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eepjr24

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  1. Like
    eepjr24 got a reaction from tkdguy in [5thR] Maps for Campaign   
    Okay, here's a few places to look:
     
    https://www.cartographersguild.com/forum.php
    https://www.deviantart.com/search?q=maps
    https://2minutetabletop.com/gallery/
     
    Generators:
    https://www.masterthedungeon.com/dd-town-generator/
    https://watabou.itch.io/medieval-fantasy-city-generator
     
    - E
  2. Like
    eepjr24 got a reaction from Christopher R Taylor in Possible bug in summon limitations   
    There are none in my locale. =P
  3. Like
    eepjr24 got a reaction from Jhamin in VPP -1/4 limitation; "Only Magic"?   
    What IJ said. In many campaigns (especially FH and Urban Magic), that adds a set of limitations to the powers such as what can and cannot be done with magic, that all spells must cost endurance, that additional skills may be required by magic school, etc.
     
    It's easier to think of for me as being like "Only Gadgets". In that case it means they will all have a similar set of limitations (focus or physical manifestation), that they operate within a technology structure that can be researched for ways to counter it, etc.
     
    - E
  4. Thanks
    eepjr24 got a reaction from Panpiper in VPP -1/4 limitation; "Only Magic"?   
    What IJ said. In many campaigns (especially FH and Urban Magic), that adds a set of limitations to the powers such as what can and cannot be done with magic, that all spells must cost endurance, that additional skills may be required by magic school, etc.
     
    It's easier to think of for me as being like "Only Gadgets". In that case it means they will all have a similar set of limitations (focus or physical manifestation), that they operate within a technology structure that can be researched for ways to counter it, etc.
     
    - E
  5. Like
    eepjr24 reacted to IndianaJoe3 in VPP -1/4 limitation; "Only Magic"?   
    The special effect of any powers from the pool would be, "magic." This might not seem like much of a restriction, but, "Dispel Magic" would work against any of them.
  6. Like
    eepjr24 reacted to archer in VPP -1/4 limitation; All powers must be predesigned?   
    "Only change between adventures" or "only change when has a few hours of downtime at his HQ" are both fine.
     
    There's been a number of published characters over the years with similar limitations. You especially see that with gadget pools as a couple of others have mentioned.
     
     
    I consider "you need all powers already written up for the GM's consideration" to be a +0 limitation which I'd require before allowing a PC to have a VPP. 
     
    There's an absolute ton of GM's who don't mind PC's trying and failing to attempt to build powers on the fly. But I am not one of them.
  7. Like
    eepjr24 got a reaction from archer in VPP -1/4 limitation; All powers must be predesigned?   
    If I understand you correctly, that would already qualify.
     
    I would say having a predefined pool of powers (up to your INT score) would qualify as a Slightly Limited Class of powers.
     
    - E
  8. Like
    eepjr24 got a reaction from Jhamin in VPP -1/4 limitation; All powers must be predesigned?   
    It is a restriction. It's one that I apply for free and in the best interest of the flow of the game and fun of everyone involved.
     
    I have had exactly 1 exception to this rule with VPP's, a gadgeteer in a teen champions game. The player had a 20 or 22 point VPP that he flipped through various small gadgets. But the person running it could stat out a new power (and have it be correct math wise) in about a minute and always made sure to not interrupt play. If he was still working on something, he character was generally hiding behind something tinkering and "building" whatever gadget he needed. If someone else showed themselves capable of that kind of role playing and design skills, I'd make the exception again.
     
    - E
  9. Like
    eepjr24 reacted to Simon in Multiple Foci?   
    The option that is presented in HD is for multiple foci where loss of one allows the power to still function (at reduced effectiveness).

    The option that is being requested is for multiple foci where all foci are required for the ability to function at all (typically reflected by increasing the accessibility of the focus -- i.e. inaccessible -> accessible), where all foci are accessible, and the character suffers "some other restriction or drawback" when the foci are lost.  In those rather restricted circumstances, there is an optional rule where the GM can assign an additional -1/4 to the Limitation value.  The requirements for that optional rule to apply make it vastly more trouble than it's worth to automate (it would make Focus construction needlessly more cumbersome for EVERYONE in order to account for exceedingly rare occurrences).

    If all of the conditions described apply and the GM is willing to allow it, I would suggest taking a more conventional route and using either a variant of Side Effects or Limited Power (as the OP suggested).
  10. Thanks
    eepjr24 got a reaction from bigbywolfe in How to build a 'leaky' damage resistance?   
    When looking at costing for limitations I try to figure out how much of the time it will affect the outcome of the attack. Here, I would say that the limitation is more powerful than your opponent buying penetrating on their 3d6 killing attack (on average). So that is a significant amount (22 points), but defenses always cost way less, so a value of half that (and only for the body, so actually a quarter or so) would be in the right range.
     
    Another way to figure is using the limited power chart. I think it is not affecting you more than half the time since you have other armor and it's a window of 5 body. DC's in FH heroic are going to be in the 6-10 range so I think this will come into effect more than 1/4 of the time. I'd say somewhere around a third or 2/5ths of the time seems right, which would put me at a -1/2 limitation. That's around 5 points saved total, which works out to around what I speculated from the amount it would cost to defeat.
     
    If the average DC's will be greater than 6-10 then you can probably bump it down to -1/4 since it will always be used at full in that case.
     
    - E
  11. Thanks
    eepjr24 got a reaction from Spence in [5edR] Breaking weapons in Hero   
    Maybe this will help? 6e1, 199
    Using those rules, the Trolls strength (after reducing to 64 for Strength Minimum) would double the damage to 4 1/2 d6, leaving 25 remaining strength beyond the maximum. If the GM allows, the Troll could decide he cares not for the weapon and go ahead and do 6d6+1 killing damage to the poor Saxon (creating a red Saxon shaped splotch on the ground). The weapon at that point would take up to 20 body (assuming the Saxon has 10 body), exceeding it's 8 Body and 4 Def, likely breaking it to multiple pieces. 
  12. Like
    eepjr24 reacted to Ninja-Bear in Dancing Shield   
    Looks good to me.
  13. Like
    eepjr24 got a reaction from Christopher R Taylor in Tiered/Conditional/Triggered Vulnerabilities   
    I would lean toward just making them Uncommon, unless they are already uncommon and just subtract 5 points if they are uncommon already.
     
    - E
  14. Like
    eepjr24 got a reaction from Grailknight in Tiered/Conditional/Triggered Vulnerabilities   
    I would lean toward just making them Uncommon, unless they are already uncommon and just subtract 5 points if they are uncommon already.
     
    - E
  15. Like
    eepjr24 got a reaction from theinfn8 in RSR on an End Reserve   
    Hrm. It does not sounds like you are affecting the END battery or the spell. Both will work. All that is in question is how much END it costs.
     
    Here are some ways to build that. It does require a bit of initial math.
     
    Variable END Cost: 10x END, Requires a Roll: 11- . For every point you miss the roll by, move up the Increase END chart (x2,x3,x4, etc.) 
    I just took the odds of each value on 3d6 and you would average to a x2 END (well, 1.9583), so we call the limitation -1/2.
     
    If you move to 10- it's about midway from  x2 to x3 END (2.458) so call it -3/4 limitation. At 9- it goes to x3 END (3.083) so call it -1 limitation.
     
    If you'd like to play with the math, here is the chart I was playing with, copy and paste to excel or similar.
     
    Roll % Probability END MULT END AVG 3 or less 0.46% 0.46% 1 0.0046 4 or less 1.85% 1.39% 1 0.0139 5 or less 4.63% 2.78% 1 0.0278 6 or less 9.26% 4.63% 1 0.0463 7 or less 16.20% 6.94% 1 0.0694 8 or less 25.93% 9.73% 1 0.0973 9 or less 37.50% 11.57% 1 0.1157 10 or less 50.00% 12.50% 1 0.125 11 or less 62.50% 12.50% 2 0.25 12 or less 74.07% 11.57% 3 0.3471 13 or less 83.80% 9.73% 4 0.3892 14 or less 90.74% 6.94% 5 0.347 15 or less 95.37% 4.63% 6 0.2778 16 or less 98.15% 2.78% 7 0.1946 17 or less 99.54% 1.39% 8 0.1112 18 or less 100.00% 0.46% 9 0.0414         2.4583
  16. Like
    eepjr24 got a reaction from Dr.Device in What powers would you allow in a variable power pool, or a multi-power for that matter?   
    Most of the rest of your comments go to your intent for the powers, so I won't address those, opinions are opinions and equally valid. 
     
    But no, just because something is available to be bought in Hero Designer does not make it legal or valid. 6e1, 303 / FREd 235:
     
    So the power you built originally would be more like: (unless you are talking time travel as well, then start at 77 CP)
     
    EDM: Any physical location in any dimension [45 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 112
     
    You would be a lot better off saying you needed to research each dimension and just building a spell for each one. More like:
     
    EDM: Any physical location in one defined dimension [22 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 55
     
    If it's just a plot device, then the GM probably would not even need to see the point structures, because no matter what they will provide a way for it to happen.
     
    - E
     
     
  17. Like
    eepjr24 got a reaction from Jhamin in What powers would you allow in a variable power pool, or a multi-power for that matter?   
    Most of the rest of your comments go to your intent for the powers, so I won't address those, opinions are opinions and equally valid. 
     
    But no, just because something is available to be bought in Hero Designer does not make it legal or valid. 6e1, 303 / FREd 235:
     
    So the power you built originally would be more like: (unless you are talking time travel as well, then start at 77 CP)
     
    EDM: Any physical location in any dimension [45 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 112
     
    You would be a lot better off saying you needed to research each dimension and just building a spell for each one. More like:
     
    EDM: Any physical location in one defined dimension [22 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 55
     
    If it's just a plot device, then the GM probably would not even need to see the point structures, because no matter what they will provide a way for it to happen.
     
    - E
     
     
  18. Thanks
    eepjr24 got a reaction from Panpiper in What powers would you allow in a variable power pool, or a multi-power for that matter?   
    Most of the rest of your comments go to your intent for the powers, so I won't address those, opinions are opinions and equally valid. 
     
    But no, just because something is available to be bought in Hero Designer does not make it legal or valid. 6e1, 303 / FREd 235:
     
    So the power you built originally would be more like: (unless you are talking time travel as well, then start at 77 CP)
     
    EDM: Any physical location in any dimension [45 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 112
     
    You would be a lot better off saying you needed to research each dimension and just building a spell for each one. More like:
     
    EDM: Any physical location in one defined dimension [22 CP]; Area Of Effect: 2m Radius (+1/4), Usable Simultaneous: 16 others (+1 1/4); Real Cost: 55
     
    If it's just a plot device, then the GM probably would not even need to see the point structures, because no matter what they will provide a way for it to happen.
     
    - E
     
     
  19. Thanks
    eepjr24 got a reaction from Panpiper in What powers would you allow in a variable power pool, or a multi-power for that matter?   
    Specific things I would not allow and why:
     
    Transdimensional on Teleport: This is called Extra Dimensional Movement and is a defined power.
    Precog / Retrocog Clairsentience: Campaign breaker unless the GM decides to make it useless. If you bought with "Vague and Unclear" I would consider it.
    Entropy: I don't allow AVAD "Defenses" structured as "Not a dwarf" or the like. It must be a power or the like that can be acquired. 
    Courage / Will: I prefer you buy these as AID to the appropriate characteristic from both a flavor and a mechanical standpoint. However, if you did buy aid here, you could get 8d6 of AID with an area of effect of 4m and eliminate the need for them to stay in sight.
     
    Questions / Suggestions:
    1. Why do you have combo powers in a VPP? I mean, it's legal, but it reduces your versatility. Buy the Flight and Desolid as separate powers.
    2. On the invocation of water, I assume this is to avoid killing villains or bystanders outright? Why not go ahead and make it Reduced Penetration? And probably you could add in No Knockback to help even more, KB on even on 6d6 normal can kill a civilian with bad rolls.
    3. I would add "Only Magic Effects" to the entire pool, for -1/4. Saves 6 points.
    4. Why are all the powers without limitations? Part of the flexibility of a VPP is to have a variety of options available to you at one time. The way you have set it up you can basically only keep one power at a time in it? Example: https://surbrook.devermore.com/adaptationstv/asstd_tv/macgyver.html
    5. Ditch the Reduced End / Zero END advantages. If you get to low on END, set up an AID to REC or an AID to END. 
    6. Set up some spells with Foci (wand, staff, rod, skull, whatever). This cuts the real points, giving you options for keeping multiple things up at once. Not everything, of course, you want to be able to operate without them, but villains like having things to knock out of your hand and it sometimes saves you getting shot instead.
    7. Set up some Full Phase attack actions, maybe with a couple other limitations as well. They won't always be what you use, but options are key with a VPP.
     
    - E
  20. Like
    eepjr24 got a reaction from pawsplay in Weapons for Dungeon Delvers   
    Spiked buckler and short shaft spear.
     
    http://cultofathena.com/product.asp?item=CS95FS
     
     
  21. Like
    eepjr24 got a reaction from Panpiper in Killer Shrikes Magic Systems and my choices   
    I ran an MHI campaign using the magic systems from Here There Be Monsters. It worked pretty well and was balanced for the setting. We ended up with a psychic, a Daemonsouled, a professional / gadgeteer, a professional / sharpshooter and... well the last was an innatus but basically he had spells laid on him by his dead wife to protect him from her enemies. It was a nice mix and played pretty well. 
     
    I have used variations on the Alchemy system and will be using another variation in my new campaign. The base magic system in my new campaign is very loosely based off of Runecrafting but has since morphed into something that would likely not be recognizable from the original. 😃
     
    - E
  22. Thanks
    eepjr24 got a reaction from Panpiper in How to build a 'leaky' damage resistance?   
    When looking at costing for limitations I try to figure out how much of the time it will affect the outcome of the attack. Here, I would say that the limitation is more powerful than your opponent buying penetrating on their 3d6 killing attack (on average). So that is a significant amount (22 points), but defenses always cost way less, so a value of half that (and only for the body, so actually a quarter or so) would be in the right range.
     
    Another way to figure is using the limited power chart. I think it is not affecting you more than half the time since you have other armor and it's a window of 5 body. DC's in FH heroic are going to be in the 6-10 range so I think this will come into effect more than 1/4 of the time. I'd say somewhere around a third or 2/5ths of the time seems right, which would put me at a -1/2 limitation. That's around 5 points saved total, which works out to around what I speculated from the amount it would cost to defeat.
     
    If the average DC's will be greater than 6-10 then you can probably bump it down to -1/4 since it will always be used at full in that case.
     
    - E
  23. Thanks
    eepjr24 got a reaction from Killer Shrike in Killer Shrikes Magic Systems and my choices   
    I ran an MHI campaign using the magic systems from Here There Be Monsters. It worked pretty well and was balanced for the setting. We ended up with a psychic, a Daemonsouled, a professional / gadgeteer, a professional / sharpshooter and... well the last was an innatus but basically he had spells laid on him by his dead wife to protect him from her enemies. It was a nice mix and played pretty well. 
     
    I have used variations on the Alchemy system and will be using another variation in my new campaign. The base magic system in my new campaign is very loosely based off of Runecrafting but has since morphed into something that would likely not be recognizable from the original. 😃
     
    - E
  24. Like
    eepjr24 reacted to MrKinister in "Fantasy Hero Complete" or "Fantasy Hero 6th Edition"   
    Here's my take on those two books (I own Champions Complete, Fantasy Hero Complete, Vol 1, Vol 2, and Fantasy Hero):
     
    Fantasy Hero Complete attempts to become a very concise "full system" book, in that it presents all the Hero System rules, in a deeply condensed form, along with suggestions for campaigns, spell systems, bestiaries, equipment, and some slight mentions on world-building. However, the primary focus of Fantasy Hero Complete is to present the Hero System rules in concise form, and does not go into great depth on all other related subjects. This book, however, is sufficient to become familiar with the rules and begin play with minimal fuss (world-building aside). This is a fine book for "players".
     
    Fantasy Hero Complete: 194 pages of 'hero system rules', 55 pages of 'source'.
     
     
    Fantasy Hero 6th Edition is a "Genre Book". It is intended to "expand the toolkit", as it were, that Hero System was designed to be. It explains the idea of Fantasy and how to apply it to the Hero System, 6th Edition. It talks about game mechanics and adaptations suitable for the genre, the various types and concepts that may be called "Fantasy", ideas and suggestions on how to build fantasy worlds: fantasy professions, fantasy spells systems, fantasy armor, weapons, and equipment, fantasy religions, fantasy races, fantasy societies, etc. It is a "fantasy world building" book that specifically deals with Hero System. It does not repeat the system rules. You can find those in Volume 1: Character Creation and Volume 2: Combat and Adventuring. You are going to need those if you actually want to learn the Hero System should you only have Fantasy Hero. This book is excellent for "GMs" and "World Builders".
    [Edit: as a side note, while Fantasy Hero does a great job of providing ideas for spell systems, it does present a meager set of examples. For more complete spells systems, you ought to take a look at the Grimoire publications.]
     
    Fantasy Hero, 6th Edition: 480 pages of pure 'genre/source', no repetition of system rules.
     
     
    Personally, I find that Vol 1 and Vol 2 have more of a full explanation of ideas, with many examples and discourse on how things work. They are very wordy, but offer greater depth. They are my preferred source. I would use the "Complete" books as "reference sheets" for players, especially if they are new to the system, or want to take something home to bite into, without spending the money to acquire the original volumes.
     
    Panpiper, if you already have Vol 1 and Vol 2, Fantasy Hero Complete will not give you anything more. You will get more out of Fantasy Hero, 6th Edition.
  25. Like
    eepjr24 got a reaction from Lee in Requires Skill Roll in Tactics   
    Galvanize?
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