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HeroGM

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  1. Like
    HeroGM reacted to Derek Hiemforth in Can a character make a Combined Attack using Attacks that are different slots of the same Multipower?   
    Yes.  The same logic applies as for a Multiple Attack.
  2. Like
    HeroGM reacted to Hey I Can Chan in Can a character make a Combined Attack using Attacks that are different slots of the same Multipower?   
    The Multiple Attack rules (6E2 73–8 and includes the rules for making a Combined Attack on 6E2 74) on Power Frameworks, in part, says, "A character can make a Multiple Attack with two or more slots in a single Power Framework" (6E2 78). However, making a Combined Attack with the same resources isn't mentioned specifically.
     
    With that in mind, assuming a big enough reserve, can a character make a Combined Attack with two or more Attacks that are different slots in the same Framework? For example, a character possesses a Multipower with a 100-point reserve and has a slot that's a Blast 10d6 (so 50 Active Points) and a different slot that's a RKA 3d6+1 (so also 50 Active Points). Can the character allocate his Multipower reserve to these slots and make a Combined Attack that employs both Powers?
     
     
  3. Downvote
    HeroGM got a reaction from Derek Hiemforth in Want to use 5th edition what are the must have rules to grab from 6th edition?   
    Just put back in the Figured Characteristics...
  4. Like
    HeroGM got a reaction from Simon in Malfunction between the ear drums   
    While it may not be what you want there is this:
     
    https://www.drivethrurpg.com/m/product/296383
  5. Like
    HeroGM reacted to Christopher R Taylor in Are Maneuvers And CSLs factored into an Active Point Limit?   
    Yeah I consider overall total maximum CV and damage in addition to active point limits, if any.  I have run a game in the past (golden age) where there was just an absolute cap: you cannot, no matter what the circumstances or maneuvers, ordinarily go above this point no matter what you do.  It was a genre-maintaining rule; characters were in a world where both supervillains and ordinary mobster crooks were potentially a threat, as the comics showed at the time.
  6. Like
    HeroGM got a reaction from Mr. R in Delayed Effect, How did it work for you?   
    (sighs) I'll probably get hate for it.
     
    I see it as a point sink honestly. EVERY spell has to have it. It's capped at INT/x or EGO/x and if you want more you have to pay more for it, ON every spell. IF I use it I use it as a Naked Advantage with a higher AP cap (so if a 40ap game, I'll give it 60 or 80) and build a Talent: Magic ability off of it.
  7. Like
    HeroGM reacted to Hugh Neilson in Systems and AP Caps   
    On the topic of RSR (and slowing the game with extra rolls), a 14- roll is a 90% chance of success, and 15- is 95%.  What if we assumed that a 15- is enough to trivialize the roll out of play.
     
    If you want to be an Apprentice, a Magic Skill of 16- is enough to reliably (15-) cast 10 AP spells.  That's 3 points for the skill (13- assuming 18+INT) and 6 for +3.  So if we simply charged 10 points for Magical Apprentice, which means you can case 10 AP spells reliably, we're good to go.  Maybe the wizard can also cast spells with higher AP, but now you must make the roll. Tack on big side effects so missing that roll has dire consequences best avoided.  Or maybe Apprentices cannot access higher AP spells and we keep it simple.  The trade off for always making the roll is that you can't access higher-power spells than you can reliably cast.
     
    Add on 5 points of Perk, and you can reliably (15-) cast spells of up to 30 AP (5 is used for breakpoints, alternating +2 and +3 to the roll, so this is an 18-roll).  That's a Novice Wizard.
     
    Another 5 points allows 60 AP (21- skill roll equivalent).  This is a Master Wizard.
     
    5 points more and you are a Mage (80 AP; 23- equivalent), and another 5 makes you an Arch-Mage (110 AP; 26- equivalent).
     
    We then build all spells with RSR at -1/2, using Mage Perks rather than Skill Rolls to govern who can cast them.
     
    If you want cheaper magic, use the Side Effects (handwaving the ability to "take 15").
     
    Now we can have 5 "levels" of spells, with steadily increasing Perk costs to access  them.
     
    We could make it more granular, and make spells cheaper, if we use -1 Skill Roll per 5 AP.
     
    Let's keep Apprentice at 10 points, but that's now a 17- roll (normally costs 11, but we're rounding).
     
    Next, we have Novice Wizard +5 points, but his roll is 19-, so up to 20 AP.
     
    We'll pop in "Wizard" - +5 points, 21- roll, so up to 30 AP (rounding the skill roll down this time as 30 AP is a nice round number).
     
    Master Wizard - +5 points, 24- roll, up to 45 AP
     
    Mage - +5 points, 27- skill (rounded up) so 60 AP
     
    Master Mage - +5, skill roll 29-, so 70 AP
     
    ArchMage - +5, skill roll 31-, so 80 AP
     
    And so on...+5 points, 34-, 95 AP
    +5 points, 35-, 105 AP
    +5 points, 38-, 120 AP
     
    ad infinitum.  Maybe at those top levels we start popping in spells with much higher AP Limitations that can only be cast as Rituals taking extra time (no limitation for some of the Extra Time because it is only used  to drop the required Skill Roll - higher levels of Mastery can cast faster).
     
    More points will be required to cast higher AP spells, but the spells themselves have the -1 RSR limitation, so each spell is a bit cheaper.
     
    Note that we bury the skill roll behind the curtain - the various levels of Magical Training are simply perks.
     
    Season to taste - maybe different types of magic (which would have required different skills, like Fire Magic or Transmutation using basic RSR) require different perks, and have different spells available.
     
     
  8. Like
    HeroGM got a reaction from Steve in Damage for Using All Active Points of a Power   
    Me personally I would buy it as two-three tiers of a power. Say 10d6 total. 6d6 normal, with the next two as 2x End and then the last two as doing body DMG. The player should be made aware thenpoints are going into a "sink" that if they don't use it they're just wasting the points.
     
    I keep going back and thinking about "Gotham" from the Batman New 52 era of books (and his sister Gotham Girl). Using their powers were slowly killing them/driving them crazy. The more they used the faster it killed them. He used his to near-Superman levels and died from them.
     

  9. Like
    HeroGM reacted to Old Man in Systems and AP Caps   
    The best FH mechanic for spells was elemental controls, which (in my unassailable opinion) costed magic correctly while encouraging consistent limitations and special effects for a given magic school.  Nowadays we use multipowers, though you still get the swiss-army-knife problem even if you ban ultra slots.
     
    Regardless of framework we required at least -2 in limitations on every spell, including RSR.  We found that this was the best way to make magic "feel" like magic, as opposed to medieval supers.
     
    Never bothered with AP caps, just relied on RSR to discourage cataclysmic in-combat spells.  That said, it would have been easy to field a cataclysmic out-of-combat spell, but no one tried.
  10. Thanks
    HeroGM reacted to LoneWolf in Damage for Using All Active Points of a Power   
    You don’t get defenses vs susceptibilities either.  
     
    Drop the side effect to minor but it always occurs when the power is used, which makes it a -1/2 limitation instead of -1/4.  Only apply it to the portion of the power that when used causes him to take damage.  Now, when he uses the power past the point where the side effect is on, he takes 1d6 killing damage with no defenses.  By doing it as a partially limited power works out better than putting a limitation on the whole power.  Personally, I would not accept what HeroGM suggested in a campaign I run because it is too easily abused.  I can see some players buying all their powers slightly higher than they want and using that limitation on it.  Bump that up to an extreme side effect and you have you get a -3/4 limitation on all your powers.
     
  11. Like
    HeroGM got a reaction from Ndreare in Systems and AP Caps   
    High Fantasy, Mystara / BECMI world converted over with some other ideas tossed in.  Just playing a few different things and curious what others did.
  12. Like
    HeroGM got a reaction from Christopher R Taylor in Damage for Using All Active Points of a Power   
    Side Effect.
     

  13. Like
    HeroGM reacted to Ndreare in Systems and AP Caps   
    I like 30 AP caps. But I follow the suggestion in 6E1 pg 52 and let you buy higher AP powers at double cost for AP over 30.
     
    I like traditional spellcasting modifiers (gestures, incantations, rituals, side effects, and all that). Except I hate Requires Skill Rolls and Activation rolls. They slow games down.
     
    I then have players specialize in domains and types of spells. 
     
    We use casting styles representing things like blood magic, life magic, earth magic, ice magic or whatever else.
     
     
    I never go with systems like in Fantasy Hero 6th edition where they discount spells.
     
     
     
  14. Like
    HeroGM reacted to Ndreare in Systems and AP Caps   
    My thinking was based off the idea of 2d6 killing attack is 30 points. I expect armor to matter, so I did not want the damage and effects so high they ignore the best efforts of non-magic users. 
  15. Like
    HeroGM reacted to Hugh Neilson in Systems and AP Caps   
    A DC cap would allow the damage to be capped (keeping armor relevant) with higher AP spells providing non-damage benefits (e.g. no range modifier; AoE Accurate; targets ECV).  Depends on the effect you are looking for, though.
  16. Like
    HeroGM reacted to Christopher R Taylor in Systems and AP Caps   
    I take a different approach, I cap the power level of spells each character is able to access safely in each "class" or "school" of magic (fire, illusion, etc).  Purchasing these "mastery" levels is expensive and effectively makes the most powerful spells out of reach of most if not all characters, but theoretically possible, especially with xps.
     
    Typically for at least a starting Heroic campaign, 30-40 active points is more than enough for any character to have at their disposal, that's an 8 DC attack at the top end, which with maneuvers and STR some warrior might pull off with a weapon.  But of course it depends on the campaign.
  17. Like
    HeroGM reacted to Simon in Updating Hero Designer   
    You purchased HD on the old site software (we changed to the current software at the end of 2013) -- no purchase history was carried over from the old software to the new, only the forums made the transition.
     
    When you bought HD, it was being sold under a support contract model, where you would get updates for 2 years before having to renew your support contract (yours has LONG since expired).
     
    When we switched to the new site software, we changed to a straight sales model -- purchasing HD will give you access to all updates released for that major version (there are no current plans for a major version upgrade). The cost to purchase HD was (intentionally) kept the same as the previous cost to renew your support contract ($25).
  18. Like
    HeroGM got a reaction from bluesguy in Retired Military Officers   
    I'd say  lot of that would go into Contacts and Favors more than actual ability to do anything.
     
    "Well I know a guy from this post I was at who can help us get a flight to Germany..."
    "Well I'll make a call and see what's going on..."
     
    Super-Hero I know but look at The Incredibles? Helen knows that guy who can get her a plane, they know that guy who can help them clean up some of the stuff, though it's a heavy price.
  19. Like
    HeroGM reacted to Christopher R Taylor in How do you treat VPP's AP in regards to a Campaign Limit?   
    That's a good approach, and more like the original release should have been.
  20. Like
    HeroGM got a reaction from Steve in Retired Military Officers   
    I'd say  lot of that would go into Contacts and Favors more than actual ability to do anything.
     
    "Well I know a guy from this post I was at who can help us get a flight to Germany..."
    "Well I'll make a call and see what's going on..."
     
    Super-Hero I know but look at The Incredibles? Helen knows that guy who can get her a plane, they know that guy who can help them clean up some of the stuff, though it's a heavy price.
  21. Like
    HeroGM got a reaction from Duke Bushido in Retired Military Officers   
    I'd say  lot of that would go into Contacts and Favors more than actual ability to do anything.
     
    "Well I know a guy from this post I was at who can help us get a flight to Germany..."
    "Well I'll make a call and see what's going on..."
     
    Super-Hero I know but look at The Incredibles? Helen knows that guy who can get her a plane, they know that guy who can help them clean up some of the stuff, though it's a heavy price.
  22. Like
    HeroGM got a reaction from Ndreare in Who owns/lisences Fuzion?   
    At one time Fuzion..just the little rules set was free to dl. NO setting information, just the dirt bone rulesset.
  23. Like
    HeroGM got a reaction from Ndreare in Hardbacks and Physical Books?   
    I didn't want my 6e1 hardback 😞 I wanted the softcover.
  24. Like
    HeroGM got a reaction from Duke Bushido in Life Force Transfer Question For You Experts Out There!   
    Quick and Dirty Screencap from Hero System Rulebook (4th Edition)
     

  25. Thanks
    HeroGM got a reaction from Lord Liaden in Life Force Transfer Question For You Experts Out There!   
    Quick and Dirty Screencap from Hero System Rulebook (4th Edition)
     

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