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iena

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  1. Like
    iena got a reaction from Khymeria in Doubt about the magic system   
    Dears,
    I’m looking for some support because I’m going to start a really titanic did (at least to me): I’m going to create starting from zero a complete fantasy setting using the 6th edition of Hero System… Furthermore, I have to involve my current RPG party that don’t speak English at all and explain all the rules…
    Anyway, my main doubt is about the magic system. I know that “Fantasy Hero” handbook proposes a lot of different magic systems but you have to understand that I don’t have time to test the system…Once I have implemented it, I must to be sure that it works and, most important, that it is balanced.
    The only magic system I know very well is the one of D&D (3rd or 5th edition). In this system the wizards have two important limitations: 1) the power level of the spell based on the character level 2) the number of spells castable per day.
    In the magic systems presented in the handbook “Fantasy Hero” these limitations seem not be implemented (at least in my opinion). The mandatory roll on the skill “Power: Magic” seems not to be enough… If during the character creation the player put a lot of CP in this skill the result could be that the wizard could cast one single but very powerful spell (and this can be really unbalancing).
    Do you have introduced some house rule to limit the CP expendable for the skill “power: Magic”??
    Second point: how to limit the spells per day?? Even if a spell can cost Endurance, the recovery phase would virtually allow the wizard to cast an infinite number of spells per day. Is this acceptable for you? I repeat once again, my only reference is the D&D where, with the exclusion of the cantrips, an infinite number of spells would be a nightmare. 
    Thanks for your help and please excuse me for my poor English.
  2. Like
    iena reacted to Hugh Neilson in Speed chart substitution   
    OK, first, I love the Speed Chart. But it seems clear that the OP's players do not love the Speed chart. The Speed Chart is not the sole virtue of the Hero system.
     
    A lot of us are suggesting modifications to get a result similar to the Speed Chart - different numbers of actions for each character or at least type of character.  That seems to be the breaking point, rather than the selling point, for iena's group. 
     
    So get rid of it.
     
    Everyone gets one action in DEX order.  Or, if you want some randomness in there, in order of [DEX + 1d6] or whatever other randomness you want to add.  Then we start again and everyone gets one action.
     
    Tack on a recovery after every fourth action, and we simply have a game where everyone has a functional SPD of 4.
     
    There may be some other items to tweak.  Adjustment Powers recover every 4 actions by default. Rather than track "per minute", the first "delayed recovery" advantage means the power lasts the entire combat.  After that, we are getting into long-lasting adjustments measured in out of combat time.
     
    Flash works by segments, so it lasts for 1 action for every 3 rolled (or make it 15 points per 1d6 like a killing attack and now it lasts in actions).
     
    Don't bother figuring out every element in the "four action" model - deal with timing issues as they come up in PC or NPC powers.
     
    Hero is a toolkit.  The speed chart is a tool.  If it's not workable for your game, don't use that tool.
     
    but but but...tactics!  but...but...but...characters who are faster or slower!
     
    But that's not what iena's players want. Removing these aspects (different tactics; no action variance) won't break Hero. Including them will break it for iena's group.  So remove them.  That's the whole point of having a toolkit to begin with - make the game (you and) your players want to play!
     
    Is it balanced?  Well, we gave everyone 20 points spent on SPD and that leaves them exactly the same points each to spend on other abilities.  It's just as balanced as if everyone chose to spend 20 points to have a 4 SPD.  The mooks are a little faster, but they will still be mooks.  Of, as GM, you can just skip some of their actions, effectively giving them a lower SPD, and see if the players notice.
  3. Sad
    iena got a reaction from DentArthurDent in Speed chart substitution   
    Thanks to you all guys, for your contributions and support but my party has senteced... We will try with Mutants and masterminds... It's a D20 system based quite easy to learn... I'm sorry for this but my dream is over... 
  4. Like
    iena got a reaction from Ninja-Bear in New martial manuver for escrima   
    Hi Everybody, 
    I'm happy to see the topic I have proposed is stimulating an interesting conversation. To be honest I don't have problem in building the gunting with an approach different than the classic maneuver. A maneuver would have been good because of his semplicity but even a "power like" approach would be ok for me. What is important to me is to keep everything within the limits of 6th edition rules. 
  5. Like
    iena got a reaction from drunkonduty in Doubt about the magic system   
    Dears,
    I’m looking for some support because I’m going to start a really titanic did (at least to me): I’m going to create starting from zero a complete fantasy setting using the 6th edition of Hero System… Furthermore, I have to involve my current RPG party that don’t speak English at all and explain all the rules…
    Anyway, my main doubt is about the magic system. I know that “Fantasy Hero” handbook proposes a lot of different magic systems but you have to understand that I don’t have time to test the system…Once I have implemented it, I must to be sure that it works and, most important, that it is balanced.
    The only magic system I know very well is the one of D&D (3rd or 5th edition). In this system the wizards have two important limitations: 1) the power level of the spell based on the character level 2) the number of spells castable per day.
    In the magic systems presented in the handbook “Fantasy Hero” these limitations seem not be implemented (at least in my opinion). The mandatory roll on the skill “Power: Magic” seems not to be enough… If during the character creation the player put a lot of CP in this skill the result could be that the wizard could cast one single but very powerful spell (and this can be really unbalancing).
    Do you have introduced some house rule to limit the CP expendable for the skill “power: Magic”??
    Second point: how to limit the spells per day?? Even if a spell can cost Endurance, the recovery phase would virtually allow the wizard to cast an infinite number of spells per day. Is this acceptable for you? I repeat once again, my only reference is the D&D where, with the exclusion of the cantrips, an infinite number of spells would be a nightmare. 
    Thanks for your help and please excuse me for my poor English.
  6. Like
    iena got a reaction from Ndreare in Doubt about the magic system   
    Dears,
    I’m looking for some support because I’m going to start a really titanic did (at least to me): I’m going to create starting from zero a complete fantasy setting using the 6th edition of Hero System… Furthermore, I have to involve my current RPG party that don’t speak English at all and explain all the rules…
    Anyway, my main doubt is about the magic system. I know that “Fantasy Hero” handbook proposes a lot of different magic systems but you have to understand that I don’t have time to test the system…Once I have implemented it, I must to be sure that it works and, most important, that it is balanced.
    The only magic system I know very well is the one of D&D (3rd or 5th edition). In this system the wizards have two important limitations: 1) the power level of the spell based on the character level 2) the number of spells castable per day.
    In the magic systems presented in the handbook “Fantasy Hero” these limitations seem not be implemented (at least in my opinion). The mandatory roll on the skill “Power: Magic” seems not to be enough… If during the character creation the player put a lot of CP in this skill the result could be that the wizard could cast one single but very powerful spell (and this can be really unbalancing).
    Do you have introduced some house rule to limit the CP expendable for the skill “power: Magic”??
    Second point: how to limit the spells per day?? Even if a spell can cost Endurance, the recovery phase would virtually allow the wizard to cast an infinite number of spells per day. Is this acceptable for you? I repeat once again, my only reference is the D&D where, with the exclusion of the cantrips, an infinite number of spells would be a nightmare. 
    Thanks for your help and please excuse me for my poor English.
  7. Like
    iena reacted to GhostDancer in Martial Hero   
    Show us your martial arts articles, builds, heroes, finds, pics, villains, etc.
     
    Diamond Dragon Technique
     
    Cost Maneuver                            OCV DCV Notes
    5      Diamond Dragon Technique  -2     +1   1/2d6 HKA
    Wong Yan Lam 王隱林 was the son of a Shaolin Kung-Fu master known as Wong Ping. Wong Ping was something of a local legend, known as "the bronze foot", and was fond of demonstrating his kung-fu in public. Because of this he came to the attention of Sing Lung*. One day Sing Lung came down from the mountain and had an opportunity to observe Wong Ping's kung-fu. He was impressed by Wong Ping's skill and tried to tell him so but because Sing Lung's Chinese was not very good there was a misunderstanding. Wong Ping attacked Sing Lung with a powerful leg sweep but the Tibetan monk utilized a technique known as "GAM GONG HONG LUHNG". He leapt up into the air and landed on the leg, breaking Wong Ping's knee (from Lo Wai Keung's "Yau Jih Baat Gihk Kuen" [in Chinese language] Hong Kong)   Lama Pai, Tibetan White Crane, and Hop Gar exist as relatively distinct lineages and/or organizations, all originated with a single figure known as Sing Lung who arrived in Guangdong Province during the Qing Dynasty and taught a martial art then known as "Lion's Roar" (獅子吼).  Different names were given to this martial art due to the distaste for a foreign system, especially one practiced by the Qing Royal Guard. 
    *"Star Dragon", or more likely, "Sage Dragon."
       

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