FHC it didn't spell out the full breakdown. Scanning my pdf of the core rules I missed the math section, so...hey ho.
  16. Yes, but that section solely refers to spending CP, it doesn't mention anything beyond that. Hence my question. However, I did find a missing sentence from 4th Edition in their similar section that says to apply the rounding rule 'generally' to any other situations. Surprised that was left out of both 5th and 6th.
  17. So, I do use MA as written in my game. I don't expect that to change. The cost for WeaponMaster/Deadly Blow seem wildly out of line with MA, so that's a problem for me. But the main reason I would do it is it seems to be more consistent. Why buy an 8 point all HTH level with a limitation only Blades, when a 3 point level already exists for that very purpose? To put it another way, a player could just buy 6 (or however many) 3-point levels and mentally ear mark them for only damage and it would work the same in play, and be cheaper then buying the talent as currently written. And since you can put limitations on 3 point levels, it seems the Only for Damage should fit in there. Also, I prefer players being able to buy it DC by DC rather than 3 DC at once.
  18. Wow, I'm a bit flabbergasted that I hadn't just missed it somewhere. Okay, I'll round in favor of the defender.
  19. @Duke Bushido Here's the magic system if you want to see the full details (or at least the Arcane element). Divine magic and innate elven magic are similar but with a few slight differences. I didn't originally mention, the details because the thread wasn't about the magic system so much as my idea for non casters.
  20. So I know in 6th edition there is a section on, like page 12 I think, for rounding. However, it specifically talks about rounding when building characters or spending CP. It doesn't really talk about rounding during the rest of the game. So when you have 1/2 DCV for X reason...what rules do you follow? I've been looking through the book and I can't find it spelled out specifically. Is it in 'the character's best interest' like when building? And if so, which character? The one who inflicted the condition or the victim? I assume you are supposed to round up in favor of the defender but I admit I can't actually find that spelled out anywhere.
  21. Though these are some interesting ideas, they fail to address my concern with magic becoming too much like super powers, which the default system naturally lends itself to. While I like the idea of amage burning stun from some self-sacrifice, I don't want resources spent on casting to recover on a turn basis. I want the delay that END Reserve can create by having your rec ping every X time increments. Now, side effect Drain Stun maybe? But that feels a bit convoluted.
  22. As I said earlier, this is a terrible kludge because it doesn't really work well with mixed instant and duration based powers. At least I've yet to see a model that worked satisfactorily to handle both with a single pool of charges.
  23. Back to the main point, do people who allow weapon master and deadly blow ever consider doing what I suggested (lower cost CSLs, Only for Damage limitation)?
  24. I already did. Strength gives damage, encumbrance, escapes, holds, and skill rolls. MA DCs only give Damage and possibly escapes and possibly holds depending on maneuvers. It is objectively worth less. And again, the price scale was built when STR also gave figured characteristics. When can point to it now and say it doesn't work, but at the time they were costed, it very much was a thing.
×
×
  • Create New...