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cbcarey

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  1. Some options If you put all your consumable components into one bag, with a monthly fee, you are essentially replacing one expendable focus with another non expendable focus. The bag becomes the focus. Whats in it is special effect. Another option would be to keep the components required. They could be carried in any normal pouch. But the player could buy/find/make a pouch that uses any of a number of powers to call on a stockpile of items from some secure location to thier personal location. Access to that reserve of items might come at a price, or the player might need to maintain thier own reserve. To me, this doesn't invalidate the limitation because the bag could still be removed, or the components on the other end of the bag could be stolen, or replaced for some plot twist. Access to the reserve might require some form of allegiance or duty. Me, I like the idea that if you are using a consumable, you keep track of it. Gold, Arrows, Rune-pebbles, rations, etc... As GM I do not keep track of these things, but require each player to. Its not a hard thing to do, its a habit to get into. Just like recording your end use, etc..
  2. Other Resources I have a digital copy of the ultimate super mage. That has provided a great resource for my non-super mages. I would personnally purchase a fantasy hero series. With volumes dedicated to magic/sneakery/warriors or what have you.
  3. Things I'd like to see addressed 1) How to deal with epic plot and character progression. I am running a 'standard hero' level game that has gone on for years. We play once a month or so. We recently introduced a version of the power caps very close to those provided in the hero system. The players complain because they easily hit the cap on thier favorite attack or defense. My fear is that this will lead to characters who can all do most anything equally well. I am creating my own system to move the chars up through a ladder of increasing limitations over time, but would love to see how you handle this. 2) Missile weapon/projectile composition I understand the way Bows/XBows/Etc. are built in HERO, using charges. That method is fine for superheros. Its harder on fantasy hero characters, who wan't to find a fletcher who makes ap arrows. When an arrow is a lowly charge, thats hard. Clearly, there are ways to do it, but the logic behind such systems always leaves my players with questions that I can't answer. Concidering how seperate the arrow and the bow are in fantasy - magic arrows - magic bows - flame arrows -- I'd love a system that allows creation of these items. 3) Alchemy Alchemy is hard. I have seen a bunch of writups. None are entirely clear to me how they work. I want a system that lets the player learn how to make a certain potion or salve or whatever, and they can make it as many times as they want. The restrictions would be because of the components required, all expended foci, and the time required.
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