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Greatwyrm

HERO Member
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Posts posted by Greatwyrm

  1. Re: [Newbie] problem figuring out this power

     

    If he wants to have a tree walking around and beating on people for him, you could use Summon. Just write up a character sheet for a walking tree critter.

     

    If he wants to have mostly plant based powers, this would probably make a good Elemental Control, if you feel like you're ready to tackle something like that.

  2. I've never run a FH game, but I'd like to do some planning for one in the future. So, for all you FH GMs, I have a couple of questions.

     

    1. Do you like to run heroic or super-heroic games?

     

    2. What starting character point levels do you use?

     

    3. What style of play (e.g. high fantasy, epic LotR style, sword & sorcery) are you looking for with those levels?

  3. Re: Custom Lim: Fasting

     

    I'm not real sure about Extra Time. I think Extra Time would mean you're taking all that time working on starting the power. If you can do other stuff while you fast, I'm not sure that's what you'd be looking for.

     

    Maybe look at Side Effects as a base. How serious the fasting of whatever type would be and then add on Always Happens or whatever the modifier is. Not eating for a day or two would probably be -1/4, for a week -1/2, for a month or more -1, plus the mod for Always Happens.

  4. Re: At what point can HERO sue?

     

    There are plenty of games that have similar mechanics, but are still very different. WoD, Shadowrun, and Fireborn all use dice pools. I don't think any of them are stealing from each other. D&D and the Palladium systems are class-based d20 (mostly), but are still different in a number of ways. HERO and GURPS are both point-based 3d6 games.

  5. Re: Fuzion

     

    Ok, I liked Fuzion. I ran a lot of Cyberpunk and it was basically the same system, but better. I liked that, especially since R. Talsorian is only now beginning work in earnest on Cyberpunk 3e.

     

    Also, it was the Fuzion version of the fantasy game Shards of the Stone that got me interested in HERO in the first place.

  6. Re: FH - Spell Question

     

    Yea, but that's more of a special effects issue. The Spell limitation is primarily for taking away some of the options you'd usually have for attack powers.

     

    You can have spells that don't need to have the Spell limitation, although I know it sounds weird. For example, spells that let you see in the dark or shapechange or heal wounds wouldn't need the limitation, but would still be cancelled by an anti-magic field of some sort.

  7. I'm a little confused about how some Rule of X limits on skill levels interact with other things that can raise your roll. I'm specifically looking at how it would affect skills used for spellcasting, if that matters.

     

    For example, let's say I've set a limit of 13- for skill rolls for starting characters. So, Bob the Wizard buys Necromancy up to 13-. His uncle gives him a Widget of Magical Potency that gives +2 to magic skill rolls. Can he now use 15- as the roll or should he still be limited by that original 13-?

  8. I'm working on a game that's basically a melding of cyberpunk and fantasy -- alchepunk, I guess. Anyway, I'm curious about how the rest of you figure prices for new weapons and gear. In StarHERO, there's a handy chart for guidelines, but its only based on AP. It seems like if you have two things with the same AP, but one has a lower RP cost, the lower RP one should cost less.

  9. Re: Non-combat Magic items with plot hooks

     

    How about a ring that grants a few overall skill levels, but has the side effect that you have flashbacks from previous owners' experiences. One of the previous owners posessed the ring while he hid something very valuable. Someone who wants that thing is seeking the ring, hoping to have a flashback that will tell him where the valuable item is. Of course, the PC might have such a flashback as well.

  10. Re: Fantasy Hero Grimoire review discussion

     

    But the main realisation I've come to is that adding lots of modifiers to a power diminishes the point cost of each individual modifier. Why does Master's Version come so cheap? Because grimoire spells come with lots of limitations' date=' so dropping one (RSR) has very little effect on the overall point cost.[/quote']

     

    Very true. IIRC, most spells would be affected more by dropping the expendable spell components. Many of them have some kind of expendable, inconvenient, and/or rare focus.

  11. Re: Fantasy Hero Grimoire review discussion

     

    'tis the nature of generic gaming. Writers must try to second guess what the most common use will be and attempt contingencies for special cases.

     

    In addition, it's just not really worthwhile to complain about the specifics of how the spell works in the specific magic system. I'd wager that, as with most things in the HERO system, there are as many different ways to do it as people who want to do it. I don't really like the Turakian rp/3 thing either, but that's hardly a fault of the Grimoires.

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