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Lisa Nadazdy

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Posts posted by Lisa Nadazdy

  1. Re: Divide by 3?

     

    I quite agree; I like how Steve built the Fantasy Hero rules, too. I prefer using an in-game method to what spells the players have, but I wanted some alternatives to the divide by 3 method.

  2. Re: Divide by 3?

     

    Something that's come to my attention- dividing by 3 may not be the best route to cost savings on spells. For instance, the Real Cost of Lightning Bolt (pg 66 of the Grimoire) is 16 points (and when divided by 3, costs the player 6 pnts). However, the Master version of the spell has a Real Cost of 18 points, which means that when divided by 3 it has the exact same cost as the basic spell...

     

    So, how to deal with this? Two possible directions- in game control or a slight mechanical change to the divide by 3 rule.

     

    In-game is simple; simply don't allow access to certain 'advanced' spells unless you (the GM) allow it. They can upgrade the basic spell to the Master version in some in-game fashion, even though the point cost won't change for the player.

     

    The mechanical solution would be a variation on the Power Pool idea- For every point spent on the Spell Pool Talent (or Perk, or whatever you want to call it), you get 3 points to spend on spells (players can 'bank' leftover spell pool points). In practice, it makes the cost of spells slightly cheaper when a player buys a large number of spells, simply because the round off works more in the players favour, but they'll end up spending those savings when they go to 'upgrade' those spells.

  3. I created a relatively simple system for a "School of Alchemy.

     

    An Alchemist needs the perk: Arcane Magic (10 pnts.). This allows him to use magic, just as it would most mage types.

     

    Second, they'd have to buy the skill "Chemistry", whic allows for the development of magical and non magical formulas.

     

    Third, "Alchemy" has but one spell:

     

    Transform (Major): Create Alchemical mixture, with "Improved Target Group: any alchemical mixture that the character has knowledge of, +1/4", with the limitations "Limited Target: Alchemical ingrediants -1/2". Extra Time, OAF (ingrediants), Gestures, Incantations are all appropriate..

     

    Here's wher it gets a bit tricky: Potions are created as per normal...

     

    Example:

    Healing Potion- Simplified Healing 4d6, can heal limbs (active cost: 45) OAF- potion (-1), I charge, non-recoverable (-4)

    Real cost: 7.

     

    Divide the Real Cost by 5 (in this case, it's 1). This is the cost of the knowledge "perk", and the penalty to the Chemistry roll to create the potion. The "Body" to overcome is the Active cost of the potion.

     

    This system allows for PCs to create potions without costing Character Points, and allows them to create potions they have knowledge of, providing they have the time and ingrediants to do so.

     

    Feel free to make suggestions, or fixes if I've missed anything important.

  4. I'm still reading through it, but I have some clever ideas on how to use the templates. Is it just me, or did DOJ guys "swipe" my idea for template options? It's a good idea, but I can't be the only one who had thought of it.

     

    Also, if things pan out, I could be starting my own game publishing enterprise. One of these days I'll have to get down to the registry and do that...

  5. I think what Ben is trying to say, is that the Spacer's Toolkit is createed mostly with HERO's current Star Hero product line, which focuses on the Terran Empire, and he wants stuff that's created to be primarily compatible and focused on that setting.

     

    This was done for a few reasons, but mostly so that:

     

    1. They can give tools for gamers to run a Terran Empire campaign.

     

    2. It helps promote the current line of product.

     

    I don't think you'll have much to worry about, though. Most, if not all of the items presented can be easily adapted for whatever setting you like, much like the material in Star Hero.

  6. Originally posted by Ben Seeman

    If you go to the Spacer's Toolkit Online page (in the Star Hero section of the site) there are RTF templates for you to use for your submissions.

     

    Make sure it is consistent with TE power levels. If you don't have TE or ST :mad: then you might want to wait for other submissions to show up as examples.

     

    I have em' both, thanks! I'll cook up some good stuff, you bet!

  7. I think you guys are missing out on one other factor: that of fictional conveniance. You COULD make weapons more powerful, but then the players would get awfully annoyed when you tell them every couple of sessions to write up new characters.

  8. What's great about this book, is all the little details, such as the charts which tell you when certain technologies were introduced, and the considerable space spent on a large number of alien species, or that they give you lots of detail, and yet, a lot of elbow room to customize the setting as you see fit.

     

    For instance, I dislike the FTL communications, so ZAP, I eliminate it, and make the Empire more decentralized, and instead, I put in regional governers with Imperial authority to run things. This changes the tone of things, but not the history. Communication accross vast distances are now done with a Hyperspace "Pony Express".

     

    IMNSHO, the best sci-fi setting I've seen to date.

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