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Narf the Mouse

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Posts posted by Narf the Mouse

  1. For everyday expenses such as flint and steel, I think the appropriate answer is, "Okay, you buy flint and steel." Given that the typical Fantasy game seems to assume that PCs acquire significant treasure, the everyday expenses that might trouble a peasant or day-laborer really don't matter much.

     

    Look at it this way: Is there any *story value* in knowing exactly how much flint and steel cost, or a mug of ale at the inn? You might want to consider something more like the Resources system that White Wolf used in its games: Prices rated by dots, from one dot (commonplace, easily affordable even by people of modest income) to five dots (the sort of thing only kings, merchant princes and other super-rich people can afford, and even they might not buy such things very often.) Then just keep track of the corresponding wealth level of the PCs. At (say) 3 dots of wealth, they can buy any 3 dot commodity if they must, 2 dot goods and services easily, and 1 dot purchases aren't even worth noting.

     

    Maybe my friends and I are strange, but we don't find much thrilling adventure in tracking every copper piece of our characters' expenses. Unless our PCs' purchases are extraordinary, or they are for some reason destitute, we just don't worry about setting exact prices.

     

    Dean Shomshak

    Here we're getting into "theory of play", which is a bit off-topic, but it's useful to note where people are coming from. It sounds like you and your friends rate strongly on the "story + theme" scale. However, that is merely one style of play, and some people enjoy other styles, or multiple styles. For more information, consult Google, but be aware most gamers are biased towards their own style of play.

  2. Prices. One of my weak points. One of my weakest points. I get analysis paralysis.

     

    Lemme demonstrate: Me, in the same situation, with two different rulebooks:

     

    D&D 3.5:

     

    Player: "I want to buy some flint and steel."

     

    Me: *Flips open rulebook to the exact page. "Here. It costs 1 gold piece."

     

    HERO System:

     

    Player: "I want to buy some flint and steel."

     

    Me: Ok, is flint common here? Is there an iron mine nearby? What's the local economy like? And how much does a loaf of bread cost, so I can backfigure the pri*Explodes*

     

    Player: "...Hello?"

     

    ------

     

    Obviously, what is needed is more analysis. Namely, what do you do in a situation like this? And how silly am I being, on a scale of 1-10?

  3. Agreed, tho note that DC is for 5th edition, so some of the characteristics won't line up 1-for-1, but you should be able to extrapolate. And the templates may not give significant boosts to "secondary" characteristics - ie everything after PRE - so you'll probably need to buy those up. (Reason being: 5th Ed used Figured Characteristics, so buying up Con would in turn increase your Stun, End, etc. In 6ed you'll have to buy those up separately.)

    5e Hero System is very compatible with 6e Hero System, or the 6.1e of the Complete books, compared to changes between most D&D editions. That being said, there are differences, but translating the templates shouldn't take long, relative to the task.

  4. ...For some reason, I thought you were trying to have two active powers at the same time with that multipower. In my defence, I had gotten no more than three hours sleep the night before, and I'm not very coherent on little sleep.

     

    Anyway, sorry for the confusion. :)

  5. I had previously thought that a multipowers' reserve points were strictly equal to its base points. However, as it came up in this post: http://www.herogames.com/forums/topic/89319-jedi-counterparts/page-2?do=findComment&comment=2383099

     

    However, after actually re-reading the text for the first time in quite a while, page 405 surprised me; the section on multipower limitations seems to say that, if you apply a limitation to only the multipower, that limitation reduces the size of the reserve, thus limitating the maximum number of points available to distribute to the multipower pools' powers.

     

    Do multipower-only limitations reduce the size of the reserve that can be distributed to pool powers, or is the reserve always strictly equal to the pools' base points?

  6. Stave of Min-Maxing: 60-point Multipower Reserve, All Slots; Reduced Endurance (0 END; +1/2), Difficult To Dispel (x4 Active Points For Dispelling; +1/2) (120 Active Points); All Slots; OAF (Magical Stave; -1). Total Cost: 60 Points.

       1) Variable Slot: 12d6 Blast vs. ED (60 Active Points). Total Cost: 6 Points. (Costs 0 Endurance to use and requires you beat 240 Active Points to dispel, an impossible threshold to achieve with 20d6 Dispel Blast [60 Active Points])
       2) Variable Slot: Flight 60m (60 Active Points). Total Cost: 6 Points. (As Above)
       3) Fixed Slot: Desolidification (Affected by Heat and Flames) (40 Active Points). Total Cost 2 Points. (Costs 0 Endurance, requires you beat 160 Active Points to Dispel, Still Impossible to Dispel within the boundaries of 60 AP)
       4) Fixed Slot: Affects Physical World (+2) For Up To 10 Active Points of Strength (20 Active Points). Total Cost: 2 Points (Costs 0 Endurance, requires you beat 80 Active Points to Dispel, NOT Impossible to Dispel within the boundaries of 60 AP, but still above your average rolls, assuming anybody would ever purchase Dispel Strength or Dispel Naked Advantage)
    Total Cost of Framework: 76 Points.

    This doesn't actually work. The maximum active points of any power in a multipower pool is equal to the base points of the power. That part is correct. However, the maximum number of points of powers that can be active is not equal to the active points of the multipower pool. It's equal to the reserve points.

     

    What are reserve points? As pg 122 of Champions Complete explains, multipower reserve points cost "1 CP per point in the reserve". There are three interpretations here: Either 1) your reserve points are equal to the real cost (the CP cost) of the multipower pool, or 2) you must additionally pay 1 CP per point in the multipower reserve, or 3) the intent is that your reserve points equal your base points.

     

    Since Hero Designer is official software, and contains no theoretical method to pay CP for "reserve points", nor, indeed, no mechanic for reserve points, #2 is invalid. We turn to Hero System 6e2, of which Champions Complete is condensed from.

     

    ...After some read-through, it is still not cleared up. Either your reserve is equal to your base points, or your reserve is equal to your base points divided by any limitations which affect only the reserve. Which would make it an exception to pretty much most of Hero System. Lines such as the first sentence of the fifth paragraph on the rightmost collumn of page 405 make it seem like it is the latter.

     

    I go now, to see if Steve Long has cleared this up. It is not as clearcut in the rules as I had thought; either that, or I missed a clear explanation somewhere.

     

    Edit: Although, while I'm searching, 6e1 makes it clear that advantages on the multipower do not affect the reserve, although limitations that are only on the multipower itself may.

  7. The house-rule I use, which I thought was official, is that one-and-a-half handed weapons require +2 STR to wield one-handed, and -3 STR to weild two-handed. Two-handed weapons require +5 STR to weild one-handed. Or, to use raw numbers, a one-and-a-half handed weapon requires x1.3 times as much strength to use one-handed, and 2/3rds as much strength to weild two-handed. A two-handed weapon requires 2x as much strength to weild one-handed.

  8. Ah, I don't have a way to directly edit a PDF. I don't suppose the real original was an OpenOffice document?

    I'm not sure the originals still exist, unfortunately. My HDDs have a tendency to crash. However, I do back up, and maybe one of the back-ups caught it. If so, I'll edit this post. If not, I'll edit this post, but you'll see different text than it would be if I found it.

     

    Edit: It's probably lost, unfortunately. Sorry, folks. However, if I do find it at some point, I'll try to remember this thread.

  9. Ahaa, okay. I found one Narf the Mouse on these forums and wrote a PM asking for a look at this thread, in hopes it's the right person. I see Bill is Art Director so I'm guessing he and Steven were involved mainly for finishing/blessing.

    I'm not good at explaining things. I tend to write some of the technical details in my head...And unfortunately, not on the paper.

     

    If someone with actual writing skills wants to clean up the document and produce their own, better version, it is public domain, and you wouldn't be the first. ;) A few people have done so already. For that matter, if you want to write your own entirely new one, I certainly have no cause to object. :)

     

    I've attached the original versions to this post, if you want to edit those (plus, I'm not sure how available they are, anymore).

    Hero In Two Pages by Narf and T Bunneh without background.pdf

    Hero In Two Pages by Narf and T. Bunneh with background-1.pdf

  10. Just wondering if you had any of the other paperback, blue cover 6E books to compare against. I picked up a couple of the POD versions (Bestiary and Martial Arts) and did not notice a significant difference from the APG that Hero Games had printed and sold directly in the store.

     

    Since you mentioned the difference, I just went back and compared again. The POD versions (at least the covers), don't feel significantly thinner than the APG I have. However they seem more flexible, which I'm attributing to whatever "coating" is on the non-POD book cover.

     

    I still agree with you and gave a "Recommended" for both books I bought.

    I compared it versus Champions Complete; Hero System Skills flexes much more easily, which seems to translate to "flimsy" to my mind. Comparing the "feel" of the cover widths, the CC cover "feels" thicker. Putting the covers edge to edge, the CC cover still seems thicker.

     

    But ultimately, this is most likely just personal preference, and won't impact the actual quality of the book. Paper "thinness" and paper "quality" are not the same thing, after all.

  11. Note: This review is on the copy I got.

     

    Review:

     

    1) Hero System Skills POD has a new blue cover, probably to fit in with the rest of the line.

    2) It "feels" slightly flimsy. However...

    3) ...It does not actually seem flimsy when tested. I held it up by a single page and it seemed to bear up well.

    4) I could find no flaws in the art or text print when flipping flipping through the book.

     

    Style: 4/5 (one point off for feeling flimsy)

    Substance: 5/5 (actual textual contents of book not tested; I haven't done more than flip through the book yet)

     

    Edit: Christougher and I talked about "why it feels flimsy", and it's due to the lightweight paper and cover used in the book. So feel free to ignore that part as personal preference.

     

    Edit2: And just to make it clear, that's a solid "Would recommend" at this point; I have no real worry of that changing.

  12. If you deconstruct RKA/HKA, you end up with 10 AP/d6 of Generic Killing Attack, and +1/2 of either "Melee Attack" or "Ranged Attack", where "Melee Attack" includes "Gains damage from STR". So I think a +0 or +1/4 advantage could be "Gains Damage From [CHAR] Instead Of STR".

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