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bluesguy

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Everything posted by bluesguy

  1. Why use the super heroic rules vs. standard heroic rules? What is the flavor you are trying to achieve? So when I added up the point cost of the Template and the Initiate Spell cost I came up with 149 points already spent. That means the player only has 26 points to spend on characteristics and other skills. IMO: Not enough. If it were me I would add some additional limitations on the Initiate spells so they require components and a potential for a backfire based on making their EGO (since the template has them buying up their EGO by +5). This would represent the fact that things can go wrong when you first start out but as you become more skilled you don't need components and you don't need to make the EGO roll because the spell casting has become automatic. I would apply it to the perception based spells as well. Also having players pay points for their weapons and armor is going to be kind of interesting. What happens when a PC kills someone with a really nice set of armor - can the PC wear it? If not why not? In a Fantasy game the normal expectation is that you could wear someone else's armor after it was adjusted to fit you. Or a really nice sword...
  2. It doesn't work directly with HCM - yet. Again one of those features I have on my product backlog. There is a workaround using the GM Adjust feature in the tool and decide to 'one shot' any character by setting the character's state to Dead or Stun to -50 and a Knocked State.
  3. For some folks that can be true. Depends on how many players and NPCs you have as well. That is one of the feature requests. I don't know when it will be implemented. Absolutely true!
  4. That is awesome news. Congrats. What I have done in the past was to create a sheet with boxes for all the baddies. The put the sheet into a plastic sleeve and use marker to update the sheet. Warning Shameless Plug I stopped doing because I wrote Hero Combat Manager to help run the combat. This is an excellent idea. Campaign Norms: You definitely need to come up with campaign norms. When I was running my Valdorian Age campaign I posted the following norms for the players. You can find the information here https://valdorian-age-rising-power-on-the-frontier.obsidianportal.com/wikis/characteristics-and-skill-rules
  5. One of the Champions games I played in the GM stole a comic book story from Captain America, where Cap is fighting Batroc the Leaper, his henchmen and Mister Hyde (Captain America #251 & 252). The GM basically replaced Cap with our superhero team. We ended up with one heck of a fight.
  6. Here is a template that someone created for another game system
  7. I like this idea. I will look into a couple of my FH adventures to see how to make them work.
  8. LOL... My kids played Balder's Gate prior to playing tabletop RPG. It didn't take long for them to get use to playing tabletop RPG.
  9. I taught three teenagers how to play Hero Game system. Two had never played any Tabletop RPGs and the third was use to play D&D variants. Everyone is happy with Hero.
  10. That makes sense. In a case like this I would certainly think letting them get 1 to 3 more points of INT would make sense. Ah ... Peasants with power... That makes a lot of sense. Again I can see that as time goes on their PRE is going to go up. PRE is a wonderful tool both in (PRE attacks) and out (in the form of skills based on PRE) of combat. Oh yeah that makes a lot of sense. Excellent plan. Doing that helps you know if you have a decent encounter setup.
  11. In my FH game people have had Perks that have been very handy. For instance, a character that is a noble and wealthy has perks for that. The player always had coin (wealthy) except when she needed to get something very expensive. And she got invited to all the right parties. She could walk into the 'good' part of town. Everyone else in the party had to travel with her to that part of town and had to have official business there (she didn't have to have official business to be there). Also FH characters with followers to represent squires, familiars, etc. is another way Perks can be used. I often give out extra XP to cover contacts or favors.
  12. But only if it sparkles, doesn't drink human blood, and is in lust with a16 year old girl.... Oh yeah that's already been done.
  13. Hi, One of the things I have noticed is that almost all the characters have pretty low INT. That means they have low perception rolls... Which could be a problem. Also Umbar's CON is really low. Any character that is going to be involved in melee combat should really have a 15 CON. Primarily a ranged combatant can get away with a 13. Also I have noticed that PRE is low on most of the characters. Are they as easy to scare as a commoner? Look at the common orc or goblin or other common monster in the Bestiary and you will see what I mean. I just noticed that almost every character uses a 2 handed weapon. I don't remember how that worked in games like D&D but in Hero using a shield gives you lots bonuses to your DCV which keeps you from getting hit as often. The fighter I am playing right now has a magical two handed sword but he is very reluctant to use it because he loves to jump into the middle of a fight with his shield and sword or mace flying (multiple attacks when bad guys get close - sweep up them bad guys).
  14. Maybe it has something to do with Answer to the Ultimate Question of Life, the Universe and Everything....
  15. This is a worthy goal. Long ago I also ran a Harnic campaign using the FH rules. I foolishly got rid of all my Harn material when I stopped gaming many years ago. When I started gaming again I looked into purchasing the Harn campaign material again but the cost of purchasing Hero and Harn material was just too much for my wallet at the time.
  16. And of course one way to speed up your combat (Shameless plug here ) is to purchase a copy of Hero Combat Manager <G>.
  17. Combat speeds up when everyone uses different color dice and rolls everything all at once. So my paladin decides to attack with his long sword and can do 2d6. So when I roll my attacks I have 3d6 that is one color for attack roll, a different color for the 2d6 for the sword KA, and a third color for 1d6 STUN multiplier. And if I have a 1/2d6 attack I have some small dice I use. A number of the players in my group use this approach. It is catching on.
  18. Hero character creation tricks: Numbers ending in 0, 3, 5, and 8 are useful because of the rounding rules. Gerhad: There really is no reason to give him 19 STR. EGO of 12 does not help with EGO rolls any more than a 10 EGO would. 13 EGO would give him a 12- EGO roll. Great Axe damage with STR should not change. STR Min is 16 so to bump it up from 2d6+1 to 3d6+1 would require a STR of 31 (5 pts of STR = +1 damage class) Karl: EGO thing again Same issue with the Great Axe Something to think about Karl will kick Gerhad's butt in a fight.Karl has higher OCV/DCV/SPD/DEX vs. Gerhad stats Karl deals out just as much damage as Gerhad Jon: STR and CON of 14 don't help much when compared to 13 (rounding again) DEX 20 makes more sense than a 19 DEX These are all very playable characters. I would call anything I have provided 'tweaks'.
  19. My normal rule of thumb for Heroic games is that I help the players build characters that can do 1/2 moves and use full strength for at least two full turns before they pass out from the lack of END. By doing that I can tell the characters that use STR based attacks that they don't need to track their END. Spell casters in my last campaign and my new one will have to track END because magic is tiring. My expectation is that a spell caster going all out (best defenses + best attacks) every phase will likely last 1 1/2 turns before passing out. I have also run Heroic games where no one needed to track END unless they pushed. My recommendation for you is that you DO NOT track END during combat. There will be plenty for everyone to learn that tracking END would be a real turnoff for players in the beginning.
  20. I had a similar issue when I was using the Valdorian Age (one of the other Hero Fantasy Settings) and the maps that were available. What I did was to scan the maps in the book and use a very useful tool called Hexographer to create the maps I needed. Hexographer allows you to 'trace' a new map based on an existing jpg/png file. Another useful feature is child maps. So you can mark out an area of a map and have Hexographer produce a more "detailed map" based on the parent. The professional version is worth every penny IMO. Here is an example of the main map (basically the trace) of Sarth (one of the continents in the Valdorian Age). I linked parts of the map to other parts of the site. If you click on the Frontier link it will take you to an older map. But if you click from that map on the area surrounding Elweir you will find a 'child map' that was based on the Sarth map. The 'in-between' maps were not replaced because I didn't have time to do that. As for Cities I would suggest the companion product Cityographer which is very customizable. This is another product that is worth every penny.
  21. I know I was just using the character sheet as presented by the author. I guess he would need to add +10 PRE only vs. Fear attacks
  22. Exactly. In my previous campaign I used the Valdorian Age Hero setting. Here is a link the Game Mechanics I provided to my players. Except for my wife everyone else was new to Hero. Information about how I used magic and miracles in my campaign (this is where I parted ways with the Valdorian Age because of the book-keeping needed to run magic as described in the VA book). Here is a link to the schools of magic that we used. And finally a novice spell list. The difference between a novice and priest is the number of active points available and the limitations. If you are a novice and you miss your faith roll bad things happen to you. Priests don't suffer from that side effect limitation.
  23. Honestly he could take two hits and be knocked out out in my previous campaign. Is Gerhad basically a heavy fighter - right in the thick of a fight? If so he is going to get the snot beat out of him. :-( Personally I think his CON should be 18, STUN 30 (40 would be better), & END 35. I would lower his OCV by 1. Also if you change his DEX to 13 then you can lower some of the DEX based skills to 3pts instead of paying 5pts for them. Cut back on the martial arts maneuvers, as the player gets XP then let them buy them back. They need at least 10 pts worth of maneuvers for martial arts. I would select one of the two defensive ones (dodge or block) and two of the offensive ones (side slash and chop would be my recommendations). 20 points of Mental Def, and 20 points of Power Def. seems excessive. By bumping up his PRE to 15 and making these 10 pts each you should more than likely cover any presence attack or mind control that could cause significant amounts of fear. For instance: He runs into a Greater Dragon (see Bestiary) which has a 40 PRE. The dragon's casual PRE attack is going to average 8d6 (or 8*3.5 = 28 pts). A poor normal with a 8 or 10 PRE is Very Impressed and losses 1/2 a phase. But Gerhad with a 15 PRE + 10 Mental DEF is merely hesitant (must act after dragon). Now lets say the dragon attacks one of Gerhad's companions and knocks out that character in one blow and says to Gerhad "I like dwarves - you are all so crunchy." So as a GM I would say the dragon gets +1d6 for Exhibiting power, +2d6 for very violent action, and +1d6 for soliloquy. So now we are talking a 12d6 PRE attack (or 12 * 3.5 = 42). A poor normal wets their pants and passes out. A character with a 15 PRE is in awe and will lose 1 full phase and be at 1/2 DCV. But Gerhad is merely very impressed and loses 1/2 a phase. And that was with a dragon. Gerhad runs into orcs he laughs at their presence attacks. He runs into ogres he just laughs at their presence attacks. Only the most powerful people and monster's have a chance of causing any level of fear in Gerhad if he has a 15 PRE and +10 Mental DEF/Power DEF vs Fear. And he can always buy more PRE so he becomes way more impressive to his opponents.
  24. In every Hero FH I have run where a 'priest' has the ability to gain miracles from their deity they character sheet still reflects 'purchasing' the power. It just has a number of additional imitations. One being Only when in the favor of the deity. Another might be the requirement to pray for one hour each day in the morning. All the "miracles" you are probably looking for can be found in the Grimoire books. There are "spells" for light, darkness, chaos, law, healing, etc. Just mix and match and adapt them into miracles. As for what spells an initiate can have vs. someone with higher rank, you control that by providing the list of appropriate miracles the initiate can have. If you are an initiate you get these 6 miracles and when you gain this rank (role playing) and XP (game mechanic), then we can talk about the next set.
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