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eepjr24

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Everything posted by eepjr24

  1. A character or NPC has a vulnerability or susceptibility to cold or ice effects and is in the AOE of a spell that is defined as an illusory ice storm, actual power below: 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) 1. Would this trigger the susceptibility or vulnerability? 2. Would it be different if it was defined as Images? 3. Would it be different if it was defined as Mental Illusions? Thank you. - E
  2. For any following this thread, I have made a little more progress. I will be using 6 characteristics for saving throws (STR DEX CON INT EGO PRE). Most spells will not give saving throws but enough will to keep things interesting. I will be using the modified 7+CHAR/3 system for skill and saving throw basis. PER will still work off INT/5 for now. If you are interested in seeing or keeping up with the spells I have converted thus far, you can look at them over on Killer Shrikes pages here: http://killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/VancianSpells/ActiveSpellsList.aspx?ProviderId=23 Note that those are just the 5e D&D to 6e Hero conversions for the moment but may contain other things as time moves on. Additions will not be fast at the moment as I am also trying to help KS by updating the older spells for consistency and to add back in the Effect Names that were lost in a site hack a number of years ago. If you see things that are not named and know what they should be, feel free to drop me a line and I will add it to the updates after I check it out. - Ernie
  3. I'd be interested in hearing about it, but I think I will start off with 6 Characteristic based saving throws for a variety of reasons, not the least of which is to discourage inflation of any particular stat over others.
  4. First off, kudo's for getting through that thread. lol. Numerous sidetracks and side discussions, not a lot of good conversion ideas in the end. I will read the Narosia stuff once I am a little closer to converting the Background system over to package deals (optional, but there). I have a lot of the older Hero System books, back to even most of the 1st and 2nd edition Champions books, so I will be perusing them for ideas and content as well, especially the older FH stuff. Are any of the newer FH books worth it for these purposes? Or just converting the same powers over to the 6e standards?
  5. So I am working on a light power (Fantasy setting) and reading about Images. Consider the following power. Sight Group Images, AOE Radius 7m (+1/2) (15 Active Points); Only To Create Light (-1), Set Effect (-1) (5 Real Cost) What exactly does this do without the +4 PER to offset the dark night penalties? Could it be seen in the dark? In the day time or dusk how would it appear? I am not trying to quibble about the value of buying or not buying the PER Roll, as a GM that is easy enough to hand wave for minor things. I am just trying to figure out what this would do since it does not appear to do anything? If SFX is relavent, it would be a simple magical light spell producing light similar to that of a lantern. - E
  6. Others to include: Weaver, Tanner (distinct from leather working, although related), Furrier. Glass maker / blower. Cobbler. Milliner / Haberdasher. Dyer. Stonemason? Jewelry is pretty broad. Generally the split is more Silversmith, Goldsmith, but for game purposes it's probably moot. Cooper, Wheelwright and Cartwright, although you might include them broadly under woodworking. Brewer, Vintner and Distiller, although again you may include under provisioner. Locksmith. - E
  7. Okay, so I went back and read RAR twice. Dug out FREd and read it there too. I think (as usual) going simple here may be best, so i will likely take the approach of building it like this: Spell Save (-1/2) Requires a Roll: Base (-1/2), Characteristic based (+/-0), Skill Versus Skill (+/-0). -1 per 10 Active points (for caster and target) You can buy this on part or all of the spell, indicating how much effect can be mitigated by the roll. I am going to just negate out the Active Points penalty since is applies to both sides and fits this concept better. I think I will also have 2 more versions of it for some special cases, below. Difficult Spell Save (-1/4) Requires a Roll: Base (-1/2), Characteristic based (+/-0), Skill Versus Skill (+/-0). -1 per 20 Active points (for caster), -1 per 10 Active points (for target). Easy Spell Save (-3/4) Requires a Roll: Base (-1/2), Characteristic based (+/-0), Skill Versus Skill (+/-0). -1 per 10 Active points (for caster), -1 per 20 Active points (for target). Since I will be either building or approving all the spells, these can just be not allowed in cases where they don't make sense or some other method is already in place for handling it (levels of effect type powers). As far as the feat progression goes, I think I like Chris G's keep it simple approach for the most part. There are certain things I want to be uncommon in the game so that there is a sense of progression but I can just handle those either by saying that there are prerequisites to the power or that they require training at a certain subset of places or have to be quested after to acquire the knowledge / ingredients / whatever. Thank you all for the input so far. Any further thoughts on what I outlined above? Also, still looking for any D&D 5e conversions if anyone knows of any. - E
  8. To clarify a bit what I am thinking, I am not looking for a one to one conversion or even something in the ballpark. I want to maintain a certain feel and some ideas but i am MUCH more familiar with Hero than D&D, although I do quite like some of the worlds and campaign settings from the various incarnations of D&D and did cut my teeth back on Basic D&D (the old red soft cover). With that said, I don't want a saving throw to be the only defense against a spell. 5e D&D does not work that way in most cases anyway, "save or die" is gone for the most part. i want something that if the caster (or creator of the spell most likely) includes a limitation of a certain value the damage can either be partially or fully avoided. My major problem is something along the lines of: If I allow savings throws like in D&D which are based off of characteristic rolls as a Skill vs Skill roll with the caster's Spell skill (whatever that turns out to be) is it worth a limitation of -1/4 to reduce the incoming effect by half and worth -1/2 to eliminate it? NCM will be in effect with some modifications by race. Spell skill rolls will likely need to be controlled somehow but I don't want to put active point restrictions on the skill rolls to cause more inflation. Note that this will not be on every spell, just the ones I find it appropriate for so that should limit points dedicated just to defeating it as well since casters have other things to worry about offsetting like range or encumberance or being hit, etc. As far as progressions I am more interested in laying out some possible paths for people who are more used to having predefined things to choose from as they progress. Not looking to lock them in to a path, anyone who wants to get creative will get support from me, but if someone wants to know a path to become a Blue Mountain Knight or join the ranks of the Long March Mercenary Mages I am looking for some suggestions. Package Deals are certainly one way to go. I was thinking maybe setting some pre-requisite stat, talent, perk or skill requirements to be considered a Master Rogue, Veteran Fighter, etc etc. For these I have been looking at Killer Shrikes packages but would be interested if someone else has some they have used or just ideas to banter about. Also looking more broadly for 6e FH content on the interwebs, if anyone has links please post them. - E
  9. I am already quite familiar with Killer Shrikes material and will likely be adding some content to it for 5e D&D to 6e Hero spell conversions. For a number of reasons it has made some things easier to build, some spells have become more balanced and some I just like the flavor of. Thank you for the pointer though.
  10. 6e 346 has an example of a spell that creates claws that linger. If I wanted a similar effect that was based on charges or a limited number of uses, can I combine charges and Time Limit for that purpose? So for example if I wanted to have a spell I cast that gave me the ability to have +2 DCV versus HTH up to four times over the next hour. And then to the further complication, I can only cast this spell once a day. How do the two limitations interact, if it is legal to mix them at all? - Ernie
  11. So I am dinking around with converting some ideas from the new D&D to Hero. Just looking for ideas for how others have or would implement some of them. 1. Savings Throw - Where applicable a check versus appropriate ability to see if the target gets half (or sometimes no) effect from a spell. My ideas center around spell system limitations on the spells themselves, but hard to differentiate between half and no effect since it looks like they would both be -1/4 if not based on AP of the spell? 2. Feat progressions - Mostly interested here in how to keep progress even while maintaining a structure around gaining new feats / abilities. Something like every N experience you are eligible to pick a new feat. Something similar will be in play for spells in the casters realm. Also looking to thoughts for other general conversion strategies around D&D 5e, if anyone has tried it. Starting points (currently thinking 75+50), packages, everyman skills, whatnot. - Ernie
  12. Not NPC's, but I have done it for equipment and treasures. Also convenient for charged items, just have a sharpie handy for folks to mark things off. - E
  13. EB? Not trying to get away from the EB, I just did not think it would do what I needed. I actually dislike transform, becuause it is hard to gauge how much body you need to affect all humans consistently (Standard Effect: 4d6? 8d6?), and is more designed to change than to damage. The EB will do quite well with the listed advantages. I will look at triggered. I realize that the power will be on NPC's, but I prefer to have all powers mapped out for my own sake to see how other things (suppress, constant darkness fields, etc) would affect it. YMMV, but it works for me. heh - Ernie
  14. Uncontrolled I should have checked last night, don't have my book in front of he, but I thought once an uncontrolled attack stopped, it did not start again? There are some victims of this who are actually living underground who have been caught in sunlight before for brief periods and have the sigils and scars to prove it. The other problem with an EB is that armor does not really defend against this very well in some cases. The way the EB is written if you have a 4 ED forcefield, you take no body from the attack at all even standing naked in full sunlight. Since many of those being marked are mages who are not sun priests or even outcast sun priests this is a likely occurance. Otherwise, the EB sounds good. Suggestions on how to work around that? Or any other ideas? Right now it still seems like transform is my best bet.
  15. I am designing a punishment meted out by the sun-priests of my world. In essence, here is what happens: Priests specially prepare the victim (ritualistic spell), who must be bound or otherwise unable to escape. The final step involves annointing the victim with an oil or ointment. The result of this ceremony is that the victim is now suscepitble to sunlight. "You shall never see the face of the sun again without knowing the weight of your sins". Depending upon the degree of the offense, the person is let go at some point during the night in an open area, or they are staked out to burn with the rising sun. I am looking for a few options on the spell itself. It is almost certainly a transform. The options I want are basically varying the degree of the susceptibility (1d6/min, 3d6/hour, etc), the method of reversing the transform (remove the ointment, dispell of > AP than the transform, bath in the fountains of the sun god in the holy city, etc), and some of the SFX of the actual damage (runes burned into the skin if they escape before dead, etc). Anyone have something like this I could look at? Opinions? Comments? - Ernie
  16. I am not going into what I think about the power, but I really dislike when people don't go into possibilities, and just say "I would not allow that". I am going to assume that you want this for up to a 3d6 killing attack (picked from air). I will also assume that you only want to take 1 body from an attack at that level. Personally, I would build it like this: 8 PD Armor + 9 PD Armor, only to reduce incoming "real weapon" gun attacks to standard effect levels (-1/2) It's not cheap, but it should do the job? - Ernie
  17. Locations heh. I was born in Pensacola, am currently living in Casselberry (15 minutes from Sanford). Military brat as well, my dad met my mom while stationed in Sanford. Went to boot camp in San Diego, lived in Bryans Road, Md. and graduated from Lackey HS. Paths crossing, but at all the wrong times. =) Ditto on loving the site, and Kazei 5, which I recently picked up in PDF form. - Ernie
  18. Elves addressing: Dwarves: Rock heads Drow: Un-elves, non-kin Humans addressing: Dwarves: Dorfs, peck, half pint Elves: Pointies, flitters Alot depends on the campaign though. - E
  19. No HTH? I would go with -1/2. You still get figured, throwing, lifting, and leaping. Leave out figured for another -1/2. - Ernie
  20. Spidey? I have always thought of Spidey's danger sense as being part of the mental group. And by extension, since the venom symbiote was part of him for a while, the danger sense could not detect it as being a danger or it would never stop going off. - Ernie
  21. Names... level 1: Neophyte, Novice, Initiate level 3: Journeyman, Protomage, Tinkerer All I could come up with quickly. - Ernie
  22. RSR You could also just purchase something like this: Magic Skill: 14- 5 AP, 5RP +4 to Magic Skill, only to cast personal powerful spells (>30 AP) -1/2 8 AP, 5 RP Total: 10 RP Maybe there is a reason this is not legal, don't have my book in front of me, but if I recall all it takes is GM approval to apply imits to a skill. The reason for the -1/2 is that it would not help in some situations, such as magical knowledge checks, skill versus skill, ritual magic, and focus stored spells that require RSR (scrolls, runes, etc) to name a few. I would see this as a combat mage type ability, if such exists in the particular world. As indicated earlier, I would also have complimentary skills that apply. A good fire mage who frequently fought kobolds might have: ks: combat magery, ks: fire spells, ks: kobold magic defenses, and perhaps even ks: flamebolt. This can mean alot of rolls, but with different colored dice it is not that bad. - Ernie
  23. Dimensional magic (involving transport to/from, or communication with beings in other dimensions) Candy / Baking magic. lol. Sorry, I could not resist, I kept thinking of Hansel and Gretel. Something inherently evil other than necromancy. Poison or disease magics, curse magic, unluck magic, something along those lines. - Ernie
  24. A character has a force wall that is globular and opaque to the sight sense group. If he uses this power, then is the inside of the globe: A. Dark by default, unless someone or something within it is generating some type of light B. Unaffected, since the power somehow only blocks all sight but lets light through. C. Some other option that is escaping me. - Ernie
  25. NND? I am not even certain that the power needs NND. If we are talking turn of the century Dark Champions, I would go with: STUN: 11D6 EB (Energy), Only to cause stun for CON stunning purposes (-3/4), Standard Effect. AP: 55, RP: 31 This gives 33 Stun for purposes of stunning. After defenses this would yield 21 stun (1 above NCM for average humans) for someone in 6 ED armor and with 6 ED natural. That would strike me as pretty high for a turn of the century type game. If it is not high enough, simply raise it a couple dice to account for the higher defenses. I am conceviving of this power as pretty much all or nothing, and the above construct lets the GM have more control on who it works against. - Ernie
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