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Wardsman

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Everything posted by Wardsman

  1. Markdoc brings up some good points. I personally don't like frameworks in Fantasy. But I do believe if you allow them for the mages you should allow them for non mages Ultimate Skill from 5th edition has some interesting rules on the Power Skill(Magic), Inventor skill(Spell Research), and Knowledge Skills. You might also create a ranking system for spells and some sort mechanic that limits what rank of spells the caster can use. I'm leaning towards [ (active points/10)+ (real points/10) ] /15 = Spell Rank. Ranks run 1-15 for 1st, 16-30 for 2nd, 31-45 for 3rd etc. That way a version of a spell with more limitations is easier to acquire than the version with less. Compare what mages can do vs what everyone else in damage over time. I use encumbrance rules for armor against mages regardless of what it is made of. 5th has an optional figured stat called Arcane Defense. It is PD, ED. Ego Defense, Flash, and Power Defense rolled into one. But it only works against the magic special effect. Somewhere between 2-5 points in cost per point with a stat/5 adding to it if you use figured characteristics. I've thought about letting Dwarves take it based on CON. Use Spell Colleges! I'm working on my Harn translation at the moment.
  2. -3/4 was one value I saw in a previous Fantasy Hero edition. I Thought that might be low. I don't think it popped up in 5th. Or if it did I don't have the book it is in.
  3. No you have been helpful.helpful. What do you think of this?
  4. Ultimate skill has a few ideas on balancing out what I want to do plus ideas on manipulating the curve. It also has a chart to help wrap my head around the probabilities.
  5. Well a lot depends on difficulty levels (subtractions to rolls)in the system. What does the math look like if it is CHA/4 especially on level familiarities and proficiencies??
  6. I'm 5th edition guy so someone else would need to translate to 6th. 5Th suggest all undead built with a limitation affected by necromance that gives undead an effective ego or presence. Turn undead in 5th is a talent that behaves as rules as written except at + 40 level where it destroys them. I add vulnerabilities and susceptibilities to presence attacks from opposing forces with the right talent or perk. Works well in other issues like law vs chaos or fire vs water pantheons. You could also let priests and paladins by linked attacks to presence. Another option is tread the undead as summoned and use a special suppress and dispel rules. Treat as a summoned horde and allow suppress to remove some based on roll. If suppress hits dispel levels they are wiped out.
  7. May I ask why? I like to hear other options. In a non-superheroic setting it makes a certain sense to me. I'm leaning on tweaking charistic rolls too since supers are not present as suggested in Ultimate skill. Looking at CHA/3. So an 8 would give a an 11 or less.
  8. Harn magic has an interesting SFX system not unlike Hero. Fire is not just elemental Fire but action. While Water is tied to Darkness , Cold and Inaction. But only a few spells are defined and it strongly suggests a magical precedence as to what can be done by Each Convocation(college) or not. So Haste spells, aid tod ex and speed should be fire. Arguably aid to running is also. While Slow spells would be Water. But what about an aid to swimming? Fire or Water? There are no flying spells listed in Official Harn stuff . Is it possible? that is up to you. If you allow it it looks like air. What about telekinetics or levitation? Air or Mind? Or is that a meta magic and thus neutral magic? I could arguments for all three positions. So in theory two Harn like worlds can subtile different magics. Parallel worlds is built into the cosmology BTW.
  9. I don't know. Average is 8-10 in primary stats. An older one closer to making journeyman maybe . But a young one just starting out at 10? But the again I just looked at the age 10 limitation Strength is the only thing under 8.
  10. Thinking of coming up with rules for apprentices as characters. Besides taking the age limitation(10 year old), what disadvantages could you see such a character taking? And how do you handle the aging of the character with young age limitation? Growth spurt where he buys it off?
  11. Here it is. Been playing with it. Combine it with the Active point/10 + Real point/10 spell ranking system and it might be workable. In the system below. No buying spells with points. It takes time based on spell rank. The number of spells you know is limited by a talent Arcane discipline. Spell Rank -1 is how each spell costs. So you can know as many first rank spells as you want. Since there are 6 schools of magic and the other ones are harder to learn, I'm toying with requiring a talent for each school instead all of them using one. Still mulling that over. Think I have working attunement mechanic.
  12. Looking at some Harn rules now. And people complain about HERO math! It is taking a awhile to get back into that old school mode of thinking. WoW! That style of charting and calculations. I remember similar stuff from other systems even early AD&D. It is if D&D and Rolemaster had a baby. I think I posted somebody's 5th edition hero notes above.If I didn't I will later.
  13. Aura Stat, do need a conversion? Or ignore it?
  14. Best description of Tekumel I ever found. The fact that it is both Unique fantasy and has scifiction Relics makes me think of Hero. http://www.tekumel.com/world_history01.html http://www.tekumel.com/gaming_tools.html Glorantha is the setting for Rune Quest. http://www.glorantha.com/ Harn itself is interesting. It lowlevel and gritty. Close to the 1200's on Earth socially but with a gritty magic. But there is a related High fantasy world in it planar cosmology. https://en.wikipedia.org/wiki/H%C3%A2rn
  15. Some thoughts possible settings. A compelling Urban Fantasy if that boat hasn't passed Tekumel, Empire of the Petal Throne Glorantha Maybe Harn or at least an adaption of its magic system The last three may be too old school. But Tekumel rivals Middle Earth in richness. You would have to look at why the licensing for Glorantha keeps changing and how that recent product sold. Apparently Time Travel is one of the hot trends in Young Adult right now. http://www.huffingtonpost.com/lisa-parkin/5-exciting-ya-book-trends-to-look-for-in-2016_b_8328078.html
  16. Part of problem was shrinking shelf space and the disappearance of the gaming and books stores. If you wanted to launch the next big thing in gaming where would you go? And these days you setting would have to tie into another media to get attention. BTW how is the superhero movie explosion helping super hero gaming?
  17. Hunger Games Divergent Some other young adult dystpian
  18. I've been wondering if a skilled LaTex user could pull something like this off? I'm not skilled But I've been wanting to learn.
  19. Create, like cloak, only pops in FH. Though I could see uses in other genres.
  20. I appreciate that. I stil think some of you should write a setting powered by hero.
  21. Well then! Those of you with a good 6th edition collection need to write something up and get licensing from Steve. I thought about myself. But that was before I was pilloried for not using 6th on the boards. Now I'm not so keen on getting 6th at the moment.
  22. BBB? 4th leaned toward a skill like power which I use to prefer. Page 36 I think on first edition. strangely enough that version did use create and independent together. But later versions did not. Neither did 5th. It specifically states not to use independent and not pay points for the item. Just the spell But 5th does tie it to what it calls "alternate enchantment" rules to differing modifiers from the usable by others section of 5th edition. Like I said elsewhere I could see it being used in Superheroes and SF as nanotech seeds and other things. There is one open question which active points do you base the time on? The original effect or the base create effect? I'm leaning on the Base create effect (real cost of original) which incentives the players to take limitation on the original or item effect.
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