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atlascott

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Everything posted by atlascott

  1. Re: Discourse on Fantasy Hero There are meta-features of Fantasy Gaming which MOST players expect. Alot of these meta-features are based on experience with D&D. Which, in turn, was based upon alot of sword and sorcery fantasy, most notably The Hobbit and Lord of the Rings. We HERO-philes are tinkerers, so we want our own special, tweaked world, with non-standard histories, magic systems, etc. But alot of RPG'ers want a classic, black and white, good and evil world where magic works as they have come to know from books, and yes, D&D. None of the magic systems that have been hacked together to fit into HERO system rules work very well, and I have tried about 3. and read virtually all of them. Magic is either so hobbled that no one wants it, or it is so powerful that it borders on unbalancing. Rules that were designed to mimic superheroic combat do not translate well to sword and sorcery, unless you tweak them, and tweak them, and tweak them. And even then, smart players make their PC's nigh invincible with skill levels in short order. "Ok, with my DEX, and the combat maneuver and my skills levels, my OCV is 12. Do I hit the DCV 5 orc?" Not too much fun. And if you make the orc DCV 10, then the wizard and theif have zero point zero 3 percent change of ever hitting the orc. Character progress is more linear than with 3rd Ed D&D, though. And actually running a FH game is a real assignment. You have to make an awful lot of decisions without knowing ahead of time how they are going to play out or affect game balance. Ever try to tell a player who built his character with points that you are changing the magic system mid-campaign? Doesn't work too well. I hate to say it, but using the HERO system for Fantasy is losing its lustre for me. I find myself doing way too much work to make the rules fit into the game world properly. And almost every novel situation or challenge forces me to rethink my old campaign/game rule decisions. I really had none of these problems for superheroic or modern, though, and the HERO system is still my favorite system. My main point is that unless you want to make preparing, planning, and running a FH game at least a legitimate part-time job, you are going to be missing things.
  2. Re: Do PSL vs Hit Locations Unablance the Game? I do not suggest hit locations in supers games. Use the chart for a called shot, and add a dc or two, or let the character take max damage or something, but the numbers do not seem to make sense in a supers game.
  3. Re: Do PSL vs Hit Locations Unablance the Game? Yeah, Hugh, in my FH game, up to 15 is standard cost; 16-20 2x cost; 21-25 is 3x, and so it goes with the Primaries. Even with the figured Characteristics, I make them pay multiples for figured level beyond a maxed primary, if that makes sense without further explanation. I wouldnt do this in a Champs game with no Normal Char Maxima. I'd set a skill level cap on CSL's--no more than 2 generals, no more than 6 or 8 under any circumstances.
  4. Re: Campaign Limits: what's your formula? The most important rule is: all characters have to be approved when they are created, and when any extra points are spent. This will take you a few minutes per game session, but is really solid advice I got off of these very boards. you want offensive powers to max out in the neighborhood of 10 or 15 points higher than defenses. Specials defenses have to be very, very limited. Character conception, not combat effectiveness, should drive xp expenditures. Good luck!
  5. Re: Do PSL vs Hit Locations Unablance the Game? double the cost of csl's past 2. past 4, 3x the cost. that keeps things very expensive for high level stuff. make them count the cheap ones first--so higher ones (cost doubled or tripled) I agree, csl's can definitely unbalance things. The only thing you can do without setting off a player revolt is make some rules and make it pure economics--go get your skill levels, but pay for 'em. csl's can be too cheap.
  6. Re: Do PSL vs Hit Locations Unablance the Game? I agree that a GM needs to conceptualize and publish some limits on virtually everything in EVERY HERO based game they run, not just FH, but especially FH, because the need for certain guidelines are required both for game balance as well as genre-adherence reasons. In my FH group, I have a modified character maxima. Up to 15 in normal characteristics are statd price. 16-20 are double; 21-25 are 3x stated price, and on it goes. This allows someone to re-create Hercules, if they want to, but a very expensive, unskilled-in-other-areas Hercules. For figured characteristics, they progress in price as characters buy them past the base characteristics' limits. As for skill levels, the first 2 are stated price, and they double in cost every two addtl levels. This is a game mechanic that prevents pissy players from whining about my 'not letting them run the character they want to" It allowed "Lord of the Archers" to buy himself into that role, but not also "Lord of Swordsmen" too. I use the "nothing allows more than a doubling of damage classes" rule, but it is extremely unpopular with a power gamer in my group. I essentially modified the weapons chart. He bought himself a 30 str and then wanted a Giant's Sword. Literally, like a 10 or 15 foot sword. With the speed modifiers (almost guaranteeing him not moving any but last in a phase), the space requirements (1 hex clear on either side, and a 1/2" above), the OCV penalty (no matter how strong you are, you cannot wave a 15 foot sword around as nimbly as a 2 1/2 foot sword), and the high strength requirements, he decided a extra large sword was sufficient. I am surrently toying with the idea that certain races have access to exclusive racial bonuses. Like Dwarves with damage reduction (25%) Normal Damage, or Elven and halfling invisibility, only in the forrest, only when remaining still, normal sight group only. The paradox is this: everyone wants their PC to be very highly effective in their chosen realm. This leads to spending points to become as good an archer as Legolas, as strong as Hercules, et.al., but past a certain point, it really harms the game. Too many skill levels to counteract the -8 headshot penalty, and suddenly tyou got a serious headhunting problem. Try to set the limits exhaustively BEFORE you start making characters...or you may face a mutiny.
  7. Re: A Whole New Way To Deal With Magic I use a variable power pool with a control cost but the player has to buy a Spellcasting talent and must make a spellcasting roll to cast the spell, DC modifier is -AP/10, and the spells must be prepared daily and in advance, with a character able to learn 3x the VPP in RP per day. BAsically you can find this on killer shrike's site, or close to it in the FH book. This gives the prepared spell feel, gives the caster some flexibility, makes the really powerful spells hard to cast. Some complaints from the caster that 3x is not enough.
  8. Re: Can anyone help? Or in a pinch, check out ebay or a used rpg book seller, either brick and mortar or internet, and you might find a copy that way...though if I did not already have a copy, I'd consider waiting for the new book...and you cannot argue with the pdf option. Finally, rpgnow.com offerers Fantasy Hero, I think, and has a print on demnd option, which may end up being pricey, though.
  9. Re: Rarity of Magic? Keep magic rare and you will keep some wonder about it. No matter how whirling a dervish your resident swordmaster is, even he will give pause when he sees the miracles real magic can do. Parties SHOULD have a single spellcaster, at most...it makes their presence properly important and significant. I am running a FH game right now, and the stated rules are "Low Magic" where there is little in the way of magic items, spellcasters are rare, etc. Yet, in the first 3 or 4 adventures, the PC's have suddenly been getting their hands on alot of magic items....hmmmm.... Well, the real reason for it is that the Wurld is due for a new age of magic, not heralded in by the forces of good, but rather, because the servitors of Dark Gods have reinstated magic to its rightful place in the world. You see, in aeons long past, curbing magic was the only way to seal the door between our world and the dimension of chaos from whence these Dark Gods spring. Of course, the PC's do not know this...but they will soon find out. Next session, I am going to hit the sole spellcaster with a 10 pt pool bonus, and not explain why. This should be fun...I love large story arcs and themes...
  10. I know that if you have any resistant defense at all, then all of your PD counts against the STUN of the killing attack. Does it also do so against BODY? Does this hold even in Fantasy Hero? Does that mean that a guy with PD 5 but leather armor with rPD of 3 Has as much rPD in effect as a guy with PD3 and chainmail rPD5? Thanks, just drawing a blank here.
  11. Re: What I learn playing a GM. On a rotating basis, even if you mainly run off the shelf scenarios, elevate one or more players to a position of prominence--especially if your group dynamics are such that the group is comprised of one or two leaders and 3 or 4 guys who say and decide less--give them center stage now and again. In key plot situations, roll secretly and take the results as purely advisory when they murder the PC's, but as gospel when the PC lucks out. Do not be afraid to build up an NPC prior to the conflict--let the PC's know how evil the b#s$rd is before the fight, and how many peopl ehe has killed, or how he single handedly defeated so-and-so. It makes them feel mighty and heroic when they win, and inspires them to try again if they do not. Do not hesitate to beef up or weaken an adversary on the fly for dramatic purposes--though they will say they would enjoy defeat The Lord Of Death in one swing, triumphing over him when they are battered and broken, and half spent is more satisfying and heroic. Plot hooks can be very obvious or slightly less obvious. Either way, good players need them and will follow them. If the PC's figure out a neat way to thwart the evil PC's plan that you hadnt considered--let them do it and beef up some of the other challenges on the fly to keep the game interesting...never punish them for cleverness. If you can, copy or scan everyone's sheet at the end of every session--this way when someone shows up sans their sheet, they can still play, and it gives you the change to review how they spent their poitns in the interim. Give the character who "does the right thing" a secret bonus--an item, a few extra XP's, something, to reward them for great roleplaying. This is never awarded to the guy who plays the same PC in every game, every genre. In a group of mercenaries, the Paladin who refuses to allow murder, and gives all his $ to the church, for example, is someone who is taking chracter appropriate actions to the detriment of his character. Reward these people, they are what the hobby is all about. It can transform a game, once word gets out. Do not be afraid to give the 'hero' of the scenario an XP bonus--they guy who roleplayed very well, the guy who rolled the critical hit when everyone else was about dead, whatever. Make sure your PC's are exceptional next to even your favored NPC's--and remeber that NPC's are SUPPORT CHARACTER ALWAYS, even if this or that ability exceeds that of anyone in the group. NPC's always need PC's help---PC's rarely need NPC's help, and NEVER IN COMBAT. Tweak magic items in Fantasy HERO games--if the scenarios says "Magic Great Sword" and the resident barbarian wants an Axe, let it be and Axe--but behing the scenes--dont TELL the players its a sword and then change it to an axe--you'll get a rep for being too soft.
  12. Re: Newbie Question: How Long Should It Take.... It depends on the character. A simple character, having super strength and resistant to damage, is easily built. A more complicated character can take hours upon hours, especially if you are new(er) to the rules and actually building characters. If there is "a" weakness of the system, this is it, but it is also a strength, once you use the system awhile. For the more casual player, this is the most work they'll ever do for char gen. Case in point, this is the first Fantasy Hero game I have ever run, and I am STILL not finished generating the 'rules' of the game world and tweaks to char gen and combat. I have a thief whose character was basically complete after our first meeting--simple design, skills and perks and char based character. I have a snow elf drow-killer assassin with some spell casting abilities who, even after session 3, is tweaking his character (with my permission, and partially as a result of my not having had all campaign rules strctly defined as of session one)--largely because of the magic system and martial arts and my custom character costs. Hero Designer is ok, but I'd suggest doing it by hand with a good character sheet a few dozen times to get the process down first.
  13. Re: C25 deposit My only point is that I find it to be curious and odd that they would post that sort of disclaimer. None of their other products have such disclaimers, though they could--"If you do not receive your book in the mail, or it is lost, you agree that DoJ is not responsible for refund or replacement..." Business success follows good marketing and customer-friendly action. Customer-unfriendly action does not increase sales. Never has, never will. I think it is an absolutely valid, criticism. But what it is NOT is an indictment of DoJ, Steve, or the HERO system generally. Remeber, the criticism is coming from a long-time HERO player. I just ditched 3rd ED D&D and lost a long-time player as a result who could not wrap his mind around the distinction between "can" and "ought" (as in, why can't I just buy a 40 STR and get a telephone-pole sized sword with a STR min of 25?) Besides the gaming-breaking and genre busting problems, he didn't like my ruling that, regardless of a character's STR, a telephone pole is unwieldy, is useless against foes who are adjacent hex or closer, and cant be used anywhere near the rest of the group for fear of hitting them with 'big damn sword'. I understand being protective and appreciative of DoJ and Steve and of the HERO rules themselves. I am, too. I just didn't care for a particular policy. That's all. I'd do it differently, but since I have nothing to do with running a game company, and never have, feel free to disregard my ire. Just please, don't be nasty about it.
  14. Re: C25 deposit Ok, I got a deal for you. I am going to generate a machine that is guaranteed to make you a million dollars. I 100% GUARANTEE that this machine will do exactly that--make you one million dollars, instantly, with no strings attached, no effort on your part. I'll need a $100 deposit from each of you who are interested. By the way, the $100 deposit is non-refundable. I might never design or build the machine, at my option. If I decide not to, Im not giving you your money back. Here's another deal. I am going to contact GM about a new deal for a Corvette. New, limited Edition Corvette! 500 hp, convertible, any color you choose, delivered with a 100k/10 year warranty. Limited edition custom leather interior, built to order, only $40,000.00, and there will only be 100 of these built. It will require $1000.00 non-refundable deposit. You ought to know that if I decide not to contact GM, or if for any reason your car isnt built or delivered, there is no refund or recourse whatsoever. You also agree to provide me any information I request, at my discretion. Nope, sorry. You DO NOT see these kind of 'deals' anywhere.
  15. Re: C25 deposit I am sure that, in a short time, C25 will be on the shelf. I just thought it was an odd, not-consumer-friendly sort of approach. And as I wrote previously, if it is such a big legal issue why isn't it all over the place in this and other industries? Grand scheme of things, a minor gripe.
  16. Re: C25 deposit What needs to be more clear than this (direct quote from Online Store) "The down payment is nonrefundable. If for some reason Hero Games is unable or unwilling to produce C25, your $10 will not be returned to you. "
  17. What's with a non-refundable $10 deposit, with a proviso that if DOJ decides NOT to produce the book, they keep the $10 anyway? If they are using the $10 down payment as a way to gauge interest, they are also artificially curbing the number of people who might buy it by making it non-refundable, non-recourse if nothing is ever produced. A very strange decision for a consumer products company, and one without precedent, as far as I know.
  18. Re: I Here this game is no good The correct response is: "Yes, but not from a Jedi..."
  19. Re: Is there any way... first, that was a tongue in cheek comment. I hate the darn things, myself. But on the bright side, the cards and minis would likely be customizable....
  20. ...that we could add collectible cards or perhaps pre-painted miniatures to the game somehow?
  21. Re: I Here this game is no good Well, for the records, Keith, that is not the proper response, but you can have Washington anyway, cuz you figured me out...
  22. Re: I Here this game is no good And as to the question of why? Well, the short answer is--aw heck, why not? Why climb Mount Everest? Why swim the English Channel? Why become the most powerful practioner of Mimicry: internet shenanigans, ever to grace these forums? One must reach for the star to even reach the skies, my friend. Seriously, though, I dont know. Im a strange cat? I guess I can accept that answer, too. But not full of malice. If I were full of malice, that would lead to the Dark Side of the Hero System...
  23. Re: I Here this game is no good My Mimicry: internet shenanigans Jedi powers grow strong... But in order for that to happen, to gain that level of POWER, I have to focus on my hate, feel the power of my hate flow through me. Soon, I shall become a Dark Lord of the Sith...for Mimicry: Internet shenanigans... Soon, I shall become so powerful, more powerful than any Jedi...in Mimicry: Internet shenanigans...and then Ill have to build it as mind control with a lim: only for internet shenanigan purposes---or would that be Presence? Or shapeshift with a lim: only for internet shenanigans? But can someone tell me--can I learn the power to cheat death? [[Whoever responds appropriate will be IMMEDIATELY be promoted to Dark Lord of Wisconsin--or their state of choice....]]
  24. Re: New Idea For a Power Im really disappointed. No one really picked this thread up and went anywhere with it. I mean, basically, I am just describing any generic Sense. My post suggesting that FLight was basically a new, never before heard of power got some great responses...but then, you guys are probably by and large wise to my occasional idiocy...
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