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runescience

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Posts posted by runescience

  1. Re: Fantasy Hero

     

    Ah GREAT question. go here: http://www.kestrelarts.com/gamedls.html

     

    he has some downloads for pre written adventures. REALLY good stuff.

     

    I am currently running a modified version of his "BENEATH KARAK AZGAL"

     

    He also has a book for making up characters to pass out to your players. It has templates etc. Also theres a random treasure book that is really great, and one of the best herbal supplements ive ever seen.

     

    if you are into dnd prestige classes, he wrote some of his own in hero:

    DWARVEN AXE MASTERY

    SHAOU LIN WATER HAND

    TEMPLAR SCHOOL OF WAR

    WAY ARCHERY

     

    Also if you do a search on arcanepress, look for cloak fighter, its amazing.

  2. Re: Turakian magic keeping it balanced?

     

    >>Btw, what i miss is a clearly stated "X Rules". i mean: how much spell can player start with? how much damage can a spell do? how much damage a warrior-like character do?

    deadly blow can rise a lot of damage for warrior, plus they don't pay for power (just buy as equipment ); on the other hand, careful use of limitation/focus/extra time/etc can make a very powerful and high damaging spell cost really little (with the real/3 point cost and a wise end reserve). i need to limit some powers? limit spell to "No more than X active point, Y with add"? and "no more than one deadly blow can stack"? or similar?

     

     

    Hi Doc: I had the same problems reading the TA book that you are describing...

     

    I ran my first game. I just went with the basic TA rules. I used Grimoir 1 and 2. the player selected a few schools. I set the Active limit to raw 45 Active, and 60 adjusted Active. The players can know as many spells as they can afford to pay with char points.

    here are 2 samples.

     

    My Spell List [Notes: F: denotes fire school; W: denotes wizards school]

     

    (15 real) costs 5 1) FireBall (F): Killing Attack - Ranged 1d6, Line Of Sight (+1/2), Area Of Effect (4" Radius; +1 1/4) (41 Active Points); OAF (-1), Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4 end

     

    (15 real) costs 5 2) Stelrane's Spell of Dispersion (W): Dispel 12d6, any magic power one at a time (+1/4) (45 Active Points); Requires A Skill Roll (-1/2), IAF (-1/2), Spell (-1/2), Incantations (-1/4), Gestures (-1/4) 4 end.

     

    The game went nicely. I used one of chris taylors pre made modules. orcs of something.

  3. Basic Hero question pertinent to the subject: If there is no disad prohibiting it, can a caster take extra time to improve his magic school skil roll? extra couple of minutes/hours? Its never come up with a wizard so I was wondering...

     

    And that makes me think about Fantasy hero circa 1994... you could take generic magic spells, with your college... Ill have to go study up on it.

  4. Re: Turakian magic keeping it balanced?

     

    Well, honestly not trying make a big deal. Im old and im trying to learn new stuff. :)

     

    I also ask alot of questions, to try to pry away the chaff that gets in the way of my own little brain. Really, us old people learn slower :)

     

    Since I didn't see any reference to max spells, real pts etc in the TA book, I thought I might be missing something. The TA magic offers a new way of approaching magic, and I've never run it this way before. I use to play champions and we use active points to keep things balanced in my game.

     

    Currently i'm running a 125 pt game of home brew fantasy hero, and the players haven't gotten to the double weapon base yet.

  5. Re: How's the Turakian Age working out for you?

     

    Killer shrike has a great norse/viking setup. Check those out. Probably easily integrated into your setting.

     

    Hmmmm.....Turakian Age sounds interesting. I've been trying to create my own world but it's time I faced the cold hard truth - I just don't have the time to do it. So, that leaves me with three questions about TA.

     

    1 Is the setting usable if the underground civilizations are sent packin'? With the obvious exception of Dwarves, I absolutely detest underground kingdoms.

     

    2 What about Vikings? Every review I've seen makes no mention of Vikings.

    I have to have freakin' Vikings! If there are no Vikings, can they be easily inserted into the setting without a lot of rework on existing material?

     

    3 From what I have read, it seems that there is quite a bit of detail. Is there still room to modify and adjust things to suite my particular GM tastes?

     

    Sorry to threadjack.

     

    Who am I kidding - I'm not really sorry. :eg:

  6. Hello all. I am trying to compile a list of combat tricks/class and styles for Fantasy hero.

     

    I found a couple so far. ArcanePress (RBose?) has a really good set called Cloak fighter.

     

    Chris Taylor has combat tricks set up for his paladin, water shaolin, archer way, and I think in an old something or other, dwarven maneuvers.

     

    Thats All I've found so far.

     

    Can any one add to that list?

     

    I'm thinking of sponsoring a contest. How would I do that? Some sort of gift certificate/prize applicable to hero games or something?

  7. Re: Turakian magic keeping it balenced?

     

    Thats fairly reasonable.

     

    as for why include a save... I was working on the poison gas potion. Its an area effect spell which a person could dive for cover. But what if they dont have an action left? you could always hold your breathe. Then I realized that theres no hold your breath skill... what i should say is that I couldn't come up with a random roll for a quickly realizing that their might be a poison gas in the air, and have a chance to hold their breathe at the last second.

     

    Now if it were pulp, id just have them fall asleep and wake up in a cage, trying to avoid an death-defying scenario... thus avoiding the need for a save

  8. Re: Turakian magic keeping it balenced?

     

    why do the TFT potions? good question.

     

    I wanted to translate over the Fantasy Trip Potions, because the books don't have a lot of potions in them. And aside from the obvious no-brainer Champs to Fantasy power potions(darkness potion, entangle potion, flight potion, aid potion), I wanted to give it some flavor, and also Thought It might be fun.

     

    And I agree d20 is almost F'ing unplayable. TFT was a brilliant game. F'ing brilliant. Tight. easy to play and learn. I cant introduce the players to that game now as I have dragged them thru other systems. I am trying to settle on something. I didn't even give shadowrun a thought, or rifts. Savage worlds is quite swashbuckling and REALLY easy to run. I stopped buying savage worlds books because they flipped to savageworld revised edition about a month after I bought the book and I refuse to buy another now. :)

     

    as for why include a save... I was working on the poison gas potion. Its an area effect spell which a person could dive for cover. But what if they dont have an action left? you could always hold your breathe. Then I realized that theres no hold your breath skill... what i should say is that I couldnt come up with a random roll for a quickly realizing that their might be a poison gas in the air, and have a chance to hold their breathe at the last second.

     

    Now if it were pulp, id just have them fall asleep and wake up in a cage, trying to avoid an deathdefying scenario... thus avoiding the need for a save

  9. Re: Turakian magic keeping it balenced?

     

    Just to clarify you allow 2 x VPP Control spells that are known by a person. A quick calculation earlier allowed me to arrive at 35pt vpp controll with all the bells and whistle (disads), so that person according to the formula can know 70 points of real spells?

     

    the real spell value being the final value in the individual slots... i find them ranging from 2 to 8 mostly after applying disads.

     

    Ive seen your spell hdt/hdc... the are really really good. My players arguments with that is, if we are going to use dnd spells why dont we just play dnd. So I am trying to move away from the conversions.

     

    Since you are using the conversions, what do you do for 'saves'?

     

    I was toying with adopting the old fantasy trip multi dice save (heros version of will, fort, etc) paradigm. Most normal saves are 3d6. For really easy ones I 3d6 minus 1, 2, or 3. For harder ones roll 4d6. for extremely diff saves roll 5d6.

  10. Re: Turakian magic keeping it balenced?

     

    thia: as always, thanks. How do you let players select spells? from a list? or do they build them from scratch? You mentioned summoning, after a summon, do you make the player do a controlled summoned creature spell? Also how many spell schools do you have in your game?

     

    Ghost: do you allow deadly blow in your game? I dont like it because it raises the base of a weapon. Also, do you make people do skill rolls on maneuvers? And another question for Ghost: do people make up their own spells? or pick them from the grimoires & Turakian book.

     

    Maneuvers look good to me but, I like the concept of a Combat Trick, where the player has to master set of maneuvers with a combat trick roll. I think I read that in the valdorian book.

     

    I am currently using a magic skill roll and a vpp. a 35 point vpp is turning out to be a real cost of 38 points coming out of Hdesigner.

     

    For any of you: what is the maximum number of spells a person can know using Turakian or otherwise? or do you use a maximum of real points based on int times 'x'...

     

    Again, people are welcome to chime in with their opinions.

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