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heatmonkey

HERO Member
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Posts posted by heatmonkey

  1. Chasing rules through five tomes of books is exactly why I ported my campaign to Chaosium's Basic Role-playing. So maybe instead of either reproducing the rules or referencing them, there is a way to collate the essential rules into a functional set of flowcharts, charts and lists with a reference back to their sources. I like the idea of it being a stand-alone. As Fantasy Hero 1E player, I know there is a way to do it.

  2. Scenario:

    Aid A - Aid STR 4d6

    Aid B - Aid STR 1d6, delayed return rate: 1 day

     

    Bob is hit by Aid A for 12 and Aid B twice for 3 and 4. Current adjustment is +19 out of a maximum of 24.

     

    How does the return work? I think it goes like this:

    Post-12 one, 5 points return, current to +14, maximum down to 19

    Post-12 two, 5 points return, current to +9, maximum to 14

    Post-12 three, ???

    If we loose 5 points again, we eat into the 7 gained from Aid B with the delayed return. Do we drop to +7 with max of 9?

    Next turn do we drop to 6 with max of 6 and hold there for a day, going down to +1 max 1 for another day?

     

    I get the impression that the Aid pool is only governed by a single maximum and a single return rate at any given time, but I'm unsure of how maximums interact when the return rates are different. Detailed examples would be appreciated :)

  3. Re: Campaign groupware? Open-source campaign book?

     

    Could be an interesting endeavor to do again if we have ground rules and organization.

     

    I think it would be cool to pitch an idea to the commons, any competing ideas gets a commons vote. Do we have poll abilities on this forum? It would have to be the honor system or we could do survey monkey. Then that way, we could divide magick, creatures, kingdoms etc along populous votes. I don't think we need to have votes for everything, but for major topics. After that, we can form teams for each with the originator of the idea driving the committee for that aspect.

  4. Re: Pirate Hero

     

    I think the move, hit location, arms and stuff could be a bit different. A sailing ship is a significantly different beast than a car. I think it might be interesting to wrap some kind of detail around the move based on wind, combat on rough seas etc. Even the Disney's Pirates could be a good source for a cool set of adventures. They certainly have magic enough.

  5. Re: Fairytale Hero

     

    A good point; Luck and Combat Luck could help humble peasant lads to compete with martially trained knights and princes.

     

    What kind of magic would you replace with luck? How would it work?

     

    I am thinking the character doesn't call on it as much as the player would recognize the opportunity. Then it would be a power of a certain type and should play just like any other power. This would let you build a charmed life for a character where the character never knows about the magic. Something like combat luck for the Prince fighting Maleficent.

  6. Re: How to found a new Catholic Order

     

    From my limited understanding of the Holy Orders is that they tend to start based on what is considered to be a human need, not just a temporal one. Temporal changes are short lived and their teachings tend to die away. The hope of the Order is to root the change or philosophy into the heart of the Church.

  7. Re: MMA-styled martial arts locks and grappling

     

    You guys are awesome! Thank you! I have started back to RPGs after a 20 year hiatus. I always loved Heroes back in the day and decided to pick up the latest so I am playing 6E.

     

    To the OP, do you mean some flavor of leg lock submission hold?

    It's a variant of the Joint Lock / Throw maneuver, with the You Fall element added; 3 points vs 4 points.

    We used a few of these in the Corps, and omg they hurt.

     

    This is exactly what I mean. There is a heel grab variant that is designed to disable the knee and I think the comment on the break is what I am missing. Thanks for the feedback!

  8. Re: Why I prefer HERO System over Pathfinder/OGL/D&D for fantasy

     

    I choose it because of familiarity and flexibility. I first encountered Fantasy Hero with version 1. I still have it. That and the companions. I absolutely loved a system that let me craft my own spells, weapons, etc. 6E is considerably more fleshed out and having been away from gaming for so long, it has been a learning curve. But what I loved about it to begin with is still there.

  9. Re: Fairytale Hero

     

    So....your players want... reality mixed in with their fantasy hero? ;) I *love* the idea of a fairy tale campaign. Wishes are great, what about luck? A lot of the truisms that get taught through fairy tales hinge on luck. It seems to me that you could make that as a basis for some of the powers the characters would have. Replace some magic with luck. That way, you can get lucky when you need to just like in a fairy tale.

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