Jump to content

migo2154

HERO Member
  • Posts

    29
  • Joined

  • Last visited

Everything posted by migo2154

  1. Ok ok, understood. Yeah i can discuss it with my GM. Thank you very much! ^ ^ Alright!. Yeah that covers everything about the power 😁. I'll tell my GM all options you've giving me so my GM could Judge what's the better to the game. And yes, he was indeed expecting some kind of summon hehe. Thank you very much, your help is very much appreciated!. I don't know anyone in the spanish community playing HERO, they're only playing DnD5e, so it's very frustrating 😱.
  2. Omg xD, i didn't understood at all haha. So, it's basically build the shadows as a set of powers with naked advantage, and then apply it a 5-point rule to allow me use it multiple times?. So, in this context, Physical Manifestation represents the custom limitation Grailknight mentioned?. I'm sorry for my ignorance, but what means SP? 😆. What means LOS?. I'm sorry but i'm still not so used to the Hero Abbreviations. 😅
  3. Got it, i'll talk with my GM about it, Thank you all! ^ ^
  4. Oh i see. And yes, Shadows are not independent creatures, but extensions of Zed that can do everything he does. That's also true. Shadows cannot be mindcontrolled because they're not creatures, they're most like a "ki-based" copies of Zed. Ok, i get it now. So that means Shadows are simply a roleplay excuse to make those powers, and a way to replicate Zed's abilities as if they're another copies of him. But in this case, aren't shadows a kind of fragile focus for all powers or actions? or the focus limitation is not necessary for those powers?. Another question, could be possible to have a separated speed chart for my shadows?, something like: A SPD 5 Speed chart for zed, and a SPD 3 Chart to make the shadows actions when they are summoned?. I'm not sure if this could be possible... Maybe i could talk it with my GM about it. I see. I'm agree to make Zed's powers in the less game-breaking way possible.
  5. Yeah, in this case, all shadows could make attacks like "Throwing shurikens" at range. They could do melee attacks too, using swords and so. The main idea is to have a group of automatons that follow my orders and can coordinate attacks, and in the same time, they could act as defensive mechanism due to the swap ability, but they must be fragile, so they can be easily killed. Zed is, indeed, a fragile character too, so he depends of constantly evade attacks, that's more or less the kind of gameplay that i'm looking for.
  6. Yeah, idk if is a good idea give shadows all that actions, maybe they could have less spd than zed. And, when a shadow dies, zed must spend his action to re-summon them again, they cannot reappear automatically. Ok, reduce the maximun range sounds correct, probably the best possible range could be 80-100m?. Summons probably don't have to dissapear if zed is unconscious, but they cannot act, because they depends of Zed's orders to act. Outside combat, maybe i could try to use shadows to spy, using stealth or something like that. In this way, shadows could communicate mentally with zed to report things (So the link could be used for that kind of situations), im not sure if i can share vision with shadows too... Maybe that can be so much?. But the summons surely will not have all zed's skills, so they cannot do things like lockepicking, or talk. They're more like automatons that only can follow orders while summoned. They could have a time limit too, maybe 1 hour or so... I think that summon is the best option for me, although duplication sounds good too, i'm not sure about how to make them in that way x'D. Umm, yeah, maybe... But in that case, what kind of actions can i make with the shadows if they're not builded as summons?. For example, a shadow could walk by they own, attack, climb structures, spy... All of these by Zed's orders, because they cannot think by they own.
  7. Hello everyone! I'm about to play a super hero campaign, so for this game i want to play a ninja, and, of all ninjas i know of, there's one i'm very interested to play: Zed. For those that hasn't player LoL (good for you, never try play that sh... game), Zed is a ninja inspired in Shredder (The main Villain of Ninja Turtless). He's a martial artist with very high combat skills, very good stealth, and is a expert in closed and ranged combat using all kinds of martial weapons. But, also, he has a special ability... He can control shadows. That is, a special power that allows him to create a couple of shadowed versions of himself, that he can use to make some kind of ninja tricks... And, since i want to play a Hero version of Zed, i'm, of course, trying to imitate this ability. There are some rules for these shadows: - Zed can use more than one shadow simultaneously (Can be up to three, that's what my GM said). - Shadows can die with every damage they receive (They simply have 1 hp and no defense). - Shadows can imitate every of the Zed's abilitys, except the shadow creation power. - Sadows only can act by zed's mental orders, they can't act at their own because they don't have conscience. - If Zed falls unconscious, all shadows disappear. - Zed can swap position with any shadow, even if zed is entangled, as long as zed is not stunned or inconscious. Zed is also aware of the location of every one of his shadows. - There could be a maximun distance between zed and his shadows until they automatically dissapear, i think on something like less than 500m. - Shadows have the very same weapons that zed currently has, and they can use it as effectively as Zed can, but they probably cause less damage than Zed. - Shadows are physically equals to Zed, but with a shadow translucid appareance, because they're made of dark martial arts powers or something like that. In order to make that power, i have some ideas, but im very confused right now, specially with the limitations that i must use with them, that's why i call for help x.x. - Im thinking in make it as a invocation with the same skills and combat stats than zed, but with 1body, 1 stun, no defenses, and less DC on their attack damages. Also, make them with limitations like "slavery" (because they cannot think by they own). - The swap ability is very confusing for me, but im think in some kind of mental link with the shadows, and a teleport power with the limitation (Only to swap position with linked shadows). - Idk if i can make the swap power as a defensive ability, or if i can buy an alternative speed with the limitation (Only to abort to swap with shadows). - The campaign level is about 400 character points. What do you think about that?, There's some things that im not very familiar with, so i'm very interested in know your opinions. Good day to all! ^ ^
  8. Ohh i see... So i must set a campaign limit. I got it Yes, this is true, i don't have problems with, for example, drains. But things like "characteristics as powers" or "power defenses" were giving me nightmares because are very cheap and my players can buy so mucho with 30ap. But, anyway, thank you very much!, i will do that
  9. Right, understood. Thank you very much! I'm affraid of allow them buy characteristics as powers because we are using characteristic maxima in this game, so he can't normally have more than 8 OCV, 8 DCV or 20 STR unless they uses some kind of temporal buff. But if he decides to make a power like: +6 OCV, 1 minute Time Limit (-2), that's legal in the because is not surpassing the 30 Points cap, But he will almost duplicate the maximun OCV, and adding CSL to that (he can buy up to +3 CSL) he will have 17 OCV, DCV, or 50 STR, and that's something that nobody, even the main villains, have. I can, of course, tell him that he cannot do this and only buy characteristics until some limit. Have you faced this kind of situation in your games?, maybe is not as broken as i think? 3d6 Aid with a +3/4 advantage sounds very good. I could allow that too.
  10. Ahhh i understand. This not works as i thought then... Seems that what my player wants is more like a Boost than a Aid... But he will pay END every phase to mantain it.
  11. Ohh ok, so aids do not vanish when a slots change. Mmm, then Aids cannot have time limit advantage?. Well, his idea was to build a buff with a time limit, but without the fade rate... Is this possible?. Something like: I have +3 OCV for 1 minute, after that time, the buff vanishes.
  12. Hi all! I have a player in my game that has a multipower reserve with 3 Aid powers: - Fixed Slot: Aid 3d6 STR, time limit: 1 minute. - Fixed Slot: Aid 3d6 OCV, time limit: 1 minute. - Fixed Slot: Aid 3d6 DCV, time limit: 1 minute. Since this is a heroic game, all powers cannot pass 30 active cost, so that multipower reserve have 30 Active points too, and i know that multipower reserves limits how many points can be used with that powers, so, since all powers are fixed slots and have time limit, he cannot activates all powers simultaneously. But, how about activate the same time limit power multiple times?. Can he, for example, use Aid OCV multiple times, and mantain it activated in him and his party simultaneously?.
  13. I think that elves, dwarfs and orcs are very common in fantasy because they're cool xD, so everybody like them. But, in fact, every Setting has their own justifications to have elves: In D&D, Elves are escencially "Nerfed Fairies", and this is because they aren't from one planet, but from another "Plane", because, you see, in D&D Lore, there exist the concept of "Planes", and are like dimensions that exists separately, but there is some type of link that allow things from one dimension to travel into another one. There are 3 planes that conforms the "Lower planes" (There are more planes, like the elemental planes, and de upper planes, but this is not important right now xD): The Shadowfell: Is de plane of death and shadow, where all dark creatures and dark powers become. Feywild: Is the plane of life and wild, where all fairies (such Elves) and magical creatures came from. Reallity: The main plane where all mortals exists. Elves became from the Feywild, but in Feywild they are no "Elves", they are "Eladrins". In other words, Elves are Eladrins that lost their powers because they lost their connection with feywild. But they're still Fairies, so they still can have a fraction of their original power. Another example is the Warcraft saga, where Elves are descendants of Troll tribes that decided to live near of a magic source called "Well of Eternity". This Well is a source of pure magic power, the strongest source of magic in Azzeroth (The planet where warcraft story takes place), and this magic power caused changes in this troll tribe, making them more sensitive to magic and natural spirits of the planet. In this case, there are 2 main elves races: The Kal'Dorei: Elves that have great affinity with the nature forces, and the Wild Gods. They're mainly Druids and Elune Priests (Elune is the God of Moon in the elf Mithology). The Shal'Dorei: Elves that have great affinity with the Arcane power. They're not god followers, but very scientifics, arcanists, and wizards. So, each story represents Elves as different entities and have different origins, but all elves have some common things: They have longevity, and can live thousand years. They can sleep less hours than other races, or don't need to sleep at all. They can have a high arcane, or nature affinity. They're very agiles, and talented in sword and dance style of combat. They are a very arrogant race, and they usually see another races as inferiors, because they're commonly very proud of their lineage.
  14. You're right, these are mainly "What if" scenarios. I understand, i'll focus on that then. Thank you very much ^ ^
  15. Well, i can give another examples: Players must go to a place that is will take more than 7 days of travel, but their resources are limited, and of course, they can hunt and find more resources in the wilderness, but that's something that not happens everytime, so they decided to go at normal speed, so their resources will endure all travel, and they will not have skill penalties by going too fast. Players can be tracking someone, and they can't go so fast because they need to be concentrated in the traces, but they cannot go slow either, because his target is going fast too and they could lost him. A beast can be actively hunting, and players could not be aware of it, because: a) players are distracted making their camp. b) The beast was very good hiding his prescense ( beast's stealth check vs players perception). they can be exploring a abandoned house, and suddenly notice that another group of people is approaching. Players cannot know if they're enemies or not, so they decides to be very cautions until they reveals their identity (abandoned house encounter + people encounter). But, again, all this situations aren't builded deliberately by me, is a result of the game itself, so i cannot prevent what will be the most used mechanic, or the most tipyc situation in a game session. What we want is a way to use that posibilities without the need of ingame calculations... So if players wants to go faster, we don't want to make a in game calculation based on our actual speed and movement per hour. We want to develop a rule to have this already maded, so we can enfoque all our concentration in the roleplay and consult our speed charts whenever we need it. Now, as for the penalizations or bonuses based on speed, this is a DnD mechanic that is maked because DnD is a very simplistic game, and they assumes a static speed for everyone, and in order to have variety of options, they do this kind of things. But we don't have any intention on mantain it because we know that hero is a very different game with endless possibilities, but that endless posibilities are very intimidating for us , so we didn't know who to make this approach. What we're trying to do is a equivalence in hero that help us to simplify the mathematics. It's the same for LTE rules, we don't want to be actively calculating how many LTE we are consuming, we are trying to make a rule that help us to simply consult how many LTE was consumed. And, of course, i don't have any problems to recalculate this rules once players upgrades their characters... I only want to have it precalculated in order to use all my concentration to roleplaying and improvising the encounters. This is why this is a good initial solution for us:
  16. Ok, i understand... while players and me were preparing their characters, we have talked about how many gritty or realistic they want to play a game, and they want a game where they can manage resources like drink, food and exhaustion (need to sleep or rest). They want to play a survival game, but they don't want to play with so realistic rules that they characters would have to be in bed for 2 weeks because a injury... So, i can say that they want enough bookeping to make decisions like camping, travel, search for resources to survive, to craft items and to descover things while adventuring. They want the climate important, but not so realistic to the point of simulate every aspect of life, so they want realism until some exent. And i am looking for system rules that allows me to run the game and encounters with certain level of practicity to me and to the players, but taking into account the survival management of the game.
  17. I finished to make this response to your post, and was just making corrections, where accidentally missclicked the MOUSE'S BACK BUTTON, and i lost all i writted :'c. I... wanna... die... But, life is hard anyway, so here i go again: Well, low speed is half speed, so yeah, get oriented and find food could takes 1-3 hours at half speed, because they are very aware of their arounds, and more than that at normal speed, but i'm still making the maths to get the best results. That example of the princess could work, yeah, but not everytime will be something so epic, players just would want to go to the location as fas a possible, explore it and go back to the city before gets dark because nights can be very dangerous in wilderness, and they don't want to affort that kind of danger. In anycase, we don't want to play a so epic game, we want to play a game where trained, heroic, but normal people are trying to survive in a post-cataclismyc world, developing their city by using the ancient artifacts and technology earned from ruins, finding resources to survive and make new gear, and defend their city from exterior enemies. Players can have some kind of mutations, or Psychic powers, but that will be some kind of anomalies (30 active cost or less), and not something powerfull. The speed and traveling rules that i mentioned in my first post are maded for the D20 hexcrawl gamerules, but since they are simple and effective, they are used by another hexcrawls like Symbaorum, Mutant Year Zero, or Forbbiden lands, and some generic systems like Gurps or Savage worlds have some adaptations too. But we want to play it in hero because hero it's a incredible and customizable game, and our actual favorite so far! :3, so i'm trying to make adaptations, but, maybe there are hexcrawl and hextraveling rules in hero that i didn't find?. Well, for practicity, Hexcrawl systems tends to roll encounters in periods of 1 hour, half journey, or a entire journey (i can decide how many times is a journy, but its normally based on the maximun distance that players can travel without get exhaustion levels, what i explained in my first post). However, since this is hero, and for the way that LTE works, i'm thinking of get rid of the journey concept, and let players decide directly how many hours they wants to travel. Im thinking on how to handle the speed, taking into account the responses i get in previous posts. There are mainly 2 types of events: Locations and encounters. Locations are sites with static positions, and can be considered mayor events, with its own quests or plots, and yeah, players must reach the place in order to find it. However, i can change the place of any location if i want, as long as i relocate it into another hex of the same region, but i have a limit of how many big locations can be in a same region. Encounters, on the another hand, can be used as minor event that can be static or mobile, but the important thing is that encounters can be resolved in one session or less. (Ex: The players group have found a camp of merchant travelers). A bandit camp can be a minor event too, but a bandit's den isn't, because this could be a large dungeon that can have it's own quests (people kidnapped and hidded, or a wanted bandit is living here), and surely will be resolved in more than one session, so i consider it a Location. There are some considerations: Encounters and Locations are maded in base of the region witch belongs, and those regions have 2 mainly things to consider: Their level of danger and their level of activity. The regions that are nearest of the main city are tipically safest, and have more npc activity, so the only possible dangers that can appear there will be things like minor beasts hunting, or small bandit groups trying to assault weak people. Regions that are farest of the city are more dangerous, and tends to have a high activity of dangerous enemies, dangerous locations (and better rewards), and such. Players can detect a encounter before it reaches them. Ex: player group travels throught the Dead forest and one of them sees a bandit patrol camping, so the group can decide to go far away from there, or plan a ambush. However, players can be surprised too, especially when they are camping without vigilance. Factions activities can alter the events of a region, so if, for example, a new faction takes the control of the main road, this region can become more dangerous, or safest than before, depending of the faction's desires. Players can alter the events too. If they destroys a enemy band that was ruling a region, that region can becomes safest. But players can become the new criminal band of that region if they want. Climatology events can occur based on the calendar's climate, so, if it's a rainy-heavy climate, natural desasters or events can occur (beasts can migrate from an zone into another because of an natural disaster and elevates the danger of the new region, and can be resulting into a whole new quest of beast subjugation). I can modify my event tables of each region based on all this considerations, and fill it with new events whenever i see that some results will change that region. So, i can have control over what kind of enemies and events players can face in each region. In order to help players to decide what to do, i have a rumor's table that can give some advices about what can they encounter in each region, so they can berely know the level of danger they will face there, and the factions of the game can give players some quests to start, in the case of they don't know what to do in a session of game. They can Join into that factions and rank up by making quests, or they can make their own faction (their own mercenary companie, for example). However, taking into account all this situations, i can't assure what players will face in a session, because i don't have control over every encounter that will occur in a session (i can control the encounter's difficult by creating levels of danger by region, however), so what i think i must do is give the players all tools that they need to make decisions, even if they ends to not using it, because someday they will need it. For my hexcrawl games, i normally use the guides and references of these websites: https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl https://welshpiper.com/hex-based-campaign-design-part-2/ https://batintheattic.blogspot.com/2009/09/fantasy-sandbox-in-detail-part-i.html And i use this book's as complementary materials too: Dragon magazine 136 - Fantasy cities and merchants Dragon magazine 137 - Wildernes, plants and beast Old school adventures - D30 sandbox companion GM's Miscellany - Wilderness dressing, by Ragin Swain Press Although, since this is a post-apocaliptic game, not a fantasy game, some of the resources are no so usefull, but i can adapt another ones too. ^ ^
  18. Ok, understood Alright then, thank you ^ ^ That sounds good to me, and with the Christopher's info i could do something good hehehe... Thank you very much!
  19. The problem i have with LTE is that LTE is calculated at rate of END/RECOVERY per turn (12 seconds), but in my hexcrawl campaign, the minimun travel time that players can do is 1 hour of travel (1 hex), because it's a hexcrawl game, so the map is divided into hexes, and each hex have 3 Miles of size, that represents 1 hour of travel using the standart speed of 5km/h. So, i'm looking for a way to calculate the exhaustion by the minimum travel time posible (1 hour), or at least, each half journey of travel (3 hours).
  20. I have 6e fantasy hero, so i'll look for it, thank you very much :3 I don't have this :O, it's for 6th Edition? i'm playing 6e. Well, travel speed and travel time are very important features for hexcrawl, because it's the way that players can control their travel and direction. Examples: 1 - Players ended getting lost in the North forest, and are running out of food!, so they decided to travel at low speed for a half journey (3 hours) to not get exhausted, and to get bonus in their survival (to find food) and navigation checks (to get oriented again). 2 - Players have descovered an ancient medic facilitie, but they don't have enough resources to enforce another possible battle, so they decided to retreat to base, restock their ammo, and get back to the ruins, but they don't want to get engaged into battles while travel. So they decided to go low speed to have bonus in their survival and stealth checks. 3 - Players are in middle of enemy territory, and have been discovered!!. They can't fight back because of the numeric disadvantage, so they decided to go back at fast speed (double travel speed) until they get lost the enemies. Travel times are usefull for me, because in hexcrawl games, the GM must use it to calculate how many events will the players have in a day. These events are detailed for region and based on the travel speed. For example, each half journey of travel, (each 3 hours in hero, 4 hours in D20 systems) GM rolls in the events table to determine if there is something, so, if player are in, let's say, the main road region, each half journey of travel players have 25% to find a beast (sleeping, eating, hunting, or making a surprise attack against players!), 30% to find a harmless event (dead corpse, an npc traveling, abandoned camp, etc.), 15% of bandits camping near of the area, or attacking people, and 30% of nothing happening. I have made encounters and locations for every region, i made a calendar with stations, temperature and climate variations during the year, based on the biome (for templated regions, artic regions, desert regions, etc), i made all encounters and locations based on each region, factions that acts and make events to occur in determined times of the year, and all stuff that a sandbox hexcrawl needs. What i only need is a system that allows me to get track of the exhaustion for players based on the travel time (1 hour, 3 hours, 6 hours, 12hours, etc), that players can use to get track of their exhaustion, and to tell them when they need to get rest, and find a good place for camping.
  21. Hi everybody!, i'm trying to make a survival/exploration post apocalyptic campaign, so this is why i'm looking for some avises or sugestions about how to make this kind of campaigns. I'm not so good with english (i'm spanish) but i'll do my best, and i'm sorry if it's so much text, i'm trying to give you every detail i have to understand the context . I want to run a wilderness campaign, where players are traveling constantly throught unknow territories, visiting ancient ruins of the pre-cataclysm civilization, fight with bandit organizations, unknow beasts and another kind of dangers. To make this kind of campaign, i choosed to use a hexcrawl map system, because it's very usefull to get track of the player's route, events, types of terrain and climatology. I'm experienced with hexcrawl exploration in D&D 5e and Pathfinder 2e (i've run campaigns like Storm king thunder, Tomb of anihilation, and my own hexcrawl campaign in D&D), so i'm very familiar with all rules refered to hexcrawl and traveling in those systems, but in those games is very dificult to play something that isn't high medieval fantasy, so i decided to try this campaign in hero, and because i love the customization in this system. So i start to make all worbuilding of the game, and i decided to make 2 maps, a regional map (3Miles per hex), that will be used for normal exploration sessions, and a continental map (30Miles per hex) that will be used to get geo-political info, get track of macro events, and for vehicle traveling (if players descovers how to build a vehicle ). But here's where i found my first problem: you'll see, in mentioned systems, players can choose how many time they wish to travel, and the velocity at they are traveling, so we have this: Traveling times -> 1Hour travel, 4Hours travel (Half-journey) and 8Hours travel (Journey). Traveling speeds -> Slow speed(2 hours per hex): advantage in ability checks rolls (advantage it's like a +4 or +5 to rolls); Normal speed (1 hour per hex): no penalties or benefits; Fast speed (half hour per hex): disadvantage in ability checks (like a -4 or -5 to rolls). But there are some penalties in travel, for example: each time players make more than 8 hours of travel without rest, they will gain a exhaustion point, if players don't eat or drink water for a full day, they gain another point of exhaustion, and everytime they don't rest at least 8 hours of long rest, they gain another point. exhaustion points get penalties depending of the level: Level 1: disadvantage in ability checks (-4 or -5 to skill rolls), Level 2: move speed halved, Level 3: disadvantage in attack rolls (-4 or -5 to attacks), Level 4: hit points halved, Level 5: move speed 0, Level 6: dead. These rules are very simplystic, and somewhat... BORED!, but they are effectives in their functionality, and easy to track and understand, so they works. Then i proceed to search into hero rules to find this kind of systems, and i found dehydration, starvation, and temperature levels rules, but i didn't find any rule to get track of players exhaustion or sleep, to get track of the players overextend. I found the LTE rules, but i have a problem with that: i have so much things to get track of, and i feel that make the LTE calculation for every player would be very headcache for me, so i'm thinking in a solution to get track of players exhaustion without the LTE calculation per turn. And i was thinking in some solutions: Method 1: - Change the travel times to: 1Hour, 3hours and 6 hours, because i look that some rules (like dehydration) functions each 6 hours, and make the LTE and temperature levels calculation to every 1hour, 3 hours and 6 hours of travel respectively. This calculation i'll rename it as "Fatigue" and will be 3 hours worth of LTE. If players don't make a long rest (6 hours of sleep, to maintaint the 6 hours standard) they don't heal the fatigue accumulated. They can reduce 1 fatigue point with 1 hour of short rest, to make short rests usefull too. - Maintain the starvation and dehydration rules as written. - Make a house rule of travel speed: Players can travel at: Slow speed (speed halved): they gain 0 fatigue points, and have +1 to skill rolls; Normal speed: they gain 1 fatigue point for each 3 hours of travel; Fast travel (doubles speed): they gains 2 fatigue points, and -1 to skill rolls. - Make some talents that can be usefull during short rest in exploration (Like rest skills in darkest dungeon) taht cost charges (recovers daily), this with te intention to make short rest usefull, and give players some tools to heal or recover from fatigue between travel. I like this solution, but i have 2 problems: 1) LTE calculation after battle will not be covered by that rules, and i don't know how solve it x.x, 2) this only penalizes END, but accumulated fatigue points (3+) would give another kind of penalization, what kind of penalization would i put in that case?. Method 2: - Make a whole new fatigue system throught DRAIN, with advantage (only dispel with rest or fatigue reduction powers), and make it acumulate in intervals of 1, 3, 6, 12 and 24 hours of effort (multiples of 6, to maintain the system unified into the same times). - Make talents for this Drain debuffs, appart of the previusly mentioned. - Maintain the temperature levels, dehydration and starvation rules in the same way, but calculed in the intervals previously mentioned. My problem with this solution is that i haven't any kind of system that i could use as basis, so that difficults me the work . I could use D&D exhaustion rules as basis, but i don't like it very much, so i'm looking for some suggestions. i'm not considering characters SPD in the travel because i don't have any idea of how use it with travel speed, so i'm using the Fantasy hero (p. 386) suggestion of assuming 5km/h for normal travel speed. What do you think about?
  22. Hmm, maybe this would be a mandatory physical complication like: Physical complication: Human perception -2 PER rolls (5 pts). Normal humans must have this complication as part of their 50 pts limitations, but some players could buy the 10pts or 15pts version if they want. Could be something like that?
  23. Oh, i get it... Yeah, my players are new in hero, we've played only one game before, a low super hero based in a futuristic city (like Future batman), so they never could think on do that haha (i couldn't either, btw xD). So yeah, that's a very good solution to me, thank you very much! :3
  24. Hmm, wait a moment... i'm not very sure if i get it, but... I belive that what you're trying to say is to split some of the skills into more granular options (For example: split survival into camping and find food) so players must buy more skills in order to get all benefits, and increase the build cost without the need of touch INT?. This may helps, because what worries me is the final price of the build for a player that wants to have high INT, so if i could have a better solution than make strange things with INT, i'll be happy too! ^ ^. I was thinking on make some talents to have a skill requirement. For example: instead of ban "absolute time sense", make it requires a skill level of 17 in navigation , but based on your suggestion, i could convert it into a skill subcategory of navigation (something like "Time sense" skill, idk, i'm not good naming things in english x.x) and every time a player wants to know the exact day time, and he's in the wilderness, he rolls "time sense" skill. It's just a example, because idk if it's a good idea to make players roll for everytime they wants to know what time is it xD. Yes, and the problem is that a player could do it in any way he wants, unless i prohibite him to do it, but i prefer to find ways of balance that costs, instead of prohibite things (But if i can't find any solution for something, i'll have to ban it).
  25. Yeah, you're right, there already are ways to make that, but that's not what i'm trying to make... Look, i'll make a example for you: This game is very survival oriented, players build their characters with 150 points (i'm thinking of low it to 120, but i'm afraid of being to low, i don't want to make it sooooo gritty), and 50 pc worth of limitations. - Locational damage allowed. - Locational defenses allowed (Only for Npcs and monsters). There's a character maxima (-Characteristics: 20, -Ocv, Dcv, Omcv, Dmcv: 6, -Body: 20, and can't be higher that CON, -Stun: 40, and can't be higher than CONx2, -END: 50) and players cannot buy powers because they are only humans, unless they drops down their humanity by taking one of the following archetypes: - Mutant - Spiritist - Psychic All this archetypes requires a 15-points talent called "Supernatural talent" that allows them buy their powers, 30 points active-cost limit, and a mandatory 25-points worth of a combination of the following limitations: Non-human: They're not considered as part of human society, so Npcs can decide to elevates the price of all things while they trades with them, or directly not trade with them, and some others directly hates them, and don't want to speak. Distincts features: They have some types of supernatural features that people recognize as non human, some people considere this as a monstruosity. Hunted: Some Npc, or Npc group could be hunting them, because they think that non-human must be erradicated, or simply because they are bad people finding excuses to do bad things without punishment. Code of conduct: Some non-humans may have behaviours related with their archetype, example: Maybe a spiritist have a strong religious mentality, or because they have a spiritual way, they see life differently to rest of people, so they're very pacifists. Hates technology: Some types of non-humans (Naturalist Shamman, for example), hates human technology very much, because they considere it the reason of the apocalypse, or because they hate what it represents, so, they will not used it, or will use it with very limitations (Restricted use of explosives or firearms). There are others restrictions, Thought: Flying is not allowed, Absortion is not allowed, or is a VERY limited feature, Healing and Dispel are very, very..... VERY!! limited powers... You'll see, i build some types of diseases as DRAIN, and cannot be healed or dispeled by powers, but they can buy medicines, or CRAFT IT, if they have Medicine (INT-BASED Skill) and find materials (PER-based Rolls, only if they have the profession to recognize it as material), but spiritist can buy Healing powers for that. Players must have skills like Survival (Find good places for camp, find food or water), Scavenging (Find materials of ancient sites - Yeah, this is a post-apocalyptic game :'3), navegation (to not get lost in wilderness, because nobody wants to get lost) and such... They're all PER-based skills. Players can also have skills like Weaponsmith, Medicine, Explosives, Weaponsmith, Research and such (INT-based Rolls, in order to make items that don't cost pc to use. And then, we have Paul: A skilled human explorer with 20points of DEX (20 PC) and 25 points of INT (20 PC). With that, he have a base 14 with all survival, craft, recolection, perceptive and intelectual skills, only for 3 active points each, and a base 13 for all dexterity skills (Stealth, for example), and if he wants, he could also have psychic powers (INT based). He is arguably the most all-rounded and self-sufficent character of the group, he literally don't need nobody in order to survive... Of course, i could prohibite him to do that, because i'm the GM, i can go and say: "Look, your character is amazing!, but i can't permit this, so you have to remove some skills of your sheet", but i don't want to do it, because i want players do this kind of things if they want, but not at that low cost. Thats because i though in 2 solutions: 1 - Rise INT cost to 2points, so Pauls will need to pay 40 Points to do the same things, instead of 20. 2 - Create 2 separated skills: INT and PER, and distribute all functions into that, so paul now needs to rise 2 SEPARATED CHARS in order to do all of that. And then here we are xD... That's where i get stucked, because i didn't know if there are the only solutions i have... So i thank you much for all your ideas! ^ ^
×
×
  • Create New...