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    Legendsmiths, Inc. is a publisher of adventure games, forging new worlds.
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    Chief Legendsmith

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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. Sign
  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 Her
  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 player
  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
  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 ad
  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
  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 hopefull
  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 us
  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
  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 h
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