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Legendsmiths

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Everything posted by Legendsmiths

  1. Re: Convention Help As a convention veteran I can tell you this: Don't talk too much. Players are there to play, not listen to your latest awesome narrative. Make a simple plot branch that gives them choices but arrives at the same climax. This requires a fine balance, so don't build the adventure assuming you are going to railroad players. Expect to lose about 1/2 an hour to orientation, character review, setup, and what not. Give them the agenda up front: background, any rules notes, especially if you are ignoring things like turn mods, counting END, using cards to track initiative, whatever - get all this out of the way before you hand out characters. Have character summaries without stats - often players unfamiliar with the system will join your game and they will need to select characters. This also streamlines munchkins during character selection by forcing them to pick a character or a type. That said, be true to your descriptions - make sure to describe combat and non-combat talents alike. If a character is no good in a fight - make that clear. Some people like that and others don't. Once characters are selected, give out the character sheets. At this point you should know who knows Hero and who doesn't. There are some Hero Two-page references (official and unofficial) - have those ready. Regardless, provide a quick orientation to Hero (3d6, roll low, target numbers are listed XX-). Don't explain combat - yet. Then go around to the players that don't know Hero and highlight their key abilities and how they are used. Make sure they are comfortable. Start at the 1/2 hour mark. If possible, open with a quick/easy combat. Something appropriate for the story - give everyone something to do. Don't let it go more than 1/2 hr or so. The idea is to use this as a training round and set up the story. It also opens your event with some action which is fun, and gives people a taste. Let them shine and encourage crazy stuff - if the crazy stuff fails, explain to them what would have happened or simply go with it. Don't over stat your bad-guys. While it definitely can be fun to have fully detailed write-ups of your stuff it can also be very distracting. If you are sifting through a pile of paper while everyone waits on you - that is not fun. I look at my encounters (and I usually do 3-4 combats at a convention) - and identify what the critical effects are... what makes those encounters interesting. I make sure that power/challenge is well defined. Beyond that, I pretty much go with the flow. Sure I know that my orcs are wearing leather armor and cause 1 1/2d6 damage, but do I need to know whether their CON is 12 or 15 or 17...? Not really - if I character scores a dramatic hit at the right time and the orc should be stunned with 13 STUN damage, well then his CON is 12. I write that note down (so that I am then consistent) but then keep moving. Let the players define the story. If the players come up with a good reason why your story is the way it is, and that reason is the exact opposite of yours, well then in all likelihood you are wrong, not them. I'm not saying that is always true, but I hope you see the point - players will get a rush out of solving the puzzle and beating the bad guy and having some dude, possibly you, sitting across the table all smug about how dumb they are is not fun. I work from a good outline of key encounters and notable individuals. I have a list of essential challenges and powers/effects. I know what the endgame is and how someone might get there. But in the end I'm there to have fun to and nothing is more fun than seeing a bunch of people at your table hootin' and hollerin' or seriously stressed out by the challenges they face, and then walking away from the table with smiles on their faces. That's the best. Take them to the edge, shove them off, dangle them over the abyss, and make sure they see every opportunity to crawl back on their own for the win.
  2. Re: Left 4 Dead Hero That's what I mean... remind people of that particular use of grab. As for them jumping away, maybe you just need to aim better I will definitely give credit. Thank's a bunch!
  3. Re: Left 4 Dead Hero Well done, Sir! Couple of notes: Boomer - where's "Summon Horde" Hunter - only does slightly more damage than Infected and less damage than the Jockey - do you think that's right? I think Hunter should be 1 1/2, reduced Pen and the Jockey should be about the same as infected. Jockey - don't know as flying dodge is appropriate. How about +3 DCV, only when moving? Maybe a write-up for using Grab and Control maneuver specific to his abilities. Charger - is Clinging as a damage shield really okay? How about PSLs for multiple grab-bys to offset any multiple attack penalties. Like the right arm power! I think those are the main things I saw. These are awesome! I'll use them in my Marvel Zombies event this weekend at UCon.
  4. Re: Complete Newcomer to the System If I get it cogent enough, yes. Unfortunately most of my bad-guys are off the top of my head - I focus on creating systems for genre meta feel (did I just write that tripe?). I have reviewed some of the stuff with Steve, and unfortunately am not allowed to post it (which is why it isn't on my site either). If you look at my http://www.legendsmiths.com/adventures/fallout/equipment page I've got the prefabs for fallout equipment. Is that the type of thing you can post?
  5. Re: Complete Newcomer to the System I've run a bunch of different stuff. I run a consistent Fantasy game (set in Narosia: Sea of Tears) and then usually something else. Plus, for cons, I do a lot of one shot video game conversions (Stalker, Left4Dead, Fallout). I prefer heroic games more than supers, but for no specific reason - plus my group tends to the heroic rather than supers so.... I've got examples on our site and am happy to answer questions (http://www.legendsmiths.com/adventures). I have found very little that doesn't work well in Hero. I like the fact I can use the same set of rules for an equipment heavy, gritty post apocalyptic game, an epic demi-god level fantasy game, and a car slinging, building-busting supers game. Good stuff. I will echo what others have said - it's all in the presentation and details. If you are going to run a gritty game, be sure to present the gritty elements clearly and well (i.e. extensive equipment lists, lots of details, etc.). If you are going to focus on epic action, be sure you don't load the game down with too much grit or create complex systems for magic and such. Fundamentally, be sure that the use of the system results in the metagame feel that matches your genre.
  6. Re: The move to FTP I might actually play now - once I finish Fallout: New Vegas. I enjoyed the free trial last Halloween, I just can't bring myself to pay for an MMO for as much as I would play. I think its the best model - free basic content, pay for enhanced content. Continuous demo that you can essentially grow out from.
  7. Re: Complete Newcomer to the System You want to avoid proselytizing. One bit of feedback I have received from my seasoned players - they don't want to pay points for a torch/flashlight. Many new players are very much in an equipment mindset and especially coming from D&D or GURPS Fantasy that will be an issue that you have to acknowledge - they want lists of stuff. I have many players that do not like Hero chargen, but do like to play it. I run a lot of fantasy games, and specifically run a lot of d20 modules (I don't have a lot of prep time) and that matches a style of play that many people enjoy. We just do it in Hero. I also run a lot of post apocalyptic games. I have some materials here: http://www.legendsmiths.com/adventures, including equipment for Fallout. I have found that a very easy way to get people into the game is to play a setting/characters that they already know. Run a supers game with the Avengers. Run a modern game using the cast from Leverage. Stuff like that.
  8. Re: Complete Newcomer to the System Always happy to light up peoples' day /ftr I am with you Killer - EDM as a solution other than EDM feels like a cop-out.
  9. Re: Complete Newcomer to the System ...and there's always Extra-Dimensional Movement for all other cases.
  10. Re: Complete Newcomer to the System all the games I run are low powered and gritty and i like it especially for that.
  11. Re: THE HERO SYSTEM GRIMOIRE: What Do *You* Want To See? Right, so if you are building a spell that's appropriate for Low-Powered Superheroic levels (300pts), then state it as such. The clarity will be very helpful for people using the book in their campaigns, since they will have identified an appropriate power level for the game. The alternative means that it is less clear what power level a spell is appropriate for. I think the character guidelines are very helpful for keeping campaigns balanced and structured, so aligning the spells with that structure would be very helpful.
  12. Re: THE HERO SYSTEM GRIMOIRE: What Do *You* Want To See? Consistent power levels. Most fantasy games are at the heroic level (I think), so I'd like to see the spells adhere to those guidelines. In the previous version it seems like many of the spells are all over the map in terms of power level. I don't mind having powerful spells in there, but powerful versions I think would be more appropriate so that it is more immediately useful as a resource for building 100-250 point level characters. That means considering more than just Active Points. So, while 50 active points is the limit at Standard Heroic, 10 def is also the limit. No "Mana Armor" spell should provide more defense than 10 PD or 10 ED, or 5 rPD. That doesn't speak to anything about how the magic system restricts access to this spell, recognizing that a 5rPD spell, even at 0 END, is cheap. I think this balance is very important. The value of the grimoire is diminished if a spell is overpowered for a given point level. If nothing else, specifying a spell to be "Standard Heroic" or "Very Powerful Heroic" would be helpful. That way, independent of what magic system is being used the spells can be incorporated more easily, and at the appropriate level.
  13. Re: GMing a Post Apocalypse campaign If you follow my link to the Fallout stuff I put together (as posted in the Fallout thread) I have all of the Fallout gear not only in spreadsheets but in HeroDesigner format. Enjoy. http://www.legendsmiths.com/adventures/fallout/equipment
  14. Re: Fallout Hero (6E) The Perk is really restrictive in terms of character development. You could allow a 3 character points or +3 to a characteristic to be purchased every 100pts or so. I don't know as pseudo levels are necessary. Just put point limits (i.e. Perk such and such is only available to characters built on 200 pts). Levels don't really add anything to the equation.
  15. Re: Fallout Hero (6E) This is a common question for Hero, but why pay points for equipment in Fallout? FO is very much equipment/trading heavy and paying points for stuff really doesn't work all that well unless you use something like Resource Pools and then that gets away from KISS. I'd suggest the standard "Start with x caps" and buy equipment would be the way to go. Something like a Gatling Gun costs way more points that players can earn XP... it just doesn't work. Not to mention, economic value != point value of an item. I think you should reconsider that approach. Bobbleheads with a charge that lasts a really long time (possibly longer than the campaign) really doesn't make sense. The limitation of a charge needs to be appropriate for its utility. Let's say a Bobblehead gives +3 STR. Metaphysics of what a bobblehead is and how it "knows" that it's been used aside, you intend that +3 STR to be granted to the first person who decides to use the Bobblehead and that +3 is good for...? Forever? 1 year? In the game it's implied that it's forever, and they can't be traded, but it's a metagame element to begin with so who's to say. If it were reusable, I suppose I would build it as 1 Continuing Charge (1 Century, Recoverable, Recovers Under Limited Circumstances: Must be lost and forgotten; +1 1/2). That technically (IMO) would work, but all it really does is grant a character +3 STR (permanently in effect) and transfers ownership once lost & forgotten. Continuing that thought then, why not just make it a bonus as an IIF Personal Focus (1 owner at a time) -1/4. It's almost really just a Physical Manifestation (which is -1/4). Add Only until Lost & Forgotten -1/4, and I think that sets it up. To a certain extent though, this is really academic. If the characters have to pay points for the Bobblehead, and they don't lose them once they are granted the boost, then the Bobblehead is really just a plot device for them to either spend those points or get them for free. The mechanics of building the bobblehead really aren't all that relevant. If the character gets +3 STR permanently, you are either giving him 3 points or he is spending them - there are not effective limitations on those points, unless losing the bobblehead loses the points as well.
  16. Re: Fallout Hero (6E) Building on what The_Patriot said, those really aren't necessary per se. They're just noise, and implied (Real and Focus anyway). Inherent could be appropriate in the right circumstances, but isn't here. Dispels vs. equipment are rare, and most equipment would be susceptible anyway. Always On would almost never be applied. I try to keep my equipment lists as lean as possible, especially since the point values don't matter. Nearly every object therein is an OAF with the exception of Armor, which would be OIF. In a Heroic game that almost never is really an issue since we know that weapons can be grabbed in combat and armor is worn.
  17. Re: Anyone working on a Fallout 3 conversion? http://www.legendsmiths.com/adventures/fallout/characters There is a Ghoul character - Radiation still affects them, but in a different way. It's not as debilitating, but essentially transforms them into a feral ghoul. So, while it can be useful it is still dangerous.
  18. Re: Fallout Hero (6E) I updated the Fallout Equipment (including a full HeroDesigner Prefab file): http://sites.google.com/a/legendsmiths.com/legendsmiths/adventures/fallout/equipment All miscellaneous items, chems, foods, beverages, armor, weapons, schematics - it's all there. Here is an excerpt from my conversion notes on Recovery. I think this really helps replicate the meta aspect of eating/survival in fallout an has actually made food an important aspect of the game in a mechanical fashion. Healing Hero can be a bit grittier than Fallout when it comes to damage and healing. On the equipment list for example, there is no such thing as a first aid kit. This is probably okay, as long as you allow Paramedics at -1 per 2 BODY lost to stop any bleeding with no modifier. If you want it grittier, introduce a First Aid Kit at a cost of 50, weight of 2. It grants +2 to stop bleeding. Characters recover an amount of BODY equal to their REC per month. This rate is doubled if resting (no travel, no combat, no significant END expenditure). An attending physician can make a Paramedics Roll at -3 each day to boost this by 10% per point of success (maximum 50%). Stimpaks provide Healing 3d6N with Paramedics (Medicine) roll, +1d6N per 2 success, half on failure. Med-X provides +8 PD & ED, lasting 4 minutes with a 6- Addiction check, resulting in 3 days at -3 INT & DEX. Recovery Characters do not get post-segment 12 recoveries. Sleeping characters get a recovery every 1 hour of uninterrupted sleep. Characters can take a Recovery action if they combine it with an appropriate consumable. Drinks grant a multiple of REC in STUN and END without taking a Recovery action. Starvation If characters eat an extra meal (food, not beverage) they can "bank" a standard recovery, representing the fact that they are well fed and rested. This recovery can be "stored" for 6 hours. It may be used with the standard Hero recovery rules (post-seg 12, unconscious, as an action, etc.). This is an exception to the recovery rules listed above. Starvation Since Recovery is only enabled by sleeping and eating, starvation really becomes a function of having enough food to survive combat and travel. Long distance travel is 1 STUN & END per 1 hour of travel (at normal rate) plus the END Cost Per Hour value of Encumbrance. So, a 10 STR person carrying 30kg of gear (+3 END per Hour) would expend 4 END every hour of travel at regular rate. High or Low Temperature rules apply as written on 6E2 145, but the rules for Starvation and Dehydration may be unnecessary considering the effect that no free recoveries grants. I just ran the first adventure using these rules and the players really liked them.
  19. Re: Fallout Hero (6E) I think in you RAD example above you mean to say 50xCON (e.g. 50 x 10 = 500). 500xCON is going to average then at 5000 RADS and in Fallout you are dead at 1000, so that doesn't make sense. I'm not sure you need to create a new stat, but I think your levels/ approach is fine. You have each level as 20% of max. Why not just go with: 10xCON 20xCON 30xCON 40xCON 50xCON I think that's too low. The effects in Fallout are milder and there are more RADS than the realistic scale presented in Hero. I think the difference is about 4x, so just increase those thresholds by x4.
  20. Re: Hero System Books Have Way to many Typos How so? You apply it just like you might apply Autofire to STR. How is it different? Or Reduced END on your base Running. Same thing.
  21. Re: Hero System Books Have Way to many Typos But they did... it's an Advantage. I guess taking it to the extreme would be to eliminate the Resistant Protection power altogether. That would be purity.
  22. Re: Hero System Books Have Way to many Typos Nothing has changed since 5th other than how you track it. It's either 3pts for 2 rPD or rED or 1 pt to make 2 PD or ED Resistant. Now, instead of being a power, it is an Advantage, which is more consistent with how defenses are priced. Just like FF now is 2 real points for 2 rPD or rED or *gasp* 1 pt for 1 rPD or rED.. I'm not sure why people have gotten so bent about this change - the points are the same (at the base), but how they react to power modifiers is far more consistent. At least that's how I see it. I, for one, welcome our 6E overlords.
  23. Re: Champions 6th Edition, page 262: Ice Block; Whats does the, plus +3 ED, mean? That means if you choose that slot, as part of the power set, increase the character's ED by +3. The nuts and bolts are that the cost of that Multipower Slot (3f) is less than the other slots you have to choose from (6f) - so, in the interest of keeping the power sets balanced, the point difference has to be made up somewhere, and in this case it is the ED Characteristic. It is only because of the artificial nature of grouping the powers into Power Sets that is causing this to be necessary. If you were building the character buy hand (or HeroDesigner) you wouldn't necessarily even think about the fact that the slot is cheaper than the others, since you are spending your points as you need them. Welcome to the game! Did that help?
  24. Re: Anyone working on a Fallout 3 conversion? I just updated most of the equipment. I have a prefab for weapons, and the armor roughed out. I also posted an HD template file for Fallout. I think it's coming together. I also updated my conversion notes with a fairly unique approach to STUN, END, Recoveries and how that plays into the feel of Fallout vis a vis starvation and food consumption. Radiation I also think is done and defined, using Fallout rad count levels but the 6E2 153 Hero mechanics. Yea! http://www.legendsmiths.com/adventures/fallout/equipment
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