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Manic Typist

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  1. Like
    Manic Typist reacted to Doc Democracy in Getting Better: Tonight's Mistakes   
    I liked the original post simply because it demonstrates good GM practice, make the call in the game with the proviso that you will look it up for future games - not setting a precedent.
     
    It is a good thing not to put yourself across as omniscient, but that you are not going to interrupt the game for detailed rules research, and get on with a temporary ruling.  It keeps the game flowing and you are not stuck with decisions you made in one session impacting the the subsequent sessions.  If the players do not trust you to make this kind of call during the game then there is something wrong in the dynamic.  (I have had games where I have forbidden players from looking at the rulebook, unless specifically asked by me, while the game is in play)
     
    Doc
  2. Thanks
    Manic Typist got a reaction from Christopher in Getting Better: Tonight's Mistakes   
    Christopher already addressed these, but as promised, here are the results of my research:
     
    1) Passing Disarm is +30 STR.... I for some reasoned typed Passing Strike up above. He kept disarming and going intangible, which is fine if you've paid for it but he hadn't paid for it to be THAT effective. In the future he can Disarm and THEN on his next Phase run away Desolid, but he's still at risk for getting hit in the interim.
    2) Can't Activate/Deactive non-movement powers in a single segment; also it's an attack action so you couldn't activate the power after performing the attack.
    3) Reviewed; I forgot to halve DCV. I think Multy Attack is very useful in a Heroic context but in a Champions game you're probably better off just buying an AoE attack with a SFX of attacking a bunch.
    4) NND is AVAD; requires and Advantage for Does BODY
    5) This ain't Pathfinder, 1/2 Phase to Draw and 1/2 Phase to move, period.
    6) Shapeshift is Persistent and I need to make sure the Zero END Advantage is added given how the player wants to use it.
  3. Like
    Manic Typist got a reaction from Maccabe in Getting Better: Tonight's Mistakes   
    So I had another one of those nights where I knew I should know the rules but in the moment I was uncertain (I also had one of those "stop watching me do basic math" when determining how much damage was done after defenses, love it).
     
    So I thought I'd share what things I drew a blank on, and then go review the rules and share the results, in the hopes that it'll save others time/encourage others to share their own lessons from things they forgot/generate interesting discussion.
     
    1) Passing Strike - the player works straight out of HeroDesigner, and I forgot to print his sheet for my reference, so he ended up asking me "So is it +30 STR or 30 STR total for this move?" and since I couldn't see his screen... I made a call but honestly couldn't be sure. I don't really love this habit of his but if I'd had a hard copy I could have answered it. That was really my biggest pain point all night and it was entirely self-inflicted.
     
    2) Using Desolid/Flight combo power in conjunction with Disarm/Passing Disarm - Same PC, has a Desolid movement power like Reaper in Overwatch. In the case of Disarm, you can definitely do a half move/then Disarm. With Passing Disarm... the PC wanted to activate the Power, then fly across the room, rematerialize and use Disarm (need to make sure the PC actually has Passing Disarm... point is, since they don't have the "Affects Solid" (forget the proper name off the top of my head) Advantage, they would need to deactivate the Power to perform the Passing Disarm. I ruled it was allowable but am going to research the combination of Activating/Deactivating a power and then performing a maneuver at the end.
     
    3) Need to review the Sweep/Multiple Attack w/Manuevers rules. I know it's you take the worst of all modifers and apply it to all, with a -2 to all attacks after the first... but want to double check.
     
    4) Another player thought AVAD couldn't do BODY as a default, like NND requires the "Does Body" Adv. I honestly couldn't recall.
     
    5) Can you draw a weapon as a part of movement? I think I thought this but it's because I was recently reviewing the rules for Pathfinder.
     
    6) Shapeshift - I've never used it as a PC, so I need to re-read it again. Mostly I'm want to be ready for when the PC, who has multiple identities via Shapeshift, gets knocked unconscious. Do they revert to their true form? Is there a heal back associated with it like Transform?
     
    Now to pull out my books and see what I can look up.
  4. Thanks
    Manic Typist got a reaction from Brian Stanfield in Getting Better: Tonight's Mistakes   
    Christopher already addressed these, but as promised, here are the results of my research:
     
    1) Passing Disarm is +30 STR.... I for some reasoned typed Passing Strike up above. He kept disarming and going intangible, which is fine if you've paid for it but he hadn't paid for it to be THAT effective. In the future he can Disarm and THEN on his next Phase run away Desolid, but he's still at risk for getting hit in the interim.
    2) Can't Activate/Deactive non-movement powers in a single segment; also it's an attack action so you couldn't activate the power after performing the attack.
    3) Reviewed; I forgot to halve DCV. I think Multy Attack is very useful in a Heroic context but in a Champions game you're probably better off just buying an AoE attack with a SFX of attacking a bunch.
    4) NND is AVAD; requires and Advantage for Does BODY
    5) This ain't Pathfinder, 1/2 Phase to Draw and 1/2 Phase to move, period.
    6) Shapeshift is Persistent and I need to make sure the Zero END Advantage is added given how the player wants to use it.
  5. Like
    Manic Typist reacted to eepjr24 in Undetectable Lie   
    <shrug> I think maybe you are missing the whole point of Hero. It is a broad system by nature, so you can do almost anything. If you need narrow, you just add a limitation.
     
    Superskill:
    Prevarication - Persuasion, 21-, AP: 19, only for telling believable lies (-2) , RP: 6
     
    For someone with the Detect listed above, it is a simple skill versus perception, like with Concealment.
     
    Specifics are better left to a genre or setting book or tailored by the GM to the campaign. 
     
    - E
  6. Like
    Manic Typist reacted to eepjr24 in Undetectable Lie   
    orly?
     
     
  7. Like
    Manic Typist reacted to HeroGM in Export closest to 6E template in book?   
    RPMiller has one that works
  8. Like
    Manic Typist got a reaction from Ragitsu in [Plot Hook] Oil, beauty, and danger.   
    Sorceress was going to betray him, she whiffed, he shoved her into the painting before she could use it on her intended target (who he had trussed and ready).
     
    He didn't know how to destroy it without risking releasing her, so he kept it. Probably also some pleasure in taunting her given that she tried to betray him. Even if he changes his mind later when he realizes he wants to change his ways, he was riding the tiger - he can't let her out because she will not let the grudge go.
     
    The advantage of this route is that it creates another source of information/investigation - the PCs can find her name among his affects in relation to the painting, they can find the former target whose initial reaction to them dropping the assassin's name is something like "I want nothing to do with him/glad to hear he's dead" but when the PCs mention the sorceress, this contact will likely change her tune and want to be more helpful...
  9. Like
    Manic Typist reacted to bluesguy in Doubt about the magic system   
    Here are a couple of additional resources:
     
    Killer Shrike's site with a number of fully laid out magic systems - This site provides a number of really good options for magic systems that are not DnD like.  He also provides a way to create a DnD magic system using Hero. Valdorian Age - 5e setting book has a unique magic system based on 'favors' that spell casters have to make with their patron deity/demon/otherworldly source Narosia Sea of Tears - 6e has a unique magic system divided between arcane and divine
  10. Like
    Manic Typist reacted to C-Note in Basic laws and ATC (Air Traffic Control) in a vaguely medieval fantasy setting.   
    In my Fantasy Hero campaign, winged mounts are common, as are skyships.  Most major cities require the mounts to be stabled outside the city. The skyships are also required to berth outside the cities.  Within the cities, thin steel wires are strung from the tops of the tallest buildings. This is to deter any aerial attacks.  Ballistae and crews are positioned throughout the cities as "anti-aircraft" defenses.  So far, the players haven't tried anything stupid...so far.
     

  11. Like
    Manic Typist reacted to Surrealone in Guns Are Too Slow in Hero   
    I happen to be a certified firearms instructor (who has assisted but not led LEO training, even); it's something I do in my spare time, i.e. not a full-time job.
     
    With that in mind:
    The basics of firearms can be taught in minutes (just as a basic punch can be taught in minutes), but proficiency (similar to boxer or martial arts proficiency, when comparing) with firearms is usually a matter of time and rounds put downrange in practice (just as a boxer-in-training will need to spend time with the bag ... or someone learning martial arts will need to put in time on the mat). Competent officers can fire multiple shots while shooting on the move ... but this is SWAT level competency, not Average Joe Cop competency we're talking about. Contrary to people's assumptions, Average Joe Cop competency with firearms is usually lower than that of Armed Enthusiast Gun Guy competency ... since Average Joe Cop tends to practice only before he has to qualify ... and only with department-supplied ammunition ... whereas Armed Enthusiast Gun Guy tends to practice more frequently despite it being on his own dime. Average Joe Cop tends to have more than just basic firearm training, but less training than a SWAT guy.  His marksmanship skills are usually fair, at best ... often with a hit rate of between 25% and 30% when it matters (i.e. when under actual fire).  A good chunk of his weapon training is safety oriented ... while another good chunk of it deals with weapon retention since criminals are prone to trying to take his gun from him.  
    Hope that sheds some light.
  12. Like
    Manic Typist reacted to dsatow in We lost a good one.....   
    The Empty Chair
    Eulogy for a Gamer
    There is an empty chair,
    at the table this day.
    A hallowed place where,
    a friend once played.
    The roll of his dice,
    my ears long to hear.
    Or perhaps it would suffice,
    if he should suddenly appear.
    With character sheet in hand,
    and a bag of Cheeze-doodles to share.
    All his friends would stand,
    as he sat in the empty chair.
    I hear his voice a-callin’,
    and it ties my heart in a knot.
    For he cries, “Though a comrade has fallen,
    You must play for those who cannot.”
    We conquered worlds on the run,
    he and I in the name of fun.
    And as others may come and go,
    I make both both friend and foe.
    But what I long for most,
    is our past now long a ghost.
     
  13. Like
    Manic Typist got a reaction from RDU Neil in Heroic Level Combat Vet   
    If it makes you feel better, since you last ran it.... I've gone to college, grad school, gotten married, bought a house, and started what might be a career?
     
    And I feel old myself now...
  14. Like
    Manic Typist reacted to RDU Neil in Heroic Level Combat Vet   
    I am indeed. Over the past few months, got a couple of the originals back, and recently added a new, old friend.  Ran six episodes (games sessions) of Book Five, set in 2008 (original game was 2004/2005) and retired that swordsman. Just ran Episode 2 of Book 6 last night, now in 2017, set in the middle of Trump, Brexit and the Catalonian independence movement.
     
    High school?  Jeeze... I'm an old, old man.
     
    Impressed you remembered... as I'm back to writing those SW shorts again, though sporadically... don't have the energy and time to be as complete as I would like.
  15. Like
    Manic Typist got a reaction from RDU Neil in Heroic Level Combat Vet   
    Wait, are you running Secret Worlds again????
     
    I still remember reading great session narratives back when I was in high school. Something about a sword fight with an ancient Greek warrior on a ship docked at Shanghai...
  16. Like
    Manic Typist reacted to Christopher R Taylor in Experiences teaching people Hero Game system   
    I worked up this little sheet to help people just starting to play.  Its based on a Savage Worlds sheet someone did and I got handed when I learned that system and it was useful.  Just a quick reference for some options in combat and combat maneuvers.  I tried to strip it down to the simplest language, leaving details to the GM to handle.
    Hero Combat Sheet.pdf
  17. Like
    Manic Typist reacted to bigdamnhero in Experiences teaching people Hero Game system   
    Amen! I always use simplified character sheets that focus on playability and leave out most of the math. (You need to know AP cost for Adjustment Powers, but most of the other numbers are irrelevant once play starts.) If I need to reference the mechanics in mid-session, I can always pull up the HD file for reference.
     
    Yeah, that's always a challenge when introducing players that are used to D&D/Pathfinder/et.al.  A few thoughts:
    One advantage of most class/level systems is that combat and noncombat abilities are segregated to an extent and don't really "compete" with each other: you go up a level and your combat stats go up by "x" and you have "y" points for skills, etc. But in Hero, every point you put into, say, languages is literally one less point you have for combat skills. That can really encourage min-maxing if the players get focused on that rather than on building three dimensional character. One way to counter that is to start with the "tell me about your character concept" discussion before anyone goes near actual mechanics; get them thinking about their character as a character first, rather than a collection of stats. Be absolutely clear that the maximums include skill levels & bonuses, not just the base, and that you will be very stingy about granting exceptions. In fact, you may want to call them "parameters" or something instead, since guidelines implies optional adherence. One trick I've seen is to ask each player "what is your character the best at?" and allow them to exceed the guidelines in that one area only. So if the character's concept is "strongest man in the room" then he's allowed a STR that maxes out or exceeds the guidelines, but he couldn't also buy his OCV or INT above the guidelines. Then if another player wants a STR above the guidelines (initially or with later XP) you can play the "I'm concerned you're going to step on Bob's Strongest Man schtick" card. I have sometimes required that PCs put a minimum number of points (typically 10) into Background Skills. I don't have to worry about this with my current group of players (Thanks guys!), but for some players it really forces them to think about their character as a person. And they don't have to worry about putting themselves at a disadvantage by "wasting" those points, because everyone has to do the same thing. Don't forget the "min" half of min-maxing: occasionally put the characters in situations where they're put at a disadvantage for having below-average abilities. You don't have to be a dick about it - in fact, you can sometimes play it for laughs to the players don't feel you're picking on them. And you don't want to overdo it, unless you really want all your PCs to trend toward the middle of the bell curve. But at least once in awhile, highlight the fact that choosing to minimize certain areas will put them at a disadvantage. Lastly, few things are more frustrating as a player than to have your combat monkey sitting on the sidelines for 2 hours watching the more well-rounded characters handle the interact-and-investigate phase. So when a player drafts an all combat PC, say "I see this game as including a fair amount of investigation and interacting with NPCs outside of combat. I'm not sure what this character will have to do during those scenes, and I don't want you to be bored. How do you see your character contributing in between fights?" The catch here is, are they playing that way because that's all they know? Or because that really is what they like to play? Part of the GM-Player contract is that you'll do your best to run a game that everyone will enjoy (including yourself of course). It may be they're used to games where points in noncombat skills are essentially wasted, in which case you need to reiterate that not all problems in your campaign will be solvable by fighting, and then reward them when they use those skills.
     
    On the other hand, it may be that they really just want to play a series of combats and regard everything in between as filler. If that's the game they really want to play, trying to change their style of play can be an exercise in frustration for everyone! I point to the comic Full Frontal Nerdity, where the GM is always trying to run these thematic, role-play heavy games with lots of character interaction and drama...but his players just want to kill things and get more powerful. And after every game, he's surprised and disappointed that the players didn't play it the way he wanted them to. That's a fundamental disconnect that in real life will kill a game group quicker than anything. So have that conversation up front and find a middle ground that everyone can live with.
  18. Like
    Manic Typist reacted to Christopher R Taylor in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    Yeah a turn is really impressive reload time, considering 4 shots a minute was considered the best in the world, but Heroes!
  19. Like
    Manic Typist reacted to Scott Ruggels in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    Ohh! and here is an example of the advantage that "one step" opf technological progression gets you in combat.  Muzzle loader vs. breech loader. I mentioned earlier that the breech loader allows you to maintain your DCV in combat, whereas a Muzzle Loader means you have maybe 1/2 DCV as you have to stand upright, and mostly still to reload.. here's the example:

  20. Like
    Manic Typist reacted to Pattern Ghost in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    You don't have to be arbitrary. If you want unreliable magic, you tell the PCs they're playing with fire, and when they get burned, you make it interesting. The BBC series Jonathan Strange & Mr. Norrell gives a good example. The character uses magic he knows is dangerous to advance his position, and in doing so creates a situation that the plot flows from. Now that PC's actions are a centerpiece of the adventure, or in a campaign, perhaps create an interesting side adventure. How that's resolved should be utterly fair.
     
    I'd say that if you want magic to figure into tactics as in a typical Pathfinder/DnD game, then it'd be unfair to make it unreliable. Your PCs will quickly all become rogues and fighters, leaving magic by the wayside. If you're going for tactical magic and still want some danger in the magic system, then doing something like separating the tactical magic system from the ritual magic system is probably in order. You want to bring your party's best fighter back from the dead? OK, you have some options, and they all have drawbacks. The easiest option, he comes back as a kind of stupid zombie, so scratch that. The second option, you have to petition a powerful magical being to help with the process, and run the risk of making a bad deal with said entity, or simply unleashing it on the world.
     
    As the GM, you can treat it as simply a roleplay opportunity for the PCs to outwit the entity. The negotiation can be the thing, in and of itself. Let them outwit the entity. This time. Maybe next time, it gets the upper hand.
     
    None of this is railroading. It's letting the players make decisions and steer the direction of the game as they play out the consequences. It's the furthest thing from railroading, and can be a lot more fun than the Pathfinder dickery described above.
  21. Like
    Manic Typist reacted to Scott Ruggels in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    I had to think on this through an insomnia period last night,  It all came back to the word, "story".  I came into this hobby through wargaming back in the mid to late 1970's (Microarmor for the win!), and I approached gaming as a competitive/cooperative group activity. Roleplaying was important, but it was in support of the activity. It was later in the  early 80's when playing Champions  with Carl Rigney, that we got into "Deep Roleplay", but even so, when I played and when I ran, I was thinking  "what would the characters do in this situation?{", rather than, "What would the characters do to be entertaining?".  In the old Usenet newsgroup rec.games.frp.advocacy, there were long and drawn out discussions and debates, and I found that I fell mostly in the "Simulationist/ Situationist" camp in that I was uncomfortable fudging die rolls as a GM, and  I would be completely transparent as a GM about rules and rolls, while being intentionally opaque about in game information and the intent of the opposition. That was what asking questions and detective work were for.  Sometimes the players found clues and stopped X, Y, Z on time, and sometimes they were ambushed because the missed, or didn't bother looking for clues.  I would also try not to play favorites among the players or characters.  I would lay out Hero System constructed "Tactical Puzzles" for my players and  see how they would solve it. I was entertained by watching them think, and fight. I didn't go for that "cooperative storytelling" philosophy, because my entertainment was seeing other people come up with creative solutions within a very tight, and mechanically constrained situation.
     
    I rebelled against the trend  moving at the time that gave us "the Rule of Cool", and heavy reliance on literary sources.  To me, games like Amber or Fudge, and now Fate, were an anathema.  I desire structure and some amount of internal logic to my games. It may be, that I just don't "feel" the magic.  For me, a good game was a good "game".  It was cooperative in the way  a wargame was cooperative, but it was also competitive to a degree.
     
    You mentioned " A good campaign striving to give magic unintended consequences should look to impose story consequences.", but all I can think of is the back an forth  between P.C.'s and N.P.C.s as they react to each other's moves in game. Having  utter, but localized crop failures because a P.C. used a spell seems unnecessarily arbitrary.  To me Consequences are a result of action and intent, usually. (or a bad decision or even bad luck), because in the end I want to have my game seen as "fair" to the players, and as open as I can manage, because I despise railroad tracks in games I play, as well, and a lot of RPG's of "Narrative significance", seem to invest a lot in steel rails and right of ways. 
     
    For me, though it's all about the mechanics. I has to be, or it feels unfair and arbitrary and unattractive. Hero arrived, and for me was the fairest system I had experienced up to that time, as it was all about points rather than die rolls, and one could "wargame" a fight easily and simply. A good chunk of the fun of Champions was designing characters to test (or exploit) the rules in different combinations. This may be an antique point of view these days, but I still like it as a "game". For me a story is what the players tell "after the game" , not so much as during it. XD
  22. Like
    Manic Typist got a reaction from Vanguard in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    I'm not sure why you have the impression that magic is rare in my setting (you've commented on my other threads that give detail to the setting); I was merely pointing out alternative ways that magic could be limited below the "unstoppable cosmic power" level you were describing that didn't involve the user being dead, insane, or wishing that they were.
     
    And I don't see how guns would remotely pose a risk to magic dying out unless one was specifically writing to that scenario - after all, just because we have guns doesn't mean we don't give soldiers knives too. Or put another way - even if all magic can do is let people shoot lasers out of their eyes once a day.... you don't think that's a useful tool to have on hand?
  23. Like
    Manic Typist got a reaction from Vanguard in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    Alternatively, magic doesn't work in whatever way the wielders might wish but instead has real limits and costs. Perhaps it requires great sacrifice (some people probably are willing to sacrifice their son because a voice in the sky said so, but most people, even powerful people, would balk at that price tag), or specific conditions (only "twu wuv" can revive someone who is "mostly dead"), or even can't do certain things (we can bend elements, not minds!).
     
    Personally, I find magic more interesting when it is limited as opposed to anything and everything.
  24. Like
    Manic Typist reacted to Scott Ruggels in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    I actually kind of "reject" the Mysterious magic concept, especially in my games. (especially if we are dealing with my Quasi- Byzantine era campaign, or a campaign where magic and firearms co-exist). It's definitely a  personal taste issue, but anything "Mysterious" rarely remains such, because humans are curious creatures, and are also endlessly looking for patterns, even where they may not exist (superstitions).  Everything gets put into a framework, and the ambitious will rules lawyer reality given the chance. Magic is a tool, with predictable results in a game, just as science or engineering, it just uses different rules and equipment. It has a different flavor, then, but it's still a tool for manipulating reality like a shovel and fire are as well.
     
    Most traditional spell-casting in folklore is very much in the same vein as a recipe for cooking the family Christmas cookies. One learns at the elbow of an elder, and it taught the steps one at a time, in sequence to get the desired result. Experience modifies it to make the results more consistent, and creative individuals will try different ingredients to experiment, Eventually when she's old, the family will ask for it to be written down so the knowledge of the recipe is not lost. Sometimes it's well written, sometimes it's not and steps are misplaces, forgotten, or badly explained as the language shifts. Some people can follow instructions or have a talent for cooking, and some people wont. The differences between Magic and cookies thought tend to be societal, with the overarching culture coloring people's perceptions of magic and what is, and what isn't acceptable.
     
    In Roman Times, magic was believed in, but a lot of small household charms were within the knowledge of  everyone, as were small rituals.  In the Dark Ages, anyone that could read was nigh unto a wizard, but anyone saying they could practice magic was a heretic and consorting with the devil, and therefore burned. In the Renaissance a general spirit of curious research gave us Alchemy, and the beginning of science, and by the enlightenment, witch burning was no longer practiced in Western Europe, and the scientific method was used, and soon gave birth to engineering and the industrial revolution.

    Having Firearms presupposes having a supporting society, that  carries a more Renaissance view of the world, rather than a dark age, or barbarian outlook. It supposes  the primary users of said weapons are no longer tribal, or feudal, but proto-nation states with economies large enough to support a class of experimenting "renaissance men", as well as being able to support standing armies and navies (Small, but professional at this time, or even mercenaries). None of that prohibits the existence of magic in a campaign, but it will definitely "color" the attitude about magic.  Making magic "mysterious" presupposes that there is an organization that decides the morality of knowledge, and has the power, and the motive to suppress knowledge, and remove it from society, and cause severe social penalties, including death upon those that continue to quest for such forbidden knowledge.  
     
    Mystery is generally just in it's simplest term a lack of knowledge, and all of us even in this modern age have blind spots in our knowledge about something, whether it be cars, computers, firearms, or the law, all forms of knowledge we trade with specialists for money to maintain our standard of living. IF one looks at magic like the ability to draw or paint, as in it's a mystery, and not everyone knows how to do it, speaking as an artist, it's the product of observation, practice, book learning and time, and the more of each one spends on one's art, the better they get. Artistic Talent is just how much self motivation does one have to put in all that time and effort to learn? The same could be said if we looked back at magic as cooking, where a few years on Culinary school may give one a leg up on using exotic ingredients, and cooking techniques to prepare meals at the highest skill,  and different schools teaching different skills.  This would relegate Grandma's Christmas cookies to  "hedge magic", though also a beloved local or family ritual. This sort of read still allows anyone with a school diploma so command respect and high fees  in society, but it's not the dark age folklore flavored image. How magic is viewed by "the Characters" is dependent upon how magic if viewed by society.  Sure magic will be mysterious, if knowing about it means danger to one's immortal soul, or membership in the church, the town or the polity.

    So I reject "Mysterious Magic" for Mystery's sake, and lay it all out fair and open to the players, and in general it's another tool, and a tool, like a gun is neutral, and dependent on the motivations of the user, and the perception of the tool by society.
  25. Like
    Manic Typist reacted to Chris Goodwin in Guns in a Fantasy Settings: Tips and Tricks for a GM   
    And read what I wrote.  "The characters may not understand the mechanisms by which the fireball appears, but they know that if they have a small booger of bat poo and sulfur squished together, make gestures X, Y, and Z, and chant M, the fireball appears, and it's consistently a sphere of fire 20 feet in radius that appears within 120 feet... That's not mysterious."  
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