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adamss

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  1. Are there any rules for catching a character at (for example) knifepoint? I've had a look through the 2 corebooks, martial arts and the advanced rulebooks to no avail. I'm guessing it would be linked somewhere to the grab manoeuvre? An example of what I'm trying to describe is in Anima BF, where a character makes an attack at penalty to a vulnerable hit location, and should they succeed they can choose to 'put at weapon's point' and cause no damage. Instead, the attacker can then decide to 'complete' the attack outside of their turn, whilst the defending character has negative modifiers on attacks against the attacker until the immediate situation is resolved. It allows for great opportunities to prematurely end combat, obtain information or items without having to just kill everything/everyone! If this sort of thing doesn't already exist, does Hero have the capability to build it within the rules? Thanks!
  2. I'll try out a couple of combat encounters using it and see how everyone fares with it then! My worry is that some of the group are new to Hero (and TTRPGs in general), and without the automation found in a more developed Foundry system, may struggle. Guess we'll find out. Thanks!
  3. Just wanted to signal significant interest in this project, and wish I had the coding skills to offer more support! I'm struggling with a heavy desire to run a Fantasy Hero game with my group, but due to a lack of good VTT support may need to settle for GURPS due to their impressive Foundry module. Appreciate you're incredibly busy, but any news on whether you've progressed at all with the project? I understand there would be a plan for a Kickstarter full version after the Basic version was completed.
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