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WaywardSon

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  1. Like
    WaywardSon reacted to tombrown803 in Browsing through the HERO store   
    Duke, I have bought several of his products. They aren't bad builds, but what he has done is take the many of the popular items from D&D and done a conversion to Hero. If you want to know how to build a ring of protection or wand of lightning it can help.
  2. Like
    WaywardSon reacted to Cancer in False Prophesies   
    I'm leery of prophecy and convergent plot arcs, because way too often they are depressingly predictable and frankly unimaginative.  My big complaint about a lot of video games (looking at Diablo II here, the last one I played front to back) is the fraudulent urgency  "Hurry!  Stop the Big Bad!" over and over and there is in fact no way to do that.  If you fall for that you'll miss out on the experience points to make you stronger, and the better loot to get better equipment: it is nothing but stupid to do what all your in-game advisers are advocating.
     
    Oracles are never clear, and constructing vague if apocryphal (but not purely content-free) warnings is hard if you're developing a game plot rather than writing a novel.  But real divination is hard to pull off, and foreordained developments if done wrong often smell like a bad plot railroad (because that's what it is).  If the group is full of butt-kickers with little use for plot b******t it's easier ... but then why bother when they don't really care?  I've been on such bad plot railroads, when everyone (but the GM) is so frustrated at being unable to do anything meaningful that it just turns into a countdown until Whatever It Is Finally Happens.  You no longer care who wins the Last Battle, and in fact you hope you all get killed because then it's over faster.
     
    If you can involve the PCs directly in fabrication of the oracular portents it feels better, if only because it lets the PCs delude themselves into thinking what they do matters, game-world wise.  I don't have a solid idea about how to pull that off.
  3. Like
    WaywardSon reacted to steph in Combat luck and armor   
    In my low magic session. Combat luck work only without armor. 
  4. Like
    WaywardSon reacted to Hugh Neilson in How to Build: Vorpal weapons?   
    +8 PSL's to offset hit location penalties to strike Location 5.
     
    All shots are head shots.
     
    This was published I the 3e era, IIRC.
     
    If the target is killed, by SFX it gets decapitated.  If not, I guess you did not roll a natural 20 or you failed to confirm the critical, didn't you?
  5. Like
    WaywardSon reacted to mallet in Crafting Mundane Items   
    The 6th Edition Hero Skills book (anf the 5th edition) have all the rules and time charts and modifiers for building weapons and armor under the Weaponsmith and Armorsmith skills. 
    The 6th Ed Fantasy Hero book has advanced rules for building fantasy weapons and armor starting on page 207.
     
    As for non-weapons & Armor crafting, the Skill book under the Mechanics skill has rules and charts for building and repairing mechanical devices, which could be adapted to crafting other items and such with just a bit of effort. 
  6. Like
    WaywardSon reacted to zslane in Fantasy Hero Complete and 6E differences?   
    I think he (also) wants a run-down on what rules/mechanics were changed between 6e1/6e2 and the Complete books. Isn't there a short document in the downloads section that enumerates the (minor) differences?
  7. Like
    WaywardSon reacted to bluesguy in Fantasy Hero Complete and 6E differences?   
    FHC is intended for people who do not have 6E1, 6E2 and older 6E Fantasy Hero books.
     
    The rules are the same but are focused on running a Fantasy Hero game.
     
    6E1 & 6E2 is a toolbox that lets you build any kind of RPG genre game you would like.
     
    FHC is a toolbox and a specific build kit for building any kind of Fantasy RPG game you want.
  8. Like
    WaywardSon reacted to ScottishFox in New GM   
    I've been running a game for awhile now and needed a break.  Convinced one of my long-time D&D DM friends to take the reigns for a few weeks.
     
    He was sweating bullets, but by the end of the session he was getting the hang of it.
     
    Resistance is futile.  They will be (Fantasy HERO) assimilated. 
  9. Like
    WaywardSon reacted to Christopher R Taylor in How to make a spell "Harden Stone"   
    Aid rPD (only to stone or rock) is the easy, cheap method.  It gives a temporary effect so that you aren't altering the material forever. And yes, you'd need AE or you're only going to affect a small portion of stone (like one tile or an area the size of a hand).
     
    Another option is transformation, which turns the stone in question into even tougher stone.  That said, its going to be expensive.  This would be a minor transform (you're not making it anything different, just enhancing it slightly) but rock has a LOT of body, and you need to do a pretty big area.
     
    A third option is Entangle: it puts a permanent (or at least enduring) effect of making something that is difficult to break through, and you can call it a molecule-thin layer of super-stone that is tougher than the ground.  This has the drawback of not actually making the rock harder, but adding a layer of super hard stuff on top of it.  This too will be spendy (AE, high PD, although it could be 0 Body)
     
    You could use Barrier, but its going to be even more expensive than transform and entangle to get that large of an area, and its even less permanent than the Aid option.
     
    A final thought: you could just drain the tunneling ability of the worm.  Reducing its ability to penetrate rock would make it unable to escape as well.
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