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eepjr24

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Everything posted by eepjr24

  1. A majority of 2 wins. =) It did not make a difference to the final cost in this case, but it probably will in the future. I am also going to probably add a -0 that you cannot generally stack from multiple sources of similar SFX. So a character with this origin (scales) could pick the better of that or a spell that gave you bark skin or an amulet that gave stone skin. Any non-overlapping effects still occur, so if the stone skin also gave LS: Extreme Heat and Cold, you could use that along with the armor value form one of the other effects. And if they chose something other than the scales and they did not have the limitation above (not with real armor), they could also add in the PD from their leather armor if they had it. - E
  2. Surely, that is why I asked for opinions and gave background on what was needed to cast in armor. Can you elaborate on what more you would like to know? - E
  3. I have an effect I am modeling for an origin type that grants the character some armor in the form of scales and resistant skin in areas of their body. Looking for opinions on that value of limitation to model the fact that it does not add to other resistant defenses provided by conventional armor. I am leaning toward a -1 generally for the effect and a -1/2 in the case of this particular origin since it will be limited to arcane caster types who don't tend to wear armor (not forbidden but you have to train to cast in armor, have PSL to offset the armor penalties, etc) and have access to spells that get them other benefits. Thoughts? - E
  4. I guess the other bit that bothered me is that you are creating a focus with the spell, not imbuing it with magic like in fetish or totem or rune magic. Semantics, probably, because it is expendable. But I can see someone extending the logic to build an RKA with the Focus advantage and 1 charge that they interpret as creating one magic sword a day.
  5. eepjr24

    Fallowers

    Hrm. Mega Scale Teleport or XDM, UAA only to return beings to whence they came?
  6. I like the simplicity, but dislike that it would be self only (the spells berries can be handed to anyone). And 6e specifically forbids usable by others on regeneration. Also, the spell will likely end up in a multipower, so if I build it at all it might have to be with clips. Maybe something like: 1/2d6 Simplified Healing, Standard Effect: 1 Body, 2 Stun, Reduced reuse: 1/Turn (+1 1/4), 8 Clips of 10 Charges each (+1/4), Autofire:10 (+1), Trigger: Eat Berry (+1/4) (19 Active Points), Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase, Delayed Phase (-3/4), Restrainable (-1/4) (8 Real Cost) Does that seem broken to anyone? Looks okay to me, but when you are building things, they almost always do. - E
  7. 6e 71 Prohibits buying CSL with the limitation "Only for OCV". Is it legal to buy them as "Not for DCV" to simulate attacks that can be more accurate or more damaging but not provide defense? If so, would this be worth any limitation? If it is not legal, is there an alternate way to buy damage classes to augment the OCV purchased as a power for this purpose? On a similar vein, can CSL (this would be the 8 or 10 point level) be bought only versus a creature or class of creatures? Or is this better simulated by buying a lower level of CSL (3 or 5 point level) with the group of attacks set as "Attacks against Orcs" or "Attacks versus Giants"? Thanks, - E
  8. I said the food part was easy, I was looking for ideas on the healing aspect. One person can heal 10 Body from eating all 10 or 10 people could heal 1 body each or any combination.
  9. Yeah, I ended up deciding invisibility was the closest option and went with that. I don't have to have every effect exactly, but most of them are easy enough to model and just wanted to make sure I was not missing some alternative way to construct it. If it does not work out in play I will scrap it. =) Anyone have any good ideas for Goodberry??? The food part is easy, but the healing broken up into 10 pieces seems difficult to do for a reasonable AP. - E
  10. Hero 6e, sorry. 5e concepts are fine as well though, I have not found anything I could not convert between the two yet. Invisibility was a thought, may end up with it. Mind Control I think it will be hard to fit into a large enough AOE (Fantasy setting, so probably long bow is the worst range I need to worry about) and still keep the effect dice high enough to matter. I will play with the numbers some. - E
  11. For more source material, try any of the Shadow Walking scenes from Zelazny's Courts books or some of the Mage War stuff from DiscWorld: http://wiki.lspace.org/mediawiki/Mage_Wars "Rincewind realises that they are in one in the The Colour of Magic when he flips seven coins; four land on edge and one turns into a caterpillar." Also there are some spots in the Mage Winds books by Mercedes Lackey which would be appropriate. I am sure there are others, those just seemed to fit best. - E
  12. Going through the 5e D&D spells and hit one that is an interesting problem in Hero. I can think of some ways to build it, but they would be quite expensive and I am keeping 1st level spells to 30 active points or less. Would love to hear ideas if anyone has them.
  13. How do you handle a defense that only provides protection versus a single damage type (cold, fire, electricity for example) but which can be chosen at the time it is turned on. If it matters, Fantasy Hero spell effect, will be on continuing charges. - Ernie
  14. If you build a Mental Paralysis that you want to give the target an additional attempt to use EGO to break out when they are damaged by an attack, what value of limitation would that be? I am leaning toward -1/2, but I vaguely remember there was something in the 5e Ultimate Mentalist about it but don't have my copy with me on vacation. - E
  15. 6e1 pg 217 States: "Takes No Damage From Attacks (+3/4, see text)" 6e1 pg 219 has no option for a +3/4... I think the +3/4 makes sense because it can be damaged by Mental Blast and ACV / AVAD attacks, unlike the +1 version of the advantage on 219 which just picks a method for breaking. Was that the original intent or am I reading into things? Thanks as always for your help. - E
  16. I would say that they balanced them, since they can be cast at any time with no penalty, similar to a use of STR or DEX for a fighter or rogue. But then again, I am an old 1st Edition D&D player (pre-AD&D), so YMMV. =P - E
  17. I would have guessed this would be answered already but lots of searching and even using google to search the site did not find it. I remember at one time there was an FAQ, but I cannot locate it anymore. On 6e1 pg 40, OCV and DCV are defined as characteristics. 6e1 pg 45 notes that they do not have a characteristic roll but that they are used for or affect attack rolls. 6e1 pg 176 notes that the price for negative values on characteristics and all skill rolls based on the characteristic is 4 points. 1. Does this mean you can buy a -1 to OCV with a Change Environment? 2. Same question for DCV. And how would this interact with paying double for affecting defensive powers, if at all. Thank you for your time. - E
  18. Probably in some previous version, but not in the version of 5e PHB that I have. - E
  19. Yes, the more I think about it the more I like the power roll idea. Not to completely replace the concept of Cantrips, because there are many that I don't think should be near effortless but for a fire mage lighting and snuffing candles, heating some tea or food, etc should be second nature. Combat effects are in my mind by nature more difficult because of the pressure, active opponents, etc. And larger effects require more power and effort and therefor warrant a specific write up as well. And Chris if you are looking for proofreaders or play testers let me know, depending on timing I might be able to help. As an aside, does anyone have guidelines they use for power skill rolls to define skill level or the like? Something like: Skill of 10 or less - Apprentice Skill of 11-12 - Journeyman Skill of 13-14 - Expert (or Mage / Illusionist / other class title) Skill of 15-16 - Adept Skill of 17-18 - Master Skill of 19-20 - Grandmaster Skill of 21+ - Arch Wizard I could add Neophyte for 8- I suppose, if that comes up. - E - E
  20. I too love them. I don't have trouble building any of them, really, just fitting them into the 15 AP level was my challenge. When you need to have images (already at 10 points for 1 sense group) plus some TK or transform or a CE... you get past 15 really quick. - Ernie
  21. Hmmm. I may allow that as an option as well. Define a set of powers that can be used for it (cosmetic transform, images, a few STR TK, maybe a dispel die or two and some limited change environment). That is an option, depending on the type of magic they go for. It would also allow later power tricks for more powerful variations on existing spells for off the cuff changes. Thanks. - E
  22. This is not a huge issue, but I figured I would see if anyone in the community saw solutions I was missing. I have just finished converting all the Cantrips from D&D 5e over to Hero 6e. While the great majority were not a problem, there are a few that translate poorly at the Cantrip level. My first solution will be to simply exclude them, but I was curious if anyone else could come up with a translation of the below concepts without exceeding 15 AP (the limit for cantrips in the campaign). For more information or to see a few examples, check out KS's page under my provider linked in this topic. http://www.herogames.com/forums/topic/92977-dd-5e-concept-conversions-6e-hero/ Note that due to being on vacation the great majority are not uploaded there yet, but they will be in the next couple weeks. The problem children are: Druidcraft: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous. harmless sensory effect such as a shower of sparks, a puff of wind, faint musical notes or an odd odor. You instantaneously light or snuff out a candle, a torch or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color. a small mark. or a symbol appear on an object or a surface for I hour. You create a nonmagical trinket or an iIlusory image that can fit in your hand and that lasts until the end of your next turn. lf you cast this spell multiple times. You can have up to three of its non-instantaneous effects active at a time and you can dismiss such an effect as an action. Thaumaturgy: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multi pIe times, you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action. As you can see there is a common theme of multiple possible effects. A VPP or Multipower might be the way to go here, but most of these spells will be in VPP or Multipower frameworks themselves. I am the GM for these, so I have some leeway but I am looking for input on what others have done or would do for this. Thanks, Herophiles! - Ernie
  23. Unless a particular player wants to go down that path, I don't have anything as well defined as what Chris has above. But usually there are at least 2 street languages in addition to whatever passes for Common. And sometimes there is High Common as well, which is just a more formal, stilted version. The two I typically use are Street Slang and a hand signal language / password combination used by the underclass. Sometimes others have their own language or symbol set such as the beggars, ratters and sweepers in large cities. Or the folks in the sex trade, in more adult tending games. - E
  24. First post answered part 2 and 3 very clearly, just wanted to make sure I understood for the 1st part. Drain BODY 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4), AOE (24\" Line; +1) (90 Active Points) Would the above, defined as an Illusory Ice Storm trigger Complications verses ice or cold effects? I guess I should also ask if it was not BOECV would it still trigger them? I think from the previous answer it would, but before I go building a slew of spells I thought I would clarify. Thank you. - E
  25. Meh, I don't like the idea because it seems like you are forcing something. If attacks versus ED are less common folks will buy less of it, self balancing the price. If ED is never bought, someone or something will figure out that fire / acid kills stuff good and the balance will shift again. In addition to the above points, what do you do about magic based PRE attacks / affects? I commonly use them for bardic spells, Command spells, and even lower level mind control type effects. Then you also need to figure out the Flash defense issue. And what about Change Environment? If you allow ED to defend against magic, does it negate the OCV and running penalties of my magical ice slick? Too many complications to figure out. I would consider a "Magic Defense" stat or the like before I would go down that road. - E
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