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Tywyll

HERO Member
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Everything posted by Tywyll

  1. Hum... apparently I was wrong about needing 5th ed fantasy hero. Seems there are a /lot/ more changes in it over the 4th ed. Grumble... more books to buy... Ok, here is a question then... perhaps you can answer: If you made a magic system similar to this one, but instead of each skill being a seperate spell, there were, say, 6 spell skills that handled broad categories (Destruction Magic, Restoration Magic, Conjuration, etc) and all the spells fell within one or more of the categories. To cast you would need to make a roll with the skill, negative based on the cost of the spell (active points). How would you suggest doing that? Would you pay for each spell seperately? Would you increase the cost on the spell skills but other wise leave them alone (like make them 10/5 or something)? Suggestions?
  2. Sadly Steve, I don't have the new FH book, only the old one. I only have the 5th ed Hero System book. I is po'
  3. I'm a big fan of the Elder Scrolls Series, but not as big of a fan as a friend of mine. He wants to convert Morrowind, DaggerFall, et al over to a table top game. So, being more knowledgable in systems, I've decided to try and give him a hand. One of the things that bothers me about the world compared to say the Hero system is that in Tamriel, you purchase spells with gold. How effective (how likely they are to succeed in casting and how much End they cost, the effect of the spell itself is set when you purchase it) they are is governed by your skill with that /type/ of spell (or types, if you link multiple effects together). At first of course, I was thinking of suggesting that the spells be bought as 'normal', but then looking at some guidelines for Fantasy Genre, where magic items don't cost points, but in game money, I began to wonder if that same mechanic couldn't be applied to spells (i.e. treat them like magic items you buy, but your skill with magic govern's how good they are). Couple of questions: how unbalanced does this sound? There are six different magic types, so a caster would need all of them to be good with all magic. The END cost of a spell should (idealy) vary based on the skill of the wielder. Is there anyway to do this?
  4. I've been asked about two abilities and how Hero might handled them. The first is a Paladin's Lay on Hands. Its a healing pool that a character has a certain amount of points in. However, he spends those points exactly how he wants (ie. he can spend 1 point each on a bunch of dying peasants to save them, or spend all 30 points in the pool to heal a wounded companion). I realize this sort of approaches the idea of an 'absolute' effect, but I was curious if there was anyway to give a player that sort of total control? A mana system based around the character's mental ability. Spell effects typically cost END. Is there a way to create the equivalent of "End" (similar to an END reserve I guess) but have it be somehow related to, say, one's Ego or Int rather than their physical ability? I realize an END pool could simulate this, but they were really looking for something tied to the character's stats.
  5. Question about new system Ok... thought I posted this yesterday... I like the idea behind the system, it seems really cool. Out of curiosity though, it seems to diverge fairly solidly from standard rules. Is this completely a new way of using powers that you came up with Killer, or is there somewhere in the book it suggests handling powers/spells like this? And just to make certain I understand, the only thing a character pays for is (3/2) per skill, and their End reserve... right?
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