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Chris Goodwin

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Everything posted by Chris Goodwin

  1. If I as GM have designed a magic system that assumes the use of Multipowers, but I've gated it off via additional point expenditures (via required Skills, Talents, Perks, etc.), I'm probably not going to have other characters with suites of special abilities also bought via Multipowers. (Should we try to make a distinction between Fantasy Hero and Fantasy Champions? I would say that Fantasy Champions implies higher power levels and more open, player driven power builds, while Fantasy Hero implies lower power levels and world/magic system design by the GM.)
  2. Further, many magic systems require some kind of additional point expenditure by the character for buy in. Some require a separate magical Skill per "school" of magic. Some require a Talent or a Perk. It's not impossible that a wizard might have to spend 30 points up front before buying a single spell. Out of fairness, if I the GM have gated off magic to that degree, I'm not going to feel too bad about limiting Powers, including Multipowers, for other "classes", or denying them completely.
  3. But, for ordinary weapons, and even to an extent with magical ones... I as GM wouldn't require you to pay points for HA in order to use the blunt end, flat of the blade, etc., for normal damage. To me that's part of SFX.
  4. In 6th edition, you can pay 1 point to add 1 meter of reach. I think it's considered 1 meter of Stretching, but I think it just gets treated as an adder.
  5. I'd say the same could apply to a magic item with multiple functions, or a special ability with multiple functions or a "path".
  6. Also, all of this is true with or without magic (or not magic) Multipowers.
  7. I'm out of rep for today, but Pawsplay, you and I are on the same wavelength.
  8. Those are the same kinds of questions I'd ask a spellcaster at character creation, in Fantasy Hero. I'd probably have a lot of the answers built into the magic systems. Part of "not D&D" means, no "level up" powers. You don't get to freely spend XP willy nilly. In fact that also goes for most of the Champions games I've ever played. Fantasy Hero is GM driven in a way that Champions really isn't.
  9. Granted. The same applies without a Multipower.
  10. The other side of "just spend one XP on a new spell" is, how are you learning the spell? How does the magic system you're playing under handle learning a new spell? Do wizards in this world freely trade spells with one another, or are they extremely jealous and guarded? Can you learn spells by being taught, or do you need to read them from a scroll or someone else's spellbook? Do you need to research them yourself, which might require access to a library, a laboratory, mystical reagents, and so on? Or is there some other method?
  11. I'm operating under the assumption that there is a GM, and that they've looked over the things they're advised to, like for instance Multipowers, and especially Multipowers in a Fantasy Hero game. The GM will create the magic system for their Fantasy Hero game, as is generally considered the default assumption for Fantasy Hero. And we're in the Fantasy Hero board right now, so. Multipowers are not the default assumption for a heroic, e.g. a Fantasy Hero, game. If a GM wants to allow them, great! They can. But there are good reasons not to. 6e1 p. 398 recommends against. Fantasy Hero 6e p. 267 gives the GM things to think about when deciding whether or not to. Yes, a Multipower full of "eff you" abilities can be abusive. That's why we have a GM. We can go on all day about perfectly spherical game constructs of uniform temperature and density, but none of it matters until and unless it's going into a game, with a GM. I don't see the fact that someone can write down a list of abusive abilities on a character sheet, and get the math to add up, as a problem, because I assume that at some point in the process there's a GM.
  12. Multipower has a ⚠️. Further, it is explicitly stated that Frameworks are most appropriate for superheroic games (6e1 p. 398). I'll admit that it never says it explicitly. However, I can't recall a single published instance of a Multipower that wasn't based around a unifying theme or special effect -- I'm specifying published here because "list of random powers I threw together under a Multipower" doesn't count for these purposes. And I can find explicit verbiage that recommends, in heroic campaigns, Multipower be used to represent a device or piece of equipment with multiple settings (ibid). GM says no; the noes have it.
  13. Excuse me? Since when? Not In My Game You Don't. Fantasy Hero leaves more of the magic system design up to the GM. The GM does get to say, "That's not how it works in my world." Frameworks have, as far as I can tell, always been intended to be a grouping of powers related to special effect or theme. For historical reasons, Fantasy Hero has tended to discourage the use of Frameworks, but as with anything, it's up to the GM. Multipower is a ⚠️ construct still.
  14. Anyone can make a list of abusive abilities. That doesn't prove anything about what might happen in an actual game.
  15. He has no Complications. He has no background. He has five blank KS's. Presumably these are related to his magic, but... what are they? How did he learn his spells, and from whom? None of his spells are named. They need to be. What are the GM's parameters for the magic system? What is his OAF? How did he learn his martial arts while studying magic? Just because it says in the book that ACV: OMCV vs DCV is +0, doesn't make it so in all games. In fact, ACV has a warning sign by it, and this... "character" looks to be the poster child for why. What is the in-universe rationale for all of his attacks using OMCV to target? The fact that you can write all of this down on a character sheet and get the numbers to add up, by no means makes this a character. I would not accept this submission for any Fantasy Hero game I were to run, even if the character were not only book legal, but my-guidelines legal.
  16. Oh -- yes, it does affect Simplified Healing.
  17. This is the last sticking point with me. I'd quibble a bit with your sample Multipower. I would generally red-pencil a 1d6 20 shot Autofire anything, as well as +12 CSLs with it. Agreed on the undesirability of fantasy Champions.
  18. By RAW, sure. Not my favored campaign style, and they wouldn't get any spell-based cost breaks.
  19. I used to be very strongly opposed to Multipowers for magic, for reasons others have mentioned. Yet... I've come up with magic systems where the max Active Points a wizard can have in a spell are limited by some factor -- usually some multiple of the character's Ego. And one possibility in FH 5th and 6th editions is to divide the costs of spells by some amount. If you have an Active Point cap, and individual spells for which you're paying reduced cost... you're already partway to a Multipower. I just have to get over that last bit of opposition in my own head, is all. Edit to add: for that matter, if you're dividing the cost of all spells, or all spells of a certain type, by 2, you're partway to an Elemental Control.
  20. Indeed! I won't pretend to be any kind of great mind, though. I'll admit to pretty good, at least.
  21. Uh, thanks? I'm just a regular guy, put my pants on one leg at a time. * * * A Multipower sort of has a built-in Active Point cap. Aside from that, and the 150-175 points generally available, I'd probably back off of strict caps for wizard players. Weapon users are to an extent limited by the amount of points available, but also things like STR Minimum; I wouldn't cap DC or DEF values either, outside of what's available under the auspices of normal equipment. I also tend to look askance at Deadly Blow and Combat Luck. I tend to privilege wizards (or other power-users like mentalists) to an extent that since they pay points for everything, they can afford as much as they're willing to pay for, and those who rely more on no-point-cost equipment sort of have to take what they can get. I also don't have too much of a problem with wizards buffing their teammates' weapons and armor with Aid and the like, or with non-wizards spending some of their initial point allocation on magic items, though I'd reserve GM-veto power over anything.
  22. Probably one per element, with others as per the Grimoire. This isn't really anything I've used or put design energy into, but it is made up of parts I've had cooking mentally on various back burners for a long time. So I don't have spells or anything designed for it yet.
  23. One idea of mine is: Spells are in schools, colleges, whatever you want to call them. Each school would be required to be a separate Multipower. No one is ever required to buy a Multipower. Any spell that is Constant, Persistent, or requires END to maintain automatically drops if the points are moved out of the slot. Any Triggers end if the points are moved out of the slot. Some spells that are Instant with continuing effects may end if the points are moved out of the slot, depending on the SFX. Any spell bought Usable On Others ends if the points are moved out of the slot. Starting wizards have to buy all of their spells at RSR: -1 per 5 Active Points. Additional Skills are required before you can start improving this. Like KS: Magical Theory 11- and a KS at 11- relating to a particular school of magic, before you can start buying the spells in that school to -1 per 10 Active Points. You have to buy the Limitation down to at least -1 per 10 on all of your spells in a school before you can start learning new ones of that school at the -1 per 10 level. You'd have to have KS: Magical Theory and the KS for the school at maybe 14- before you can start buying those spells down to -1 per 20 Active. Characters can have an affinity for a school of magic. This is some number of Skill Levels that can apply to all of the spells in the school. These can be used on a KS roll related to the school; they can apply to the character's Magic Skill Roll with spells in that school; they can apply to the character's O(M)CV when attacking with spells of that school or D(M)CV when defending against spells in that school. The character can also use them with any mundane Skills used for a task relating to the subject matter of the school. (For instance, characters with an affinity with Fire can use their Skill Levels when attempting to start a fire with mundane tools, even if they're in a situation where their magic is useless.)
  24. The examples have been errata'ed. The effects on BODY and STUN are indeed halved. If you're the GM you can ignore that.
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