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Gandalf970

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  1. Haha
    Gandalf970 reacted to bluesguy in New to Hero: Poisons   
    Hero doesn't have a concept like 'saving throws'.  If you have the defense against the attack it will apply and if you don't then you take it full on. 
     
    For instance if PC hit bad guy with their sword and the bad guy has no resistant defense the bad guy will take all the body AND all the stun.  Their natural PD won't block any of the stun from a killing attack.  The same applies for the Death Adder's poison.  If the defense is LS:  Poison and Arrogant the Ranger has LS: Poison then he will take no damage.  But poor Frito the Hobbit has no LS: Poison and so he is slowly dying.  (I had to use those names since your user ID is Gandolf970 😁 )
  2. Haha
    Gandalf970 reacted to Ninja-Bear in New to Hero: Poisons   
    Bluesguy they changed Stun damage with Killing Damage. You now get your PD versus Stun damage with Killing attacks however if you natural PD is higher  than the Stun rolled you take a minimum of Stun equal to Body rolled.
  3. Like
    Gandalf970 reacted to Ninja-Bear in New to Hero: Poisons   
    So like I said then there is no “saving throw”. What happens is in game time, you would roll 1D6 immediately and there is no defense (unless you have Life Support: Poisons) then roll  1D6 each minute for another 4 minutes.
  4. Like
    Gandalf970 got a reaction from drunkonduty in New to Hero question   
    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.
  5. Like
    Gandalf970 got a reaction from Ternaugh in New to Hero question   
    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.
  6. Like
    Gandalf970 got a reaction from jfg17 in Fantasy Hero Primer   
    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?
  7. Like
    Gandalf970 got a reaction from Panpiper in New to Hero question   
    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.
  8. Like
    Gandalf970 reacted to Panpiper in New to Hero question   
    I have found that a lot of people's approaches to magic tend to be extremely restrictive, so as to rein in potential abuse and excessive power. However in a great many cases magic users wind up SO restricted, they are less useful by quite a margin than say someone who built a thieving archer with good skills or whatever. Personally I prefer to give players quite a bit of leeway in how they want to build characters. However I have an absolute rule which I make very clear to all players at the outset. The character build they submit is NOT their character build. It is a 'strong' suggestion.
     
    If someone turns in a character that is well built, interesting, has no unintentional flaws, and fits within the intended power level of the game, they will wind up with the exact character they submitted. If a character is too powerful, they will get back the same character, toned down to the appropriate power. Conversely, if they turn in a character that is too weak, or that has glaring flaws in design, I will improve their character for them so they won't regret. I will not of course violate their conceptions and back stories, as long as they can somehow fit within the world.
  9. Like
    Gandalf970 reacted to Ninja-Bear in New to Hero question   
    One other thing cause I looked this up. (I’m converting an older Fantasy Hero to 6th). Unless the spell has some sort of limitation that forces the user to cast at Full Power, the caster can choose to cast it at lesser Power and thus at the caster will have a lesser negative magic skill roll and lesser END cost.
  10. Like
    Gandalf970 reacted to Ninja-Bear in New to Hero question   
    Also Gandalf970 the magic user can have an item which bonus to cast spells. ( Well a host of other things too but I’ll keep it simple.) Say an amulet of the Phoenix which grants a +3 to Magic Rolls.  So the caster having this item would cast Fire Bolt spell then at -3.
  11. Like
    Gandalf970 got a reaction from Chris Goodwin in New to Hero question   
    Thanks Chris I appreciate all of your help.
  12. Like
    Gandalf970 reacted to Ternaugh in New to Hero question   
    Yes, in general, weapon damage is limited to being raised to twice the DC from all factors, including Combat Skill Levels, Martial Arts, Combat Manuvers and STR. 
  13. Like
    Gandalf970 reacted to Ternaugh in New to Hero question   
    If a spell or power has Requires a Skill Roll (RSR), then that roll would need to be made (with appropriate penalties) before the effect goes off. Depending on the type of spell or power, an additional attack roll may be necessary.
     
    Active Points includes Advantages, but not Limitations. RSR penalties and END Cost are based upon Active Points.
     
    Real Cost is the cost of the power or spell in Character Points, and is the Active Cost modified by Limitations.
  14. Like
    Gandalf970 reacted to Scott Ruggels in New to Hero question   
    Welcome to Hero.  Generally, yes, you have the shape of it. mage declares their intention to cast a spell on their phase. First they make their magic skill roll, then their attack roll, and with a hit, then damage roll.  This all depends on how the magic for the campaign is constructed.  Avatar: The Last Airbender works differently, in that "Bending" as i see it would require complex Gestures (Two hands plus posing), and an Ego Roll to control it, plus any skill levels with Controlling, but then roll against a hex's DCV of 3, because most Bending attacks seem to be Area of Effect attacks. Magic can be built anyway you deem appropriate for the campaign background. There is no one set standard way to make a magic system, but it is advised to make the system consistent within the campaign.
  15. Like
    Gandalf970 reacted to Panpiper in New to Hero question   
    Just to be clear. There is no magic roll required on anything unless the spell/power/framework has taken the limitation 'requires a skill roll'.
  16. Like
    Gandalf970 reacted to Ninja-Bear in New to Hero question   
    Gandalf970 congrats for joining too. Btw if you are playing Heroic level of Hero system typically weapons also have a STR min. For your first battle or two I would suggest putting aside STar min. (It affects how much STar damage can be added to a weapon) and even the doubling rule. (Typically Fantasy characters don’t have enough STR to surpass the doubling anyway.) Just make sure somebody doesn’t have enough armor to block say a dagger completely of damage. And once you get the feel of things just add as needed or wanted. FWIW, my group ignores advantages for STR min. and go with a straight 5 STR. Congrats again. 
  17. Like
    Gandalf970 reacted to Chris Goodwin in New to Hero question   
    They would make the magic roll at -6, then assuming that's successful they'd make their attack roll with their OCV against the target's DCV, along with modifiers for range, cover, Combat Skill Levels, combat maneuvers, and so on.  
     
    There aren't typically caps on Skills, other than those set by the GM.  It's possible for characters to buy their Magic Skill up to the point where all of their spells are effectively at 17- (because any roll of 18 is an automatic failure), but there are ways for the GM to work around that.  
  18. Like
    Gandalf970 reacted to Chris Goodwin in New to Hero question   
    And to follow up... 
     
    For instance, the GM could set up their magic system so that there are "tiers" of spells.  Every spell falls into one of four tiers: Basic, Intermediate, Advanced, and Master.  A spellcaster buys all of the spells at the highest tier they can cast with Requires A Magic Skill Roll at the -1 per 5 Active Points level.  Once they have learned a total of at least 10 Real Points worth of spells within the Basic tier they can buy those down to -1 per 10 Active Points; once all of their Basic tier spells are at -1 per 10 Active, they can start learning Intermediate tier spells at -1 per 5.  In order to start learning the Advanced spells, they need to get all of their Basic spells at -1 per 20, which then lets them in turn improve their Intermediate tier spells to -1 per 10, at which point they can start learning the Advanced spells at -1 per 5.  
     
    Characters can throw fewer Active Points in a spell and improve their Magic Skill Roll.  Let's say I attempt my Fire Arrow spell at full power (-6 to my roll), but biff it.  My next Phase, I decide to throw it at half power instead (for -3 instead of -6) and succeed this time. 
     
    There are other ways to go about it as well.  The GM might require that all spells be bought at -1 per 5 Active Points, but allow characters to make Complementary Skill Rolls with Knowledge or Science Skills related to the schools of magic, so that a character with a 60 Active Point fire spell, who would be casting at -12, might be able to make SS: Thaumatology and KS: Fire Magic Skill Rolls in order to gain bonuses.  
     
    I've come up with a Talent known as Affinity.  You would buy it as Skill Levels, which can be allocated to any of the following: your Magic Skill Roll, your OCV, Damage Class (at 2 levels per +1 DC), or any mundane Skills relating to your affinity.  So a character might have Affinity: +3 with Fire, in which case they could get +3 to cast a Fire Spell, or they might use +1 of that on their casting roll and +2 on Damage Classes.  They might have spells in a different school that affect or modify fire magic, and the GM might let them use their Affinity with those as well; for instance, Dispel and Aid might be part of the Metamagic school, but the character with Fire Affinity can get their bonus when Dispelling or Aiding fire magic.  
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