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swobeas

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Everything posted by swobeas

  1. Re: Do any of you still play 4th edition and FH Circa 1990? We have been playing in the Western Shores with 5th Edition rules for almost 2 years, was great fun. Right now we're playing the famous enemy within campaign from Warhammer with 5th Ed. rules with some house rules, what started beeing even more fun I have both grimores but never used them (2nd one was quite disappointing in my eyes), as we used old FH magic in Western Shores and now use conversions of the warhammer spells and magic system of the 2nd edition. A book I really love is Monsters Minions and Marodeurs :-)
  2. Re: Stun/knock outs, overwhelming the combats
  3. Re: Stun/knock outs, overwhelming the combats In my current campaign (started with 50+50 points) we are ignoring stun from kiling attacks completely. That speeds up combat a lot, as we also don't use END and therefore normally don't take post-12-recoveries. I raised the DC of every weapon by 1, just to make sure, that some damage get's through. If a PC reaches 0 BODY or below, he has to make a CON roll -1/2 negative BODY to keep going. NPCs reaching 0 BODY are considered dead. We of course use Hit Locations... All in all the system looses some complexity, but IMHO the speeding up is worth it by far. (The campaign bevore the current one had fight's lasting for more than one evening...) hope that helped:thumbup:
  4. swobeas

    mutipower

    Re: mutipower Interesting, but even more confusing for me. What's the difference between the 6 point CSL and the 8 point then?
  5. Re: Entangle in Fantasy Hero I give combat nets a +2 bonus to grab maneuvers and you can also use them at -1 to whack people with the weighted ends. They are also "dangerous weapons" which means if you roll a fumble, you entangle or whack yourself! Very good way to deal with nets. I will try to save this to my brain
  6. swobeas

    mutipower

    Re: mutipower Would you allow him to use the CSLs with all the powers of the sword with 5-point-HTH-levels?? If the EB is ranged, I would charge the player a 8-point-overall-combat-level for this one.
  7. Re: question for gm Always a good thing to have the rules backing up common sense
  8. swobeas

    mutipower

    Re: mutipower I would say, that he can use his CSLs with the HKA, but not with the others..
  9. Re: question for gm In my eyes a Telekinesis (even with fine manipulation) can't do anything more than a character standing right next to the troll. Therefore there must certain locks be freed until one con strip of a plate armor. Think of viewing angle, it may not be enough to release the locks on the side the druid is facing... hope that helps.. ...and that two people with english as a foreogn language are able to understand each other
  10. Hi! I have been wondering how you guys handle PRE Attacks for scary creatures like the undead. A Skeleton, or Zombie for example gets a PRE of 13 in the Bestiary, for a 2 1/2 d6 PRE Attack. Not very scary in my eyes The roll should of course be modified (like appropriate setting in a dark dungeon), but I am thinking of an extra power for critters like that: + 10 PRE, offensive use only (-1/2). What do you think? And do you grant the +1d6 bonus to the PRE Attack for "revealing" a power like beeing undead?
  11. Re: Ran my first FH session... some questions I require spells to have Concentration: 1/2 DCV and of course Skill rolls which are modified if the mage is hit during spellcasting (-1 to roll for every 2 points of BODY damage) + extra time + incantations + gestures. Magic is a real complex and complicated to handle zhing IMHO and shouldn't havt the flair of superheros powers, at least im most natasy settings. And I started with 50 + 50 points. A 150 point character seems to quite complete for most character concepts. So why adventuring? Mony? Fame?
  12. Re: Your "Character Sheet Resources" Thanks for posting your FantasyHero-Sheets, that's what I've been looking for.
  13. Re: FH without Stun I find it quite interresting on how you (try to ) judge if someone else understood something right or not. Maybe you should make sure for yourself if you understood everything right... And if you are not shure, try to be a little bit more äh let's say diplomatic ok?
  14. Re: FH without Stun yep you are perfectly right, the higher the roll, the better the attack. It is easier for most humanoid brains (as mine is , at leadt as far as I can guess about ma own brain with itself ) to do the same simple mathematical operation ( here add numers up) 2 times then do one operation and then a different one ( as you fist add up the rolled dices and then go on thje standard way in Hero System) Some people find it crucial to roll in combat low because they have to roll low at skill rolls also. I personally prefer the easier way
  15. Re: FH without Stun One thing the d&d player in my old group proposed and the whole group rapidly agreed on is to : roll + OCV must be DCV + 10 or higher to hit. If you have OCV 6 and roll an 11 for example, then you hit an 17 and call thisd out to the GM. the GM simply substracts 10 from the 17 and knows the the character would hit up to 7 DCV
  16. Re: FH without Stun Thanx for all the input and especially the die rollers guys
  17. Re: FH without Stun I am not keeping track of end also. so figther's can fight and sorcerers can cast spells as long as they want to, but the magic users have to be afraid of nasty side effects every time they cast a spell. Is there a programm that rolls the attack + hit location and then gives the amount of damage done?? This would be really nice for me, if the programm would roll + calculate normal + killing damage and I would decide if the roll did actually hit. Any ideas? Just for not being misunderstood: I personally like stun pretty much. IMO it is one of the best elements in combat with the Hero System. I am just lokking to deal with combat faster. AND finally: Hi Alister, nice to äh read you :-)) The points you mention feel pretty much like the Japanese campaign back there ;-) thanx for tips
  18. Re: FH without Stun I think with adding additional damage classes characters end up stunned faster but not necessarily (I hope this word is correct english ) dead. But I have to admit that it would definately speed up combat ;-)
  19. Re: FH without Stun I can follow your thoughts but still wonder about the message behind it. I read about removing stun as one way to speed up combat in the FH-book and havn't thought so far, that removing it would change that much. As for someone willingly knocking someone else out, I would use stun, but not in the standard "kill the minions" fight. I want the combat to be quicker and deadlier, as with stun characters end up knocked out but not killed. This is a core concept of Hero imo and that's fine for most FH campaigns. But I want to play a Warhammer Campaign, including fate points and there should be chance to use these...
  20. Re: What setting does your campaign use? I use the Warhammer-Setting using HERO rules, a bit adopted to catch the flair of the setting. I love reading novels in the gaming world to get as much as possible of the atmosphere and Warhammer provides me with a setting consisting of a elaborated world, a dark and deadly atmosphere and a portion of humor that should never miss if people play games:thumbup:
  21. Hi! How do you handle playing FH without using the Stun rules? I want to do get rid of stun cause it slows fights down, especially with unexperienced players. The decision is fixed. But now I ask myself how to handle: - BODY < 0 Do characters die reaching 0 BODY, or do they keep going until they reach their negative BODY value? - if the are below 0 BODY do they get handicaps? (like 1/2 OCV, DCV and movement for example?) - what about hits causing a lot of damage at once (like when using Stun the victim is stunned because getting too much stun with one hit?) Would CON become a 1 pt characteristic then? Or could I use CON rolls every round for a character below 0 BODY, in order to keep going... thanks for input!
  22. Re: Whirlwind Attack! In my last FH campaign a fighter had an whirlwind-attack that was build as a seperate power: 2d6 HKA; area of effect own hex + adjactend hexes, selective, OAF sword, must roll against normal DCV, no STR bonus, must roll each attack seperately, charges (yes he was a D&D player ), -2 to his OCV and DCV. Excuse me for leaving out the numbers, I don't have my book here at work The rational to limit the damage to 2d6 killing, was on the one hand game balance and on the other hand logic, as I don't think (having a little bit of martial art experience) that if you make a lot of attacks, these are as powerful as one single attack.
  23. Re: NOBLES, KNIGHTS, AND NECROMANCERS -- What Do *You* Want To See? Hi! I would like to have some low-level-bastards worked out well, with focus more on character traits than on powers and other stuff. I tend to start Fantasy Hero games as 35+35 point games and have therefore not much need for 300+ point-bastards. And as the book is called "nobles,nights..." I would like to see some well worked out NPCs too, that are not necessary enemies...
  24. Re: fear-ability thanks for the input so far! presence attacks seem the right thing to simulate fear then. So a skeleton (2 1/2 d6 PRE attack) would get +1 d6 (revealing a power: beeing undead ) and +1 d6 (appropriate setting: nasty dungeon) then, which makes 4 1/2 d6 in total. On a average roll this would be a 15 then which would eventually reach the first level of PRE attack effects: Target's PRE or EGO eventually there will be no effect at all. If there is one, the skeleton will act first on phase 12 and that's it. Seems a little bit to weak in my opinion if characters face the first time in their life a undead beeing... Did I miss anything or do I have to give the skeleton extra PRE (only to invoke fear) to get higher effects ???
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