Jump to content

Wardsman

HERO Member
  • Posts

    500
  • Joined

  • Last visited

Everything posted by Wardsman

  1. Which country and time period? That is needed for east or west.
  2. This meaningless without context. What constitutes an Arch-Mage depends your setting and magic system. D&D for better or worse has certain assumptions on power level, what constitutes a high power spell, etc that not everyone likes. Nor does it translate well into most skill based systems Nor do their ideas of what is a high level spell always work. The golden oldie is the Wish spell. In AD&D it took a Wish (9th level) to raise a stat permanently. How about Cacodaemon (8th I think)? That can be a much lower level spell in Hero. In fact the whole spell level concept has to have special rule in Hero, Haven't found one for Wizard level I like I don't use Wish spells BTW. There are better ways of simulating if it is needed at all. I'm running into this with Harn as well. What might be a a Level X power in Harn Master is level Y in Hero unless I want jigger the rankings. Would you say a Rune Rank (Priest, Rune Lord or full sorcerer) in RQ is weak? Runequest shies away from twinkle twinkle and twenty orcs die in its magic. Though a Sorcerer with high enough multi-spell could pull it off. But their High level characters are dangerous in their setting. D&D makes assumptions in world setting and style of play that doesn't always translate well into other systems . We discussed this in the paladin thread. I've tried tell people this in Rune Quest. If you want play a wandering Rogue you don't play an initiate to a Thief God. Those gods are city specific. Wandering Rogues initiate as Trickster. His shrines are everywhere and yes he has Thief and Murder aspects as well as Jester. Thieves running with Paladins? Really? I Always stated that since Dwarves tend to be Lawful Good and their thieves suck a picking pockets and sneaking, that Dwarven Thieves are Locksmiths. System matters as well. How damage works plays a part. Go read the threads on mimicking saving throws . My question is why bother? Why have two classes that based on European crusading knights(except one can't use a sword)? Why can't mages heal? Why is someone mucking around in a cave in full plate? Now there is a game designer who has never been caving.
  3. massey, on 25 Dec 2016 - 6:04 PM, said: Who is?
  4. But what separates them from another warrior or knight? First you need setting info, especially metaphysics. But assuming we are talking about a something akin to a D&D paladin. I'd say build a warrior or knight that has a made an oath or pact with a power. Thus receiving the package deal that gives him whatever paladin powers you want him to have. However it should reflect the power he has bound himself to.
  5. I'm facing this myself with a Harn conversion. the Genteel folk will have perks in 5th terms while thralls, serfs and such limitations. Haven't got details filled out yet. One thing that often gets ignored in Fantasy games is the notion of chivalric weapons and how only nobility can wield them. This varied with time and place though.
  6. Dude don't you know? As Hero system gurus we all have differential calculus at 18 or less?
  7. According to this Paladins have expanded somewhat in fifth edition. http://www.giantitp.com/forums/showthread.php?373592-A-Guide-to-the-D-amp-D-5th-Edition-Paladin-through-the-eyes-of-a-3-5-Player Now here is my problem, why can't a ranger take Oath of Ancients? It seems to me the weapon styles should be fighter/warrior related. The oath powers and other tricks could be powers based on the warrior dedicated himself to a cause/religion/ or power.
  8. Good historical background. Didn't know about the sorcerer amongst Charlemagne's peerage. Most people only know Cleric and Paladin from D&D usage. When you say paladin they mean a D&D style one. My Knowledge of D&D is dated to AD&D where Clerics wore armor and arguably carried chivalric weapons. I assume current rules haven't changed them too much. Originally in the Harn setting Priests didn't have spells. But everyone had Piety Points to ask for miracles. I kind of like that. Glorantha also informs my ideas on holy warriors and priests. A lot depends on the setting! Is it based on Medieval Europe? Monotheistic vs Polytheistic? What does your pantheon look like? What are powers of the Gods? Do they interfere directly and in an obvious manner? Or are bound by some compact to do so in a mysterious and deniable manner(Harn)? That will help define the followers of those gods and their powers. A Warrior of Raa or Horus might it some ways look like a Classic Paladin but differ in others. What about Warrior of Set? Set wasn't evil just a rival of Osiris and Horus. There is even a combined God Form of Horus & Set Classic D&D Clerics and Paladins assumes a certain metaphysics that I would argue doesn't even work in most current D&D settings. IE All clerics can Turn Undead even in polytheistic settings.
  9. He seems to be referring to 5th edition Ultimate Skills. Excellent book. I'm basing my spell research rules off of ideas in it. I'm also tweaking heroic stat range a skill breaks based on ideas in it to fix complaints about characters in low power settings. Standard Skill enhancers are usually limited to one type of skill. "Expert" is one that crosses types but restricted by subject. I'm thinking of creating one called Student of the Arcane. Ultimate Skill also discusses skill interaction with power frameworks on p. 60. It discusses putting skills in pools.
  10. need social limitations and perks for social status thrall, serf, slave freeman. Yes there is a distinction between slave and serf. Thrall is nordic and kind of inbetween. What is interesting is that it is a true medieval setting and a lot common fantasy weapons are chivalric and cannot be carried unless you are the proper status (well born).
  11. The problem is/was in AD&D that clerics still wore armor, carried morningstars and at low levels could hold their own with fighters Even the earliest editions of the game they tried to come up with a non-warrior cleric. They were called cloistered clerics but were more of an npc class than a pc class.
  12. I find Paladins and Clerics to be two sides of the same coin. After all they are both based on the same archetype, the Crusading Knight. When begin converting Clerics and Paladins to a skill based system like hero. It becomes very obvious. Clerics become better at holy miracles while Paladins are better at combat. But each can do both. My suggestion is that their holy schtick be built on end battery or charges that only recharge when they perform rituals or prayer to their god. As well as having a -1/4 limitation power only works with the favour of the god. For a different take on divine warriors look at Rune Lords from Runequest. Orlanth and Stormbull are gods that let barbarians be divine warriors who fight Chaos. Zorak Zoran's Death Lords are an berserkers who rage at both Order and Chaos. The Swords of Humakt are closest to D&D paladins but even they have a twist.
  13. Posted Today, 08:47 PM Crusher Bob, on 13 Dec 2016 - 11:01 PM, said: I must respectfully disagree with crusher bob. I can Remember when END reserve was a limitation. I remember when it changed too(4th Ed). And I agree with the change. Broke my heart to rebuild him but I understand why. The Amazing Starfire (Light Elemental) had all his powers bought through that. Here was the problem. Since all of Starfire's powers ran on an END battery. He could get knocked out, recover with just 2 stun and END, groggily stand up and cut loose with a laser attack that would slice open a tank. That is why it is no longer a limitation. That is why your not paying points to suck if you use end reserves!
  14. We had team set in Atlanta during the late 80's called Metaforce. One the of team members negotiated a team sponsorship with Coca-cola. We reluctantly went along ic wise most of the team found it distasteful and dub the team member who pushed for it "Capt. Lunchbox". Sometimes to his face. Though we did a few promo tours. At least one game involved how we could use our powers or looks to promote product. I was running a light elemental with holographic powers.
  15. First question why isn't the fighter facing LTE if is pushing himself? One thing I haver been thinking for a setting is Mages must gather the spell energy into an END reserve that does not recover. That costs LTE but all other spells must use that reserve. Assuming 6th still uses 1 END per 10 active points, make every spell use 1 END per 5 active pointsas a campaign rule. Or require LTE at 1 per 20 active points.
  16. Delayed effect is optional. In fact there is nothing stopping you from allowing players to have instant spell attacks and/or half phase actions. If you don't want the rapid spellcast for your feel of magic that have to tweak the system. Now Rune Quest has three types of magic. Fast and easy Divine A slightly slower but still combat oriented battle or spirit magic. And a long and involved sorcery system not suited for battle unless they learned to hang spells or were in the backlines.
  17. Melting or dissolving kryptonite(an element, isotope of iron in DC) would not stop its radiation effects.
  18. Cantriped you really must explain how the 6th edition Alternate Item Creation system compares to the 5th edition We had the economics debate before. I haven't seen pathfinder but tend to not like the D&D prices. I did acquire a copy of the well recommended by the board rolemaster supplement "And a 10 Foot Pole". And it looks very useful. But I have 12th century prices lists from the Robin Hood Supplement. Not sure if Lionheart has a price guide. I heartily suggest those sources for those who need them. & a 10' Pole has multiple time periods in its lists. It goes from the Stone Age to Information Age.
  19. I don't know what it is called in 6th Edition but previous editions had an advantage called Delayed Effect which allows a mage to precast the spell then "hang it" as some people say. Delayed effect assumes there is a campaign rule that limits the numbers of spells a mage can have active. Say Int/5 or so many actives points. I use int/4. FH 5th edition also suggests also having a campaign rule for how many spells a mage can have prepped. Say 2 or 3 times what the active limit is. Personally I don't like the memorization feel. But i get something similar in my Harn rules. I require all arcane spells to take at least take extra time (1 turn) limitation. They can get around that using the following: Fast casting at a -3 added to the arcane roll which lets them cast in a phase instead of a turn Build with the lingering advantage Build with delayed effect advantage Build with Trigger Learn to enchant items You can make all spells instantaneous or require long rituals. Or you can require mages to gather energy in focuses (END reserve) via a tiring ritual(costs LTE) and that energy is used to cast spells. You are not stuck with the D20 model if you don't want to. Killer Shrike has good points his/her site for replicating D&D or building something different. Things from 5th edition or their 6th equivalent I suggest as good limitations for spells. Ritual Limitation, you can still cast spells as rituals without it by voluntarily taking extra time and using teamwork rules to gain a bonus to arcane rolls. But a spell built with it must be cast with X amount of people depending on the level taken. Window of Opportunity limitation, This is the only cast during the full moon (Once a month) or only during Solstice and Equinoxes (4 times a years) limitation. Side Effects or Backfire, Usually Side Effects only happens if you fail to cast the spell. Backfire is when it happens no matter what. If you want spell levels I suggest (active points +real points)/15. I haven't found a Wizard level system I like yet. I may just use a perk system mimicking the Harn setting. Or not bother.
  20. Don't forget that items made of metal were heavier and often tougher than modern stuff.
  21. Xtra time in application/casting. I like the possible dispelling by water or some other substance depending on if it was mud like or not say like a dye. If it could be washed off maybe continuous effect?
  22. Think full body magical ointment. Historically it was camoflage. But in RQ it was a magical ointment that acted as armor. What limitations represent having to cover the whole body and little or nothing on?
  23. I think you need to double check on storyteller Roll high doesn't work with 9 again an 10 again mechanics. The target # is normally 8. Characters with 9 again or 10 again mechanics hit easier not harder. To me the d20 roll high should just the way of AC.
×
×
  • Create New...