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Gandalf970

HERO Member
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Everything posted by Gandalf970

  1. Thanks Ninja-Bear, Tjack, drunkonduty, Steve and Lord Liaden. These are all great ideas and I will take them under strong consideration. Love this forum, your so helpful.
  2. We have been playing this campaign for a bit now, since we can play 2-4 times a week and 5-6 hours per session. So the party has kind of taken over an area and runs a city. They are master traders and run the thieves guild in this kingdom. They also are nephews to the King in the next kingdom and brothers to the kingdom to the North. They wanted to experience some high minded things they don't normally do. This is mostly a mannish world with no demi-humans or monsters per say. They have faced off against a demon once and there is very little magic. They have also faced off against some assassin cults, barbarian kingdoms and demonic cults. What I am looking for is some continued campaign ideas. They are pretty high pointed characters now pushing 300 points and can handle combat pretty well. Any ideas would be appreciated.
  3. Thanks again Ninja-Bear I will take these into consideration as we head into the next campaign.
  4. Pawsplay you are correct. I am bringing the Thralls, Jaka and maybe the Kang into a homebrew world. Thank you so much for this help, I am still trying to wrap my head around all the Powers and where to find them.
  5. Also how about a complication of not liking villages, towns or cities. It will come up every session I would suspect, maybe a 5 pointer?
  6. I would say Fear will come up every third session. Magic will probably occur or be seen at least every other session.
  7. I am making up some races and I need to know how much the following would cost. This is a Fantasy World with a middle of the road magic. Not High Fantasy, but there is magic and people use it. Immune to Fear Complication: Cannot comprehend Magic
  8. Thanks Ninja-Bear and bluesguy! This helps alot as they are fighting Darkun Assassins who are using poison and really screwing these guys up. This forum is great and very helpful, really appreciate all the help.
  9. Like the Death Adder poison in the Bestiary. It does 1d6, NND damage over time, 5 increments, one every minute for 5 minutes. There is no save you take 1d6 killing damage every minute for 5 minutes.
  10. Can someone walk me through how poisons work. I am looking for poisoned weapons and perhaps ingested. Is there a roll against it, I really didn't understand what they were saying on pages 210 in E2 and 201 in Fantasy Hero.
  11. Ninja-Bear I truly appreciate all of your help!
  12. Xotl Thank you so much for this! I really appreciate it and super helpful. Very easy to read and it steps you right through everything. One question I had was the mention of an Armor roll for protection. Where is that in the rules, did that come from Fantasy Hero Complete?
  13. Ninja-Bear, Panpiper, Chris, Scott and Ternaugh I really appreciate all the help. I understand I don't have to follow RAW, but I like to in my first couple of times running a campaign so I get a feel and understand it. That way I don't make some rulings that can wreck my game. My group is great, we have been playing together for 30 years. We are so old that we tried Hero 1st Edition because it was written with Rolemaster rules as well (our favorite game, before 6th edition Hero) and said let's wait until a new one comes out. We are having a great time with it and are really into the Fantasy aspect, especially since we play Fantasy Grounds D&D 5E (which is a good edition of D&D) and will say ugh the level only allows us this. Once you break through the initial task of understanding the mechanics it's hands down the best system for us. We appreciate the Low Fantasy type worlds, but are discussing some dark magic, voodoo, witchcraft being in one of our campaigns. Thanks again all. I am sure I will have more questions and truly appreciate the warm welcome on these forums.
  14. Another question I had. Weapons can only double there DC maximum. What if the weapons were made out of a different material, would you then just increase the base STR of the weapon or how would that work.
  15. Looking at Powers (spells) can you drain speed? How would that work for active points?
  16. Thanks Ninja-Bear this helps alot.
  17. Thanks Chris I appreciate all of your help.
  18. Just so I have this right. I am looking at the spell "Fire Arrow" in the Grimoire. It has a Magic Roll of -6 and a 6 END cost. The player would first make a magic roll at -6 (Is there a cap on how high a Skill can be in Fantasy Hero?), then an attack roll using... The magic roll again, with negatives applied for range and cover maybe. Do the defenders get to use DCV? Or is it the OMCV? Any help would be appreciated.
  19. I did a search and didn't really find my answer. I want to use magic and don't want to stray to far from what The Grimoire uses or Fantasy Hero as the standard in my first play to get used to the mechanics. Is there a magic roll against the Magic Skill and then the negatives by the spell and then you must roll the attack roll to see if it hits? Also for endurance is it the active points as the END cost or the total without limitations?
  20. I am just learning Hero, but I have a lot of Fantasy RPG experience. I read that weapons can only double their DC for damage, does this include CSL and talents like Weaponmaster. I am using 6E if that helps. Thanks in advance.
  21. I use Hero for the Fantasy hero portion, would Hero Designer be a big improvement for my group?
  22. On the weapons table in fantasy hero it has a Battle Axe that does 2d6 damage with the Notes stating 1 1/2H. How much damage does it do one handed?
  23. I was wondering if there are rules to create mundane items in HERO. I have a player who is a blacksmith and wants to create armor and weapons. Is this a facility of spending gold and making a PS:Blacksmith roll and that is it. How long does it take and the materials required as well as the difficulties would be appreciated. Would he have to spend XP for adding mithril to it?
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