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Gunrunner

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Everything posted by Gunrunner

  1. Re: Ambrethel and the FHG I forgot to mention that the exact cost break multiplier is 1/3. Whatever the real cost of the spell ends up to be, multiply it by 1/3 and that is the REAL real cost your character has to pay for spells. I'm not sure why the magic system wasn't just set up as a multipower with common limitations. Maybe the makers thought it to be too restrictive.
  2. Re: Ambrethel and the FHG Yes that is correct. It says in FHG that the spell system is built for use in the Turakian Age setting, but can be used/modified for any setting that has magic. The spell system consists of powers that commonly (but not all) contain these limitations: gestures, incantations, RSR (-1 per 10 Active points), and OAF expendable (spell components). One cool thing is that every spell has several variants listed in case you prefer a slightly tweeked version of the given spell.
  3. Re: How would you describe the "feel" of the Turakian Age? Ahhh! Most informative! Thank you for your quick response Mr. Curtis
  4. Re: How not to come up with a magic system! Almost anything's feasible my friend, but before I can try and help you I have to know: what is LTE?
  5. Re: How would you describe the "feel" of the Turakian Age? I liked Greyhawk and Forgotten Realms - it's just too bad I didn't care for the D&D system. Just by looking at the online glossary of terms for the TA, I can see the depth and dedication put into making this book, so I'm sure I will enjoy it thoroughly! From reading the description of the Valdorian Age, it seems that it will be more of a Swords & Sorcery setting as opposed to the Turakian Age which you describe as High Fantasy; yet both are the same world in different ages. My question is this: (I understand if you're not willing to answer this) Is there some major change in the way magic works in this world that would be an important reason for a change in the subgenre? I understand that you would want to create different subgenres of fantasy for players with different preferences. However, the reason I ask is because in the Fantasy Hero book the High Fantasy subgenre is described as a setting in which magic is prevalent and pervasive. But the Swords & Sorcery subgenre is characterized with the element of magic being slow and difficult. Being such, that would lead me to deduce that something considerable happens over the course of time that would change the way magic works. Perhaps I'm thinking too much into it, but I am curious!
  6. Re: Character creation problems solved Thanks for the ideas everyone. I already do run a campaign with characters built on 75/75 character points, so it's not like I'm starting the PC's out too powerful or anything. I've carefully considered all these ideas before and here are my thoughts: Increasing the cost of STR is just going to encourage all players to just max out their DEX instead. Limiting the number of points players can spend on characteristics...it could possibly work, but since STR is so cheap anyways that won't stop players from maxing it out. Maybe combine both ideas??? Increasing the cost of STR while limiting the number of points players can put in primary characteristics - this might make players think twice about maxing out their DEX if they have to reserve more points to put into STR. Another thought I had is to make a gradual increase in cost for primary characteristics beyond 15. For example... To go from DEX 14 to DEX 15 costs 3 cp's; DEX 16 costs 4, DEX 17 costs 5, etc. For STR - STR 16 costs 2, STR 17 costs 3, STR 18 costs 4, etc. Basically a cumulative cost increase of 1 cp for values beyond 15 for primary characteristics. This method could be used for skill costs as well to prevent characters from having godlike skill levels (after all, it only costs about a mere 19 points in a skill to give him a skill level of 20 - which according to page 29 of the rulebook would make him "perhaps the greatest master of the Skill in history"). This way only those truly dedicated in their craft will be the best. It also makes more sense, as the learning curve for most skills and abilities evens out at higher levels of expertise - and as such requires a GREAT amount of dedication (i.e. more character points) to improve. Or you could simply limit the starting level characters can have in skills That would be easiest
  7. Re: Blank Mechwarrior Template Seems very well thought out. The only critique I have is that you have a LOT of skills. I would try to reduce the number of knowledge/familiarity skills by making them a bit more general/less specific, but if you like the detail then keep it as is!
  8. Re: Classes in Star Hero Did anyone mention space pirate???
  9. Re: Character creation problems solved I'm sorry, I forgot to mention that players can go above their characteristic maximum value through gaining experience, but they have to start equal or lower to that maximum STARTING level.
  10. Re: Character creation problems solved Using background skills that have combat utility is a good idea too, Snarf. Thanks for the suggestion. I've tried GURPS before, but I'm not too crazy about it. Hero is more flexible and fun. Is it more realistic? I think it can be realistic if you use some optional rules, but I don't want to slow the game down either.
  11. Re: Character creation problems solved
  12. Re: Character creation problems solved I don't know if I want the players in my campaign making characters with 40 STR, which I can see happening with no NCM. That's not very realistic to me. But I guess it could work if you raise the characteristic maxima within reason. I'm sorry you don't like my house rule archer, but to each his own I guess. Nobody in my campaign really minds it, and it seems to work fine. Yes, it is kind of Dungeons and Dragonsish, but what's wrong with that? I share the same disdain for the D&D d20 system as you do, perhaps even more so. This is mainly because I don't believe D&D does a good job of simulating reality (putting magic aside, since there's really no basis for reality there) not because I think that there's nothing good about D&D. Further on that point, to allow players to create characters where every wizard has 20 INT and every warrior has 20 STR is to allow the game to fall into the D&D trap - not simulating reality very well. I explained my view on this to the other players in my campaign and - while not all of them necessarily like it - they all understand and agree that it makes sense - kinda the way that they would feel by telling them that they can't start out with magical weapons/armor. Don't get me wrong, I don't believe in sacrificing fun for the sake of simulating reality, but sometimes part of the fun is creating a sense of realism that the players can see. I do however like the idea of emphasizing and rewarding other talents/abilities not combat related through the campaign. Although my campaign is very action/combat oriented, I will put my efforts toward doing this more. Thank you all for the feedback, I appreciate constructive criticism.
  13. Here are some option rules I use to solve common problems with players during the character creation process. I hope they are useful to GM's who are experiencing the same issues In order to solve the problem of EVERY player in my fantasy campaign maxing out their DEX and/or STR, I implemented this new character creation method: Have your players choose a primary characteristic as their main characteristic. Have that player then roll 4d6 four times and take the highest value (this usually yields results between 16 and 19). This value is the highest that player can make this primary characteristic. For the rest of that player's primary characteristics, have them roll 3d6 four times for each characteristic, taking the highest value. I usually allow characters to apply these max values to whichever primary characteristic they want (except their main one) All players still have to pay for their characteristics normally, and they obviously do not have to have their characteristics at their maximum value. Doing this creates unique characters where all warriors don't have 20 STR or all rogues don't have 20 DEX, yet all characters are still equal in that they all are made on the same number of character points. Try it! Other tips: In order to prevent players from making characters that are "one weapon wonders" I allow a maximum of two 2 point CSL's and three 3 point CSL's for each weapon group. Buying more levels of DEX to increase CV is more efficient than buying 5 point CSL's (9 points for a +3 DEX gives a +1 to overall OCV AND DCV, as well as a +.3 to SPD, while 10 points for two 5 point CSL's only gives a flexible +2 to OCV or DCV and only useful for HTH combat) The only advantage that buying 5 or 8 point CSL's have over buying higher levels of DEX besides being flexible is that the CSL's can be used to increase damage. Well, the players in my campaign figured out that they can just max out their DEX and buy the deadly blow talent instead of buying more CSL's. So in order to prevent players in my campaign from maxing out their DEX instead of buying CSL's, as well as to preserve the uniqueness a heavy fighter has for dealing out large amounts of damage, I outlawed the deadly blow talent. By doing this, players now have more incentive to buy CSL's since they need the CSL's to increase damage against heavily armored foes, something a high CV from having a 20 DEX cannot do. Also, in order to encourage players to create characters that prefer not to wear armor, I allow ONE level of combat luck that is not stackable with other sources of PD/ED. I also created a talent that I call "Barbarian's Agility" in honor of Conan's preference for armorless fighting. Here it is: Talent - Barbarian's Agility +3 to DCV against all attacks (Conditional Limitation: Only when wearing no armor; -1/2) 10 points Tell me what you think!
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