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Mr. R

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  1. Like
    Mr. R reacted to fdw3773 in Want to use 5th edition what are the must have rules to grab from 6th edition?   
    For me, using the Unified Power mechanic in character design to replace Elemental Control was a great help and made things simpler. 🙂
  2. Like
    Mr. R reacted to Killer Shrike in Domains of the Gods   
    For such a very constrained use case, it would probably be better to use a Multipower vs a VPP. Maybe something like...
     
    Domainu:  Multipower, 45-point reserve,  (45 Active Points); Formula Based Total Spell Usages per Day (Usages = (MP Reserve / 15) + ((CON + EGO + PRE) /10), rounded down; -1/2), Domain Spells Only (-1/4), Only While In Good Standing With Patron Deity (-1/4); all slots Side Effects, Always Occurs (AP/10 LTE; -1/2)
  3. Like
    Mr. R reacted to Killer Shrike in Domains of the Gods   
    So...the Domain's you link to are meant to be used with the Dominine magic system, which is a relatively close conversion of D&D 3e style Clerics.
     
    http://www.killershrike.com/FantasyHERO/HighFantasyHero/MagicSystems/dominine.aspx
     
    Having said that, it could be adapted to some other model of course.
     
  4. Thanks
    Mr. R got a reaction from Christopher R Taylor in The Jolrhos Player's Guide   
    WOW!  That looks GOOD!
  5. Like
    Mr. R reacted to Christopher R Taylor in The Jolrhos Player's Guide   
    OK here's a preview of the kind of content and layout I'm going to use for the Jolrhos Codex.  I would appreciate whatever feedback and input people can offer for what they think of the visuals, the design, and the presentation.  This is not the finished product; there is editing that needs to be done and some elements may change.
  6. Like
    Mr. R reacted to Old Man in Domains of the Gods   
    I don't see anything obviously wrong with any of your domain assignments, though I confess I didn't go over them super carefully.  The one thing I would add is that I wouldn't stress too much about it--it's not as though gods in real life have clearly delineated spheres of influence.  I wouldn't have an issue with some domain overlap between deities conceptually, it's more a question of game balance for your campaign.
  7. Like
    Mr. R reacted to HeroGM in Delayed Effect, How did it work for you?   
    (sighs) I'll probably get hate for it.
     
    I see it as a point sink honestly. EVERY spell has to have it. It's capped at INT/x or EGO/x and if you want more you have to pay more for it, ON every spell. IF I use it I use it as a Naked Advantage with a higher AP cap (so if a 40ap game, I'll give it 60 or 80) and build a Talent: Magic ability off of it.
  8. Like
    Mr. R reacted to Hugh Neilson in Systems and AP Caps   
    On the topic of RSR (and slowing the game with extra rolls), a 14- roll is a 90% chance of success, and 15- is 95%.  What if we assumed that a 15- is enough to trivialize the roll out of play.
     
    If you want to be an Apprentice, a Magic Skill of 16- is enough to reliably (15-) cast 10 AP spells.  That's 3 points for the skill (13- assuming 18+INT) and 6 for +3.  So if we simply charged 10 points for Magical Apprentice, which means you can case 10 AP spells reliably, we're good to go.  Maybe the wizard can also cast spells with higher AP, but now you must make the roll. Tack on big side effects so missing that roll has dire consequences best avoided.  Or maybe Apprentices cannot access higher AP spells and we keep it simple.  The trade off for always making the roll is that you can't access higher-power spells than you can reliably cast.
     
    Add on 5 points of Perk, and you can reliably (15-) cast spells of up to 30 AP (5 is used for breakpoints, alternating +2 and +3 to the roll, so this is an 18-roll).  That's a Novice Wizard.
     
    Another 5 points allows 60 AP (21- skill roll equivalent).  This is a Master Wizard.
     
    5 points more and you are a Mage (80 AP; 23- equivalent), and another 5 makes you an Arch-Mage (110 AP; 26- equivalent).
     
    We then build all spells with RSR at -1/2, using Mage Perks rather than Skill Rolls to govern who can cast them.
     
    If you want cheaper magic, use the Side Effects (handwaving the ability to "take 15").
     
    Now we can have 5 "levels" of spells, with steadily increasing Perk costs to access  them.
     
    We could make it more granular, and make spells cheaper, if we use -1 Skill Roll per 5 AP.
     
    Let's keep Apprentice at 10 points, but that's now a 17- roll (normally costs 11, but we're rounding).
     
    Next, we have Novice Wizard +5 points, but his roll is 19-, so up to 20 AP.
     
    We'll pop in "Wizard" - +5 points, 21- roll, so up to 30 AP (rounding the skill roll down this time as 30 AP is a nice round number).
     
    Master Wizard - +5 points, 24- roll, up to 45 AP
     
    Mage - +5 points, 27- skill (rounded up) so 60 AP
     
    Master Mage - +5, skill roll 29-, so 70 AP
     
    ArchMage - +5, skill roll 31-, so 80 AP
     
    And so on...+5 points, 34-, 95 AP
    +5 points, 35-, 105 AP
    +5 points, 38-, 120 AP
     
    ad infinitum.  Maybe at those top levels we start popping in spells with much higher AP Limitations that can only be cast as Rituals taking extra time (no limitation for some of the Extra Time because it is only used  to drop the required Skill Roll - higher levels of Mastery can cast faster).
     
    More points will be required to cast higher AP spells, but the spells themselves have the -1 RSR limitation, so each spell is a bit cheaper.
     
    Note that we bury the skill roll behind the curtain - the various levels of Magical Training are simply perks.
     
    Season to taste - maybe different types of magic (which would have required different skills, like Fire Magic or Transmutation using basic RSR) require different perks, and have different spells available.
     
     
  9. Like
    Mr. R got a reaction from Lawnmower Boy in Aerelios the Gazetteer   
    Thank you!
  10. Like
    Mr. R reacted to Sketchpad in Earlier vs. Current Editions of Champions   
    Icons struck me as "FASERIP meets SAGA meets FATE" in its construction. Not a bad game, but a bit quick and interpretive. 
     
    My favorite version of Hero has always been 4th ed. The rules were a tad less crunchier, the game had a slew of content, and it was when I ran it the most. 
  11. Thanks
    Mr. R got a reaction from Scott Ruggels in Powers granted by the gods #1   
    THIS is a first pass?   WOW!  What happens when you put your mind to it?
     
    As it is, I love it!
     
    This is just what I need to kick start my imagination....  but.... do go on!
  12. Like
    Mr. R reacted to Scott Ruggels in Powers granted by the gods #1   
    Toubaris, God of Trade , contracts, and commerce. appears as a solid, middle aged man, but with a very mobile face.  The first commandment of Toubaris is to have a goal, then to have a plan, and then work, day by day along to plan, towards your goal.   His Holy Symbol is four coins, from where you took his oath first, arraigned into a diamond shape, with the highest denomination uppermost, worn around the neck. The oath, administered by a priest over the coins empowers it.  The reasons for the coins is to  test one's commitment, as once can keep it as an holy symbol, or one can part the coins off, and spend them.  In extremis, one can part things out, but they will have to make a new symbol within the month, even if they are reduced to digging ditches or cleaning stables. The Symbol has to be remade from local coins once again, and blessed within a moon's cycle. Tavern owners, shop keepers, and traders, are often worshippers of Toubaris, but the worship is often seen amongst larger land owners, horse breeders, and millers. The worship is decidedly middle class, and unless a country is ruled by merchant princes, The nobility may only see their exchequer, or Senechal as worshippers of the trading god. 

    Priests of Toubaris and successful Merchants are nearly indistinguishable, save for the fact that  the deep green and bright gold trim on hats and clothing here and there, Walking shoes, or boots, and that four coin holy symbol.  The Clergy can be male or female, so long as they uphold the doctrine., and don't get carried away by emotion.  It's just business.  His Clergy are instructed to wear clean, presentable clothes, quality working shoes, and to go about armed. The Clergy are schooled in accountancy, as well as theology, and members often specialize in various aspects.  They encourage the acquisition of languages.  They test for intelligence, and "Wisdom". Their philosophy, is that everyone's coin is valuable, and one wisely spent will improve people's lives. They will advise, business owners and the populace if consulted on what would be a good course of action to improve their income, business and lives. They are educated in the law, and so, for coin can be an advocate.  They tend to be very polite, as goodwill is the first part of any business, but they will know how to defend themselves. 

    Spells often seen are the sealing of oaths, magical penalties applied to oath breakers (penalties declared before the oath is administered, so the breaker will know why thy are in constant pain, have gone blind, or members of their family have become gravely ill), to lock in contracts, so both parties are bound to it.  Detect debased coins,  Detect forgery, Translate Languages,  a suite of spells to secure rooms or buildings (Often, a priest will have one pocket of their garment full of unremarkable stones, that they will use to mark boundaries around temporary lodging for the night).  Illusions. sleight of hand. Like other clergy, they can heal, but they aren't the ones to go to if one has suffered grievous wounds.  Toubaris' healing tends to be a bit more subtle, in that it is to enhance or provide endurance to people and animals, to banish sleep for a time, to enhance mental focus, especially during boring tasks, such as accountancy), to calm the digestion, so that they do not suffer in foreign lands, and to prevent sickness or disease from taking hold.  They may also define a boundary so that if a wagon is driven into it, the weight, the percentage of spoilage, if gold then it's percentage of debasement total (good for tax time), and to drive away vermin.   The  As they are representatives of the god of commerce, all services are provided either for coin, or for labor. There is no free lunch. (but often free drinks).  Magic items they may carry are enchanted scales, that give correct weights to items, regardless of attempted deception or debasement.  weather proof cloaks, Magical shelters, Strong Boxes with magical puzzle locks. Inkwells that never run out, a roll of papyrus (some cultures object to parchment as it is an animal product, and animal products interfere with contracts, as both parties have to sign in blood), A weather proof tent, and Regenerating wagon wheels and axles. If there is a lot of nautical adventuring or travel, they would have a compass, but not the normal kind, and ways for their goods and containers to float.
     
    This is just a first pass. I may elaborate later
  13. Like
    Mr. R reacted to Scott Ruggels in Clerical magic   
    "The Lord moves in mysterious ways."  Allowing the Magic to be subtle, like either indirect (Comes from the God's will, through his hands, not mine.), or Invisible/ Inaudible power effect would give it a much different flavor than Sorceror Artillery of most spells.
  14. Like
    Mr. R got a reaction from Scott Ruggels in Clerical magic   
    OHHHHH!   I like!
  15. Like
    Mr. R got a reaction from Scott Ruggels in Government of Aerelios   
    Before I go into it I need to explain how government works in the Northwest Territories of Canada.  Federally we follow national politics, with parties and party lines etc.  But territorially (think Province but smaller population) we have what is called a Consensus Government.  We have an election and Members are chosen for the Legislative Assembly.  So who leads?  Well the members chose from among themselves who will be Premier (think Prime Minister) who will be minister of <<<<<<<, and minister of >>>>>>>.  Etc.
     
    My idea is this, there is an election where people vote for a representative from that district.  When the  Assembly gathers, they chose the Head Mayor and the Second Mayor as well as all the various minister.  After four years, the mayors switch places, a ministerial shuffle takes place.  Four years after that, new elections!
     
    This keeps the idea if the two mayors from history, but also gives a way that said mayors change positions and how Power is ultimately handed down!
     
     
    Thoughts?
     
    Suggestions?
  16. Like
    Mr. R reacted to Lord Liaden in Government of Aerelios   
    In Hero Games' Turakian Age fantasy world setting, there are a couple of "free cities" which have semi-democratic elements which might offer some inspiration. The most "democratic" is Tavrosel, which is governed by an elected Triumvirate. Each Triumvir is elected by a different class of Tavroselan society: the nobility vote for the Lords' Man (although women can also serve); the Guildmens' Man is elected by the trade guild members and the merchant class; everyone else votes for the Townsfolk's Man.
     
    In theory the Triumvirs divide the duties of government between them and cooperate over wider issues. In practice they often don't get along or work well together. Tavrosel runs mostly thanks to its large bureaucracy, headed by the Heralds who adjudicate who can vote for which Triumvir. For my own games I elaborated that system a little beyond what's in the book. I defined the Heralds as being appointed by a Triumvir to run departments within the particular government functions they claim responsibility for. A Triumvir can appoint as many Heralds as he or she thinks appropriate, and may choose anyone; but by long custom a Herald is usually promoted from within the bureaucracy, a meritocratic service through which the common-born may attain influence and status.
     
    Aarn, largest city in the world, is in principle an hereditary monarch; but the King, and his would-be successor, always have to demonstrate their fitness to rule to the other Aarnese. "If the king loses the support of the nobles, or of the people, the nobility usually deposes him for someone else. As long as the king rules well, he can usually hand the crown down to his son (or whomever else he chooses), but most Aarnese dynasties last no more than a century or two." (TA p. 59)
     
    Steve Long didn't describe the mechanism by which this change in rulership could be reliably accomplished, so I formalized the process a little more. In my version of Aarn, there are two representative bodies: the Hall of Nobility, comprised of the heads of Aarn's patrician families; and the Hall of the People, with representatives elected by popular vote out of each of the districts of Aarn. The Halls act as advisory bodies to the King, and intermediaries between him and his people; they can also propose laws, but the king has final say. However, any law or decree from the king can be overruled by a vote by a two-thirds majority of either Hall. With the support of two-thirds of both Halls, the king can be deposed and a new one elevated.
     
    The king has the authority to appoint whomever he wishes to head the various divisions of government, but traditionally chooses those officials from among members of both Halls. That gives him a large reward he can dangle to persuade the nobles and representatives to support him.
  17. Like
    Mr. R reacted to assault in Government of Aerelios   
    Pretty easy. Collective Magistracies were historically quite common. Sparta had two Kings, Rome two Consuls. I'm sure there were others.
     
    In the Spartan case, the kings came from separate dynasties. Most of the early Roman Consuls came from a small set of aristocratic families/clans.
     
    In your case, the two mayors could similarly trace back their origins to the two old mayors.
  18. Like
    Mr. R got a reaction from Ninja-Bear in D&D 5e conversions   
    And lets not forget the "Here's a new contact for you 8-.  Mark it on your sheet!" and the related "OK, everyone, you have a 1 point favour from [insert person],  Please mark it on your sheet!"
  19. Like
    Mr. R got a reaction from Christopher R Taylor in D&D 5e conversions   
    And lets not forget the "Here's a new contact for you 8-.  Mark it on your sheet!" and the related "OK, everyone, you have a 1 point favour from [insert person],  Please mark it on your sheet!"
  20. Like
    Mr. R reacted to assault in History of Aerelios   
    I wouldn't leave anything out.

    It's actually pretty good. At most I might trim a little off the time periods. Maybe squish it into 1000 years.

    Actually, yes - a bit of a "it's the millennium, something important is obviously going to happen" vibe, even though saner people might go "dude, it's an arbitrary numbering system".
  21. Like
    Mr. R reacted to steriaca in Forgotten Enemies metathread   
    If we do the entire "everything Timemaster" issue, here would be how I do it.
     
    Original Classic Enimies Timemaster.
     
    Timemonster: a version of Timemaster who got overwhelmed by tempral power and now is a time traveling being of temporal power, doing things like sending Bulletproof into the future. 
     
    The Crono Kaiser: Self proclaimed ruler of the time stream. Very high powered. Not necessarily pure evil, but places himself and his existence above everyone and everything. 
     
    Time Guardian: Thinks himself a tempral vigilante. The closest we would come for Timemaster being a superhero. 
  22. Thanks
    Mr. R reacted to Killer Shrike in City placement and importance   
    I would do it procedurally, starting at the first regional settlement(s) in antiquity and walking forward in time introducing various events (wars, famines, new technologies, natural disasters such as floods, rivers changing course and / or getting damned and / or bridged (etc), over / under population, trade imbalances, and so on). Layer it up over time, to attain verisimilitude.
     
    Also, it's useful to remember that contrary to common belief rivers flow downhill, not toward the equator, not toward a particular cardinal direction, and not in arbitrary directions. Thus the topography (particularly in regards to relative elevation) of the region should be carefully considered. If you have a giant lake with a bunch of rivers flowing into it, then it would logically need to be at a lower overall elevation to the areas the rivers are flowing to it from. If there is one river flowing out of it, then that outbound river would need to be flowing towards an even lower elevation, and there would need to be some barrier between that even lower elevation area and the adjacent areas or else some of the rivers flowing into the lake would actually flow towards that even lower elevation area instead.
  23. Like
    Mr. R got a reaction from Lord Liaden in City placement and importance   
    Been to Quebec City a few times.  Never fails to impress.  This also reminds me of a city from the old Fantast Hero "Western Shores" campaign.... Wyrmcliff.  It is a plateau on which a city is built. (Overcrowding is a bit of a problem.  
     
    Thanks for the ideas!
  24. Like
    Mr. R got a reaction from indy523 in City placement and importance   
    It is an inland lake as it is separated from the ocean on the west by a bout 1500 km of land.  The eastern side is much closer to the ocean by about 500 km of land.  The sea itself is a HUGE Basin with hill or mountains on all sides.  
     
    But you are right, flooding would be a constant problem for coastal regions.
     
    The river as drawn seems to be that WIDE slow moving type!
  25. Like
    Mr. R got a reaction from indy523 in City placement and importance   
    Been to Quebec City a few times.  Never fails to impress.  This also reminds me of a city from the old Fantast Hero "Western Shores" campaign.... Wyrmcliff.  It is a plateau on which a city is built. (Overcrowding is a bit of a problem.  
     
    Thanks for the ideas!
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