Re: Taking the plunge into Fantasy Hero ... help!
It was recently decided by my gaming group that we would give FH a try, as opposed to our D&D game. I am currently working on converting my rather not normal Forgotten Realms game over into FH terms and make the world from scratch due to a complete lack of conversion between the two. I find that I have run into two major issues, the first being that I am not as good with the Hero system though I am an Experienced player, I find that I have difficulty in determining what rules apply to certain aspects of the world, the other major issue that I am still having is that the magic system is not quite what I want. The issue I am having with rules for certain aspects of the world is not my biggest hinderance at this point it's the Magic system. Here is the problem that I am facing at this point
1. The magic system needs to encompass both Clerical type magic and Sorcereous type magic.
2. Do I have the spell caster buy the spells as a power or a skill that represents the spell?
3. If I go with a Skill that represents the spell do I charge more for the skill? And if so how much more?
4. Also if I am going to have the player buy the spells as powers is it fair to also make them pay for the skill to be able to use certain schools of spells or should I just use an over all magic skill such as Divine, Sorcerous, Nature?
5. I think that last issue that I am finding I have is that in all of this, is that if I make the spell casters buy powers for thier spells do I make the other Characters that do not cast spells buy powers for thier gear and what not?
I imagine that a lot of this is trivial in a broader scope of things, but at the moment this is what is going to define a large part of my world and the way the world works.