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Jhaierr

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Everything posted by Jhaierr

  1. I strongly considered including this setting in my list, but I figured that it would be even more of a stretch to see it "updated" for 6th edition. It was published before DOJ owned Hero and before the new wave of material for 5th edition.
  2. I don't know if a poll for this has been done previously or not. I am curious about 5th Edition Fantasy Hero settings that were produced by Hero Games instead of third-party settings. Obviously, I am not from Hero Games, so this is just a "wish" poll more than anything. You can select one or more of your favorite Hero fantasy settings that you would like to see updated for 6th edition (in at least a PDF format).
  3. Maybe one of the mods could unpin this thread? Mods?
  4. How did you come up with your 'handle' (forum name)? "Jhaierr" is the name of a character from a fantasy world created by myself and a friend. He is a panther-like warrior prince of the feline humanoid race. What was the first tabletop RPG you played? Middle Earth Role-Playing (MERP) What was the first tabletop RPG you GMed? Middle Earth Role-Playing (MERP) - In fact, I began as a GM. What are you currently playing/GMing? Nothing, unfortunately. I was most recently GMing a superhero Champions 6E game online with friends, but I had to put it on hold during my internship and while I finish the last year of grad school.
  5. Oh, excellent. I did not know about this. Thank you very much!
  6. I'm curious what the barriers are to having Fantasy Hero set up as an add-on for Fantasy Grounds? Is this achievable given the way the Hero System works?
  7. How about Incapable of Normal Human Interaction Player. A player whose characters always have the common language at only 1 or 2, or only speak in monosyllables, or do not understand the culture of those around him, or are just socially reclusive and afraid of speaking. Or the Special Snowflake. A player who always must play the most unique combination of race and class, and have purple eyes and animal empathy. We all like to be unique, but this player takes to two steps too far, in every game.
  8. Oops! Thank you Edit: Fixed in original post.
  9. On the off chance that anyone in the Fantasy Hero forums missed it: The Kickstarter for Fantasy Hero Complete is now live, as described in this thread here!
  10. This is probably redundant, but just in case anyone has missed it: The Kickstarter for this is live, as described here.
  11. Great points, and thank you! In our fantasy world, magic requires one of the following: Incantations, Gestures, or Concentration, and it may require Extra Time as well. Usually they are the standard sort of gestures and incantations, but sometimes the gestures are actually drawing runes in the air and sometimes the incantations are singing a song throughout. Over time, the spells may not take as much time because you just get better and faster at it as you improve at magic. I've never required a roll for the magic. I suppose I might require an EGO roll if there is a particularly stressful and distracting situation where you must focus much more than usual (e.g., you are injured badly, bees are attacking you, you are very disoriented). Most magic costs END normally, although sometimes extra END, and as you get more advanced the END cost could decrease as you get better at channeling it. A magic-user can often be disabled by gagging him or tying his hands. However, some schools of magic-users are not hindered in that way (e.g., shapeshifters, mental magic users). I will have to work on and post the elemental mage at some point in the future.
  12. I know I'd love to see it. A few friends and I ran a one-shot (or maybe a 2 or 3-shot?) a few years ago using your rules and templates. It was great fun!
  13. Really interesting thoughts. After reading your different opinions, I am leaning toward not paying CPs for any items and equipment. I also like the idea of having spells usually take a full phase (or an extra phase) at minimum. I could progressively reduce that as you advance through journeyman, master, and adept as well. I'm curious what you guys think of the spells themselves? Would you want to play a character in this path? Any other spells you think should be added given the information provided? (again, healing is in a separate profession)
  14. I don't want a particularly deadly/gruesome campaign as far as the PCs are concerned (and I'd prefer not to have to fudge rolls a lot to make that happen). Not using the hit locations and impairing rules will help out with that. The reason I'm considering having everyone pay points is because the magic users don't get a cost break (aside from frameworks). Using a sword and a dagger would be 13+8=21 points. That's not bad at all. Alternatively, I could allow everyone to just pick up whatever and use it, but what if they somehow were able to kill a powerful warrior and get his magic sword that is worth 100 points? A PC warrior would get that for free while the PC mage would be stuck paying for all of his abilities. I could have everyone freely use normal items, but magical ones you must pay for... That's one option offered in Fantasy Hero. I don't want to end up playing a Monty Hall campaign. haha I'm really curious what your thoughts are on that. One can easily just say "you need to pay points for it," just like the would in superhero campaigns. Has anyone ever played in a fantasy campaign that required you pay points for items? The Template package already contains the Initiate Spells, so it's more on the order of 83 points left over.
  15. Tonight I decided to sit down and work on my druid-like magic users (called the Daeic) in my (and a friend's) original fantasy world. I am curious what you guys think! See the PDF attached here. (I'm using 6th Edition.) A few notes to get the general gist of magic and other things in this world: I am strongly considering using most of the superheroic rules in play (i.e., everyone pays points for everything, no hit locations, no impairing wounds, but probably no Knockback) and starting everyone with a Standard Heroic character at 175. Unless I hit a snag somewhere, I think I will have magic-users pay full points for their spells, but they can have multipowers (as seen here). Magical healing is pretty much exclusively done by a separate profession of healers, so you won't see any healing magic here. This is just one "path" that a Daeic can take; the others are very similar in progression and nature. Magic is not typically unpredictable (e.g., there are usually no magic rolls tied to merely casting a spell, although you might use a Magic roll to slightly alter a spell in casting), and I don't use a ton of limitations on spells. However, almost all spells will have either Incantations, Gestures, or Concentration as a limitation, and sometimes they take Extra Time to cast (especially non-combat spells). In the document, I have the cost for "upgrading" the Multipower/spells when you advance to each level instead of the full cost. I'm considering having each character that advances toward the next rank buy each top-level upgrade in individual chunks (e.g., each detection spell, all the Multipower upgrade costs, and finally the Fringe Benefit), so there wouldn't be a situation where they have one spell in the Multipower that's upgraded and others that are not (too complicated). You'll see I have several standard-effect options there. I like to keep the more variable effects when it comes to damage as opposed to other types of effects. Plus there will be less dice rolling in play and a simple way of remembering what will happen (e.g., "this spell will always give me +6 STR") and it's less up to "luck" when it comes to effects like that. Damage would be variable and rolled, but this type of Daeic doesn't deal damage directly with his/her spells. The way I look at the ranks is that a Daeic needs to buy, say, all the upgrades in the Journeyman rank in order to be called a Journeyman. The Adept rank probably should have more spells, but I am also thinking of what is necessary for someone to be called an "Adept." Adepts have other abilities like item creation, spell customization/creation, and other spirit-plane-related spells that they have access to. That's why Adept is cheaper than Master. I have other types of magic-users in the world (e.g., elemental, illusionists, mental, bardic, healers), and of course they have completely different progressions and structures to their magic. Sorry for the length. Any thoughts on what I have here? What do you think of the power level of the spells? Do you think 175 is too low for a starting character given the Template? Should I bother having everyone else pay for all their weapons with points? (Magic items would require points regardless, I think.) Daeic spells.pdf
  16. I really like your writeups, NuSoardGraphite. I, too, came to Hero via Rolemaster (and with some exposure to Shadow World). Part of me would love it if Kulthea was Hero's official setting, although I wonder if it needs its own setting; Kulthea is tied closely to Rolemaster.
  17. The community could potentially decide on various aspects of the sourcebook by creating a survey/poll on a place like SurveyMonkey.com. Once we have a general consensus on what type/feel/sort of setting we'd like to have, then we can decide who would like to be in charge of creating it.
  18. I personally have never liked skill rolls for magic. I would rather use Extra Time or extra END costs (maybe LTE) to make it more balanced. But honestly, it depends on how magic works in the world I create.
  19. I think you overlooked, "Take precautions, fine." The point is that we don't do much about teaching boys about respecting someone else's choices; we all too often place the responsibility of preventing rape on girls' shoulders instead. We should help women to defend themselves against others, but the bulk of the work should be in primary prevention (i.e., working on interventions for men who might take advantage of women). I'm not talking about grabbing women in parking garages and raping them; I'm talking about coercion, manipulation, taking advantage of inebriation, etc. The messages that we get from our culture tell us that women are here to please (heterosexual) men, and we have to work on undoing this in some way if we are going to create a better world where everyone understands what consent is. For those that don't or refuse, yes, take precautions against them.
  20. If I weren't so busy with grad school, I would love to work on a setting. Something that could be sort of generic high fantasy without actually being generic. Sometimes the settings that are created are awesome, but they are very niche-like. I have plans for a fantasy world that I'm working on with a friend of mine that I really want to create as a sourcebook, but it's a long process that is on hold until school is done.
  21. How much would you say that Shadow World is dependent on, say for instance, the way spells work in Rolemaster? Is that really a big part of the setting? I know there is Essænce, but I don't think that's related to the Essence, Channeling, and Mentalism sources at all.
  22. Hmmm, I wonder.... We have been talking in other threads about Fantasy Hero needing a "standard setting." I wonder how difficult it would be to work out a deal with Terry Amthor and have Shadow World be it? Just a thought. Shadow World might be very, very tightly wrapped in Rolemaster now...
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