Jump to content

JohnBear

HERO Member
  • Posts

    102
  • Joined

  • Last visited

Posts posted by JohnBear

  1. Thanks Ghost. I'm already familiar with Resource points from another game we were playing until just recently. In fact we had to really focus on that for a while because we were playing a heroic game and one character had unlimited wealth.

     

    FWIW here's our starting conditions:

     

    Starting Equipment:

     

    Assume 200 (real) points worth of gear – mundane and magical. Everyone will have cash on hand of 5000 sp. Magical and unique gear must have the “Independent” limitation. If it’s off the shelf mundane, no need for “Independent”. If you want to be sure you never lose it, spend character points. We’ll be using a silver piece standard.

    Starting Wealth and the Money Perk

    Because of the repercussions of the money perk in a heroic game (where you pay for equipment with cash rather than character points) when we discussed it, we placed some serious limits on how it would be played in game.

    Based upon the backgrounds for the current characters, Tywin and Mal are the only ones that would actually have the money perk at any serious level, and even then their access to those funds is (currently) extremely limited. And if Tywin were to go home, he could literally afford any magic item of any power level available. If it wasn’t available he could commission it no questions asked.

    In a heroic game, this is a problem.

    So what we’ve decided to do is treat the money perk (for PCs) as it would be treated in a superheroic game (hand waving to say you don’t have to worry about “stuff”). When back home visiting the family Tywin and Mal would enjoy the lifestyle of the rich and famous (if they’re not dodging the police or other shadowy figures), but that doesn’t translate into spending money here in the armpit of the verse (assuming there was someplace to spend it, that is…).

    This has no bearing on what you do with your treasure or loot. If you grab 100,000gp from the dragon then you can spend it on anything you want (assuming you can find it).

     

    Many of the limits I'm putting in place are primarily geared towards the startup and while we're in the "debug" period. Then we can re-evaluate.

     

    Plus, this will be my first time as a Hero GM (we're converting a pathfinder campaign over). I've been a D&D DM since '79, so I have to get up to speed on things as GM here.

     

    After reading the various settings from DOJ and the enchanted items guide I think I can see how they were intended to work so that's what I'm going for.

  2. Thanks guys,

     

    We're testing out some new rules for (heroic) fantasy hero (homebrew campaign) and so yes, we did put in DC limits and there AP limits do apply to "magic" equipment. You want the stock Longsword? Or Pike? No problem (even though a pike exceeds the limits).

     

    But just by asking that question Hyper-man you helped me start thinking about this...

     

    As we build our "test" characters we just allocated a pot of character points the players can use for equipment to represent what they have at start (before I start worrying about cash cost for magic items - yeesh another can o worms)

     

    Because when you buy equip (a sword) with cash you get a HKA which is what will happen once the game starts.

     

    Much to think about

     

    Thanks again

  3. Active Point caps and Naked Advantages

     

    Just curious as to how anyone has handled this in the past (both in heroic and superheroic games).

     

    Assume a 60 point cap

     

    Do I allow them to combine or have the power drop down so the fit the cap?

     

    Example of combining:

    60 point HKA (4d6 killing) with an Armor Piercing Naked Advantage = 90 points

     

    Example of drop down:

    40point HKA (2 1/2 d6 killing) with an Armor Piercing Naked Advantage = 60 points

     

    While this is obviously my choice as gm I'm looking for additional input.

     

    Thanks

     

  4. All righty, then. I have errata for the 5E rule book, but not 5ER, I'm afraid. I also don't have MMM errata, not sure why. A couple of books just had minor corrections of obvious typos, not worth attaching here. Some of these Hero Games translated to PDF, others not, so I just saved what was available in another format.

     

    Had you any humility I would urge you to dispense with such mortal matters pronto!

     

    Thank you Sir.

     

    :rockon: 

     

    JohnBear

  5. You fine folks are exceedingly awesome  :hail: :hail: :hail: I don't care what everyone else says about you!  ;)

     

    Thank you.

     

    As for Errata m'lord, The Main Rulebook, Fantasy Hero, The Bestiary and MMM come to mind as the most relevant to me at the moment.  Though whatever other books I don't have I should have soon (I think I have most of the 5th ed books already from my latest spending spree).

     

    So whatever you can easily find would be much appreciated.

     

    Thank you all again.

     

    JohnBear

  6. Hi Folks,

     

    Does anyone know of any archives for the 5th edition version of the rules discussions?  FAQs. Errata, downloads, etc.?

     

    I realize the current version of the game is 6, with work going on somewhere about version 7. I just happen to be playing 5edR (my group did not like 6th - and I had to drag them off 4th).

     

    Obviously if it's lost it's lost.  Would be a shame if it was though.

     

    Thanks in advance,

     

    JohnBear

  7. Probably ideal to have "drop in" more generic stuff you can put in any city rather than requiring a specific setting, I'm not sure people are super eager for yet another city product.

     

    Its my opinion that almost everything put out should have adventures in it, especially settings.  Everyone can use adventures and adventure ideas.

     

    This. I know when I was first starting as a GM looking for stand alone cities was useful (anyone remember the "Free City of Haven" or "Sanctuary"?). However it didn't take very long to start pulling them apart and using the bits (sometimes with the serial number filed off, sometimes not) in my own cities. More than one version of "The Vulgar Unicorn" or "Bloody Sams" has appeared in my games.

     

    In fact maybe a product with various iconics that can be dropped almost anywhere with a few plot devices and varations on a theme. The archetypical Inn in the Nobles Quarter with backgrounds on the staff.  Throw in some varied plots (who is spying on / sleeping with who and why) and you have an instant campaign generator.

×
×
  • Create New...