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swobeas

HERO Member
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Everything posted by swobeas

  1. Re: Sword and Shield I think that you misunderstood the original post If the question was CV:3 +2OCV /w Shields +2OCV bonus fur using a shield to block, then the result should be an effective OCV of 7 for blocking with the shield. greets from berlin swobeas
  2. Re: Point/Power levels in your game Hi! I am currently running a FH game in Western Shores that started out at 100+25 and the Charakters are right (the end of the campaign) at about 170 points in total. The not magic users are beginning to have problems how to spend points, so it is a good level for the end of the campaign... The next campaign will play in the Warhammer universe and start at 35+35=70 points. I like players of using their brains when facing a group of orcs for examle.. I prefer low fantasy because IMO a too high level spoils powergaming, whereas a low level enhances roleplaying greets from berlin! swobeas
  3. Re: Enemy Within with FH thx so far...
  4. Hi! I am about to GM the famous Warhammer Campaign The Enemy Within. I don't want to use all the work Killer Shrike or midhir( correct nick? I don't remember exactly) has done with their transformation tables from Warhammer to Hero System. I rather want to look if the foe is a Ork for example, then I will use the Ork given in Monsters, Minions and Maraudeurs. If the Heros face a bandit, I want to take ready writeup also... No my question: Has anyone experience with that kind of dealing with the situation, how did it work and most important with how many points did you start with and how many experience points should the heros have at the end of each book (i want to play all 5 of them)? greets from berlin swobeas
  5. Re: Temporarily enchanting an item Hi! What do you think of doing that as 1 continuing charge? Just an idea, I don't have a rulebook here at work so I can't look up the precise time limits... Keep on playing greets swobeas
  6. Hi! Last playsession my players had a great idea to make combat-calculating easier. As you might know the chance of rolling a 3 is the same as for a 18, a 4 is same like a 17 and so on and a 10 is finally the same like a 11. Therefor the overall chance of rollin 11 or less is the same like rolling a 10 or more So we started to change attack rolls. You simply take your OCV (plus/minus modifiers) + your 3d6 roll and the result must be 10 + DCV or better and then you will hit therefore if you have OCV 6 roll a 9 and target DCV is 4 (there you must roll 14 or more to hit ) you will hit, because the result is 15. My players and me find it much easier to calculate this way, especially after some beer.... so i thank my players for this great idea... greetings swobeas
  7. Re: Should FH wizards use VPPs? Hi! In my upcoming campaign I am planning a mixture of VPP and skill system for spells. A wizard must buy a cosmic VPP along with these limitations for the control cost: Incantations, gestures, Skill roll, Focus, extra time:1 Phase, concentration (1/2 DCV), FAM w/ spell (-11/2) The skill comes in for the FAM w/ spell limitation. This means that a wizard must learn a spell by studying it + pay 1 Point for a Familarity with it. Therefore every spell costs 1 Point to learn and has the same limitations ( I don't like the atmoshere of wizards at combat movement firing a spell in an blink of an eye). As the VPP increases, so the power of the learned spells do... What do you think? Will it be to limiting for spellcasters compared to fighters? I think with the right power in combination with the right advatage a mage can easily outpower a fighter (what about a DRAIN Movement or STR to 0 for example?) best regards swobeas
  8. Re: How do i start my story? HI! I've started the first session of my campaign as follows: In the tavern where the characters are going to meet, a great championship in tavern-games take place (with things like knife-throwing, arm-wrestling, combat-drinking etc.) and every table has to form a team; and (what a coincidence ;}) there is just one desk with no one sitting there in the tavern -> the characters arrive one by one and form one team During the championship an nice brawling takes place in which several characters plus the tavern owner become pick-pocketed et voilà : the first scenario is about to begin...
  9. confusion the martial artist and the tank are two different characters...
  10. Hi folks! In our group the amount of time playing fights is a recurring problem. As noted in the new Fantasy HERO Mr. Long prosposes ignoring STUN completely. This would speed up combat but what experience do you have doing so? One of the PCs is a weaponless fighting martial artist from a small island far in the sea and I'm not sure about turning hist fists and feet into HKAs. The other thing is one PC has got the talent combat luck, providing him with 3 rPD and has now turned to wearing plate armor... therefore killing damage must be high scaled to be able hurting him (DEF = 11 altogether) and the rest of the group has pretty low defenses... thanx for your advise swobeas
  11. Greetings Hi h-leqin! Greetings from Berlin! Don't you remember every written word you read in the rulesbook? Sounds quite disappointing to me. Greet alibear from me if you see him... Andreas(2)
  12. I have a question concerning familiars for mages. I want the mage to buy a familiar as follower, so he has to pay 1 Point per 5 points of the familiar. So far so good. But if you take for example a raven as in the beastiary as a basis with it's total cost of -12 ! and apply ther familiar template to it ( worth of 74 points ) is the resulting cost then really 62 points -> Have to pay 12 points for it? And if so, would the raven without the template cost nothing at all?? Thank's for your help...
  13. LIMITATIONS!!! In your case, for unexperienced HERO players I would go the way described in Fantasy Hero (the old one). Let them buy a magic skill and a KS Magic(of whatever sort). Now they have to buy each spell individually but loaded full with limitations as -requires a skill roll (magic) -1/2 -gestures -1/2 -incantations -1/2 -extra time full Phase -concentrate (1/2 DCV) -1/2 -focus (magic stuff, amulett...) -increased END cost x2 -only when no armor worn -1/4 -VERY important side effects (having a small explosion in the hand if the fireball doesn't work) -charges ( maybe like 5 times a day ?) -limitations that fit to the type of magic like no fire magic in heavy rain -1/4... As you see, you can easily find limitations worth ranging from -2 to maybe -4, which saves points... and PLUS these limitations enhance fantasy atmosphere ( I have never seen a fantasy wizard doing a spell while tied together with ropes, wearing heavy field plate armor with a old stinky sock in the mouth while a giant spider bites him in the foot....you see what I mean.) Magic is a difficult thing to do and is therefore worth many limitations... Hope tha this is fine for you and the players... Swobeas
  14. Hi! I am not sure how to handle the combination of hit location rules together with a ranged killing attack with power advantage explosion. If a hand grenade blows off right next to you, I don't think that there will be just on hit location taking damage, but applying the damage to all hit locations is far to powerful... What do you think? Thanx swobeas
  15. I agree mostly with Lord Liaden. I think that the two limitations gestures and incantations are a little bit too less to draw a picture of a fantasy wizard. Think of concentration for example. This means that the wizard should stand quite still and perform his spell, what is a wonder to other people. Do you really want a wizard jumping around like a frog and just do his gestures with one hand and incantations and the spell works? Another thing for skill rolls. Should spells work at 100 % Sounds quite boring to mee. Where are the wonderfull magical accidents? Think about a limitation on armour worn. Or do You want a wizard wearing full field-plate armor? Think about expandable foci, maybe really rare ones. Or is the magicion allowed to cast 200 Spells a day just under the limit for getting the long term endurance loss? I hope I could give you some ideas how you could limit the powers, but these lilmitations are quite logical to me and enhance the picture of a real fantasy wizard, where just incantations and gestures are too less to do so. So far. Stay with HERO for Fantasy, just start thinking of limitations everyone accepts for common sense swobeas
  16. Hi folks! I have got a litte problem and wanted to hear how other GMs deal with the limitation on wood&plant magic "Only where plants can grow -1/4". In my oppinion if you say this means no magic at all indoors, then a -1/4 limitation is ridicolous, cause how high is the percantage of monsters you encounter if you are acually indoors??? If you say indoors, in a cellar for example there can grow plants through little cuts in the stones, so where then can no plant grow? To put it a little bit further, is there a must that there is earth in "reach" for plants? Just think of this small green stuff just growing on rocks where is basicly nothing... Or dos this mean that there must be no atmosphere and light and then no plants can grow? thanx swobeas
  17. Hi! I've some trouble figuring out if a spell taking extra time, let's say 1 minute, costs the END just ONCE or if a character with SPD 2 would pay< the END cost every phase and 1 minute would therefore mean 10 times the END cost of the spell. By the way greetings to Alibear from Berlin ;-] thanx swobeas
  18. I've just started Gming a Fh campaign with characters based on 125 points and this is not the thing you want to do if you want Ad&d 1st Level. These three guys took out a the deceiver-demon Katryn from the Western-Shores example scenario: city of demons. This is no thing 1st Level Ad&d characters can do... Another tip: be careful with the talent combat luck, because if the characters wear real armor in addition you need a real powerful attack th harm them and what then if the same attack hits the spellcaster.....*squish* so far, swobeas:p
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