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    Legendsmiths, Inc. is a publisher of adventure games, forging new worlds.
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  1. Nothing special to recharging. Charges recover at dawn, with the rising of Lensae. Penetrating when added to a weapon, isn't too bad. Penetrating can be used to create effects that are possibly overpowered at the heroic level (e.g. 1 pip, continuous, penetrating damage). Other than that, no issue with it.
  2. 1. p361. I don't recommend penetrating, but it would follow the same lines. 2. +1 Energy 3. Scrolls are consumable and do not require attunement. Rods, Staffs, and Wands do require attunement as they recharge.
  3. It's more an issue that I didn't explain it very well. The CPs spent on signture items are a special form of attunement points. Once you invest CPs in signature items you never get them back, but if you unattune or lose the item those CPs become just part of your attunement pool. You can also use points you have used to attune to other items to unattune to them and create/attune to a signature item. The net net of this is: a) I don't like the Independent modifier; b) normal magic items are a part of fantasy, but paying full cost is unbalancing in heroic level Hero. Signature Items are something that comes out during play. So, if I have a 150 point character and have an opportunity to create signature item (like a dragon slaying sword), if I paid standard Hero costs for an 8 DC sword with +3 DC vs dragons (a very basic effect) with maybe Damage Reduction vs. Fire (50% rED) the cost of that would be (with only OAF basically): 20 for 8DC, 5 vs dragons (-1), 12 for DR (-1/2 for only vs fire) = 37character points. How is a normal adventuring hero supposed to come up with that many points? If we did Independent, the costs end up being: 10, 3, 7 = still 20 points and we now have the baggage of Independent. My reasoning was, you can only create a Siganture Item if you have an Enaros or Celestial Favor card (rare) + you have to have an item that you can use in a scene and play the card on it. That's a pretty big prereq, and rather than muddle the calculations up with some other limitation, I basically treat all magic items (conceptually) as a flexible multipower with a reserve that the universe pays for. You just buy the slots. So now when I build that sword (with the -1/4 unified power lim) I get 18, 5, 11 = 34 / 5 = 7 points. That's 2-3 sessions of XP and that is far more manageable, but it's still expensive. That's 7 spells or +1 OCV or whatever. It's signficant yet manageable, and something like a signature item should be. I hope that logic helps. It's the culmination how I solved my frustrations of fantasy RPG tropes in Hero at the heroic level (the other answer is just play fantasy Champions). For printing the cards, just print them at home. No need to put them on fancy paper or print the backs. The PDFs are formatted to print out (and should print on A4 okay (maybe). Otherwise, yes if you are using a different set of gods then I'd suggest the token system I came up with and to justify a signature item you have to have a blue token (or whatever signifies the rare tokens) and then explain how the magic of the world interacts with your action to create this new signature item (e.g., the sword, now drenched in the dragons blood fuses with the blade itself as my fury uses the essence around me to forge a new legacy).
  4. Yes. Encumbrance is handled differently than in H6E to be a little more realistic, but without adding complexity. My standard Hero heroic export is here (and has lift/enc) Narosia is here:
  5. Sorry for the intrusion @Tywyll but if you are trying to use HD for Narosia be sure to use the Narosia templates, rules, prefabs, and export formats. The Narosia export formats have the essence stat as well as handle encumbrance. for non-Narosia, I made an export format that follows standard Hero encumbrance as well. They’re both posted on the HD export formats site.
  6. Signature items are not independent. You get the points back into your attunement pool, even if the item is lost or destroyed. as for the time it takes to play cards, well that varies. Usually it’s a failed roll followed by a pause as the player looks at their cards, thinks, and then shares a sentence or two to justify the card play. 1-2 minutes. But that’s also not just during combat. Ideally it’s not some extraneous anecdote as well. Playing a card should be tied to the current storyline/adventure. I’ve run a lot of Narosia, including for people who’ve never played Hero before. The Ruins of Baradahm adventure in the book is a good example. There are 3 fights in there (possibly 4, but I always skip that one in convention play) and I can intro the world, the characters, the cards, and complete that adventure in 4 hours. I’ve run that adventure in DCC, Fate, and 3.5 D&D and it still takes 4 hours. While Hero combat is detailed I don’t consider it slow. Enhancing the combat with divine intrusion is fun and makes better stories. If your Hero combats are taking long, make sure they are interesting. Players don’t care as much if the combat is exciting and filled with fun choices. Card play is a storytelling mechanic that does enhance the story. If you eliminated the storytelling element and just made it a mechanical choice, it loses its purpose. Fate mechanics that have no usage requirements become just another mechanic in the game for players to tweak or min/max. By giving the fate points a narrative requirement players won’t always be able to spend a fate point. If you wanted to play without the narrative, I would suggest that you just ply with tokens and allow people to spend more than one if they want (still using the Divine Effects Table).
  7. You can unattune to Signature Items and then those points go back into your attunement pool. p363 the cp cost for sig items is just to differentiate them from regular magic items. The text on the cards is meant to inspire how to use a particular aspect of that god. You should not use the text directly in your narrative of why the Enaros wants to help you. The villains do not benefit directly. I have played sessions where the GM gets cards (1 per player works) for the adventure. It changes the dynamic—it does reinforce the Enaros as not always being on the players’ side, but it can create conflict between players and GM as well as diminish the value of their cards. It certainly works and I considered including that guidance in the game but the approach and mechanic was already a lot for many players that hadn’t played with a fate mechanic, let alone one where they had to role play a god to justify the fate intrusion.
  8. 1 per 3. As for other powers, of course it's buried in a sidebar "HERODESIGNER Building a Spell or Orison in HERODesigner requires a Cost Multiplier of 0.2 to calculate the ESS or MAG correctly. The only exception is the Power Dispel; it has a Cost Multiplier of 0.33 since Narosia uses the BODY value on the dice instead of the total value." So, that 30 real cost would result in an "energy" of 6. With an energy of 6, the cost of attunement would then be 2. The reason the energy cost is needed is if you were to try and dispel that object, then you would need to generate 6 BODY when you rolled your Dispel dice. I spent a lot of time trying to build the system to assume the common abuses that can be made around character enhancements, especially with respect to Characteristic or Skill bumps. Be very mindful of that. The stock Hero rules end up making that way too cheap for the impact in a heroic game. For example, +4 SPD is only 40 active points and even with no limitations would be 8 energy (or EFF or MAG as a spell or orison). But, built with Aid, and Enchantment +2, that would cost 126 active points, and have a ESS of (using .2 mult) of 25 which is way beyond what wizards are capable of. Further, as an item (Boots of Speed let's say), this would also go beyond the maximum energy since 26 character points tops off the chart at 13 energy (meaning you could have boots that give +2 Speed, and that would be powerful--at the heroic level it certainly is). To say it another way, break the rules with care. For most of the common effects there is a spell or orison that replicates it or it's an Item Enhancement. Attunement Points Points allocated to one item can be used to attune to a different item later, but once points are committed to item Attunement they cannot be used for any other purpose. (p. 359) Of course, it's your game. We just found during our campaigns that this made sense and made players think about whether they wanted to attune to an item in the first place. Granting Skills p. 266. You assume a characteristic of 0, so 3 points gets you a 9- roll. Build it up from there. When building items, it's an Item Enhancement, so getting Riding 12- for a magical saddle is 3 points for base skill of 9-, 6 points for +3 = 12- at a total of 9 character points. On the Item Enhancement table that's 5 energy. Do I Need The Cards (Duke Bushido) Of course you do The good news is you can print, cut, and put them in sleeves for pretty cheap. https://www.drivethrurpg.com/product/140179/Narosia-Divine-Intervention-Cards Seriously though, no you don't. The intent of the cards is to get the gods involved in your game. The gods are a big deal in Narosia and that's one of the things that sets the setting apart from other settings is HOW we get the gods involved in play. You could do it just using tokens. If you spend a token, you get a 1 pip effect. If you tell a story of why a god is helping you in this situation and which of their aspects comes into play, you get 2 pips. Have a bag of about 50 tokens and use an additional 12 different colored tokens to represent Divine Favor. When someone draws that token treat it as a 3 pip token. Track Celestial Favor as a stat and when someone pulls a Divine Favor have them roll 1d6 plus 1d6 for each 3 full points of Celestial Favor: if any of these come up as 6s, they actually have a 4-pip Celestial Favor instead of a 3 pip. That should get about the same involvement (but you lose out on the card aspect of Enaros growing tired of watching one character and changing their focus). You can also just play it straight old school, with no fate mechanic. It's your game
  9. Answering above questions: 1. yes, the cost of prerequisites to be a Hierophant are the justification for reduced cost (relative to normal Hero rules). 2. Regular magic items have an attunement cost of 1-4 CP based o. The energy of the item (p 359) 3. You can unattune to a signature item. 4. Skill bonus: basically a +1 to skill is 1 Energy (see blade of the acrobat p 362). I tried to make common effects like that line up smartly with the way Energy is calculated (and EFF and MAG). Skill bonus is facilitated by Aid with the Enchantment +2 advantage. Which basically works out to 1 energy per +1 skill
  10. With respect to Heroic Abilities, sidebar at the start of that section (p. 134): So they are built properly, we just apply a cost divisor to give it a sensible cost for heroic level games. You have to be a Hierophant to get these abilities in the first place, which is already a significant cost. This cost multiplier optional rule (which is a Hero invention, not mine) is used extensively where appropriate to keep things at a manageable point level for heroic level characters. Magic items, signature items, and more. The only major errata I'm aware of is the Starting Wealth table on p.193 and you'd only run into it if you started as a Guild Member. There is a column missing. It should be: LEVEL MONEY SOCIAL GUILD 1 +75s +100s +50s 2 +150s +200s +100s 3 +300s +300s +150s 4 +600s +400s +200s 5 +1,250s +500s +250s 6 +2,500s +1,000s +500s 7 +5,000s +2,000s -- 8 +7,500s +3,000s -- 9 +10,000s +4,000s -- 10 +12,500s +5,000s -- You can pick up the HeroDesigner files here in the Hero Store. Every power, equipment, spell, orison and so on is included.
  11. Thank you. I’m glad you liked it. They reach those costs by design but not by fiat. You can see all the glorious details in the HeroDesigner files. As for errata, I’ve got a couple of notes but other than the guild status perk table I don’t recall reports of anything significant. One of my objectives with Narosia was to simplify the presentation of Fantasy Hero by reducing a lot of repetitive power modifiers and such. I had to balance that with clarity with respect to how Hero is communicated. That’s why it might appear different than other Hero books but hopefully it’s not too off-putting or confusing, especially since that’s the opposite of my intent.
  12. Thank you very much. One of the things I am very happy with is the equipment section, and that is very portable. I spent a lot of time (and spreadsheets) on balancing weapons and armor in a way that would be familiar to Hero gamers but tired to ensure that every weapon was unique and had purpose. That armor worked piecemeal for unique combinations. The equipment stuff is very portable to any setting, as are things like our approach to the cost of magic items, a different way to cost spells, critical hits, and stuff like that. It is still very much a toolkit so I'm glad you were able to find uses for the content for your own work.
  13. I think something on the level of Living Arcanis might be feasible (for Champions). They are large enough to be at regional cons (they are at U-Con in Ann Arbor every year), and they are always busy, but not at the PFS or AL level. I think that is a reasonable expectation for size of an organized play system, something that I think would be key to the success of the efforts described above. However, what surprises me is that we haven't seen something like this for Mutants and Masterminds, a supers game that objectively gets played more than Champions. None the less, if the numbers from Living Arcanis come in at say 4 authors, 6 regional managers, 2 web support staff, and then the need to draw about 50 players per regional con, plus an expectation of at least monthly games in 50 cities nationwide we might be able to get something going.
  14. @Christopher R Taylor I couldn’t agree more. That does require us to agree on a setting and I think that’s been the biggest challenge. We all have different ideas on what magic should be like, monsters, metaplot, etc that I don’t know if it’s possible to do that from a fantasy perspective or even a Champions perspective. There is a critical mass required to make that happen and I don’t know as achieving that mass is realistic.
  15. I'm sorry to hear that. The intent was very much to make a stand-alone product that used the Hero System as its engine but did not require the core books to play. Part of that was to attempt to create a magic system that didn't feel like super powers. I had also hoped that the structure of the book was instructive to non-Hero players (but maybe because of that it was confusing to Hero vets). I've got 2 Narosia adventures mapped and tested (and linked together), with one of them sitting at 60K words. As we've been exploring the market and what gamers in general are looking for, it hasn't been clear what our development path looked like. Narosia was a lot of work to build a stand alone engagement point for fantasy gamers, not unlike Jolrhos, Kamarathin, and even FHC. It was also an experiment to see how we could approach that challenge. Originally our pitch was to do something built only on Basic, but that quickly became impractical as the setting evolved. I ended up developing a Fantasy Hero Quickstart back in the Legion of Heroes days for convention play/teaching. It is a generic version of the Quick Start rules in Narosia and would enable me to have a table of 6 players build a unique fantasy character and then we'd do a short adventure, finishing in 4 hours. I had a ton of fun running that, and the players enjoyed it. I think I even have a podcast video recording of an online demo of it. I focused on trying to make something that was core Hero (unlike Narosia's magic) but simple and flavorful (like arcane magic and divine magic are different). I'm looking at the PDF now and wish I had finalized it (I still may). But here's the challenge--everyone's fantasy is different. Narosia is a perfect example--that's the style of fantasy that I and my group like to play. But we like D&D too, and part of this hobby is the shared experience. Who hasn't shared stories of their first run through a classic module in D&D, or Champions? Establishing a catalyst for shared experience is hard. I believe that why we keep coming back to D&D style play--people know it and, in general, like it. Selling someone on a different kind of fantasy is really, really hard and usually requires a hook: like a setting. Then that means you have to get them to engage in the setting independent of the rules, so now we're kind of stuck. If we work to create a FH product (or any genre for that matter) that is engaging, what's the hook? How fun the game is to play once you have mastered the rules? Unfortunately, that's the Hero System default and that's a barrier to entry. Is the hook then a unique take on non-D&D fantasy? Well, that's a different challenge--and we'd all like to create the next Numenara. Some of us try to strike a balance, like I did in Narosia (new, yet familiar; streamlined, yet detailed), but it's hard to succeed that way. I don't know what the answer is, and I know I'm not the only one that has tried it. There are amazing creators in this community, that have contributed a lot over the years to bringing new people into the fold in concert with all of the efforts of the Hero System Team. I know we have looked at this from multiple angles and executed on those strategies. My take on the state of things is Hero is a hobby game. When you play it, you invest in it. You tweak it. You have homework between games, building new powers and developing your character. That's time in addition to time at the table. The state of the industry today is players want to show up to play, start playing quickly (no 2 hour character design effort), play hard, and then walk away to do something else. They are as gamer as gamers ever were, but they want to play all the things which means they don't have time to be hobby gamers in the same sense that many of us Hero Grognardians have been. Selling Hero to them is a hard sell because its a different mode of play that what they are used to and many of those games that give them their current gaming experiences are good. D&D 5E is an amazing evolution of that game, but it is just enough of an evolution to be more engaging. Could Hero evolve in the same way? I don't know. If it could it would have to be a focused, company-driven effort.
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