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lordredraven

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Everything posted by lordredraven

  1. Looking for input from players and GMs that experience with the variety of different types of magic costing systems for hero? skill vs direct buy, allowing for frameworks, etc etc. I am considering just using direct buys with frameworks, and some heavy limitations to bring down the costs and still allow for a decent amount of spells. But fantasy hero raises some questions that make me wonder if a skill based might not be better. any advice or experience would be greatly appreciated.Thanks.
  2. I'm looking for a way to apply negative DCV to a target. So far I as am able to tell you can do it as a transformation or a drain/supress to dcv the characteristic. Transform is too long and I don't want suppress to be able to drain it completely (One implement would be fine, but having it drain further each attack is not). Just a minor debuff of a few dcv so long as the character keeps paying end for the effect.(The character is performing a spell like otto's irresistible dance, only more minor. I figured the best way to represent that the power is forcing the target to fidget and dance is to represent it as a penalty to dcv.) I thought there was a way to impose negative csls on others in past editions, but I can't find anything like it in 6th atm. Any advice would be greatly appreciated. Thanks.
  3. Re: Hero-D&D system merge? As a sidenote to this conversation, has anyone considered simplifying the extra damage classes gain by str to be simply +1 killing for every 5. No escalation of effects. So for example 15 adds +3 to killing instead of an extra die. I know it flattens out the effect of extra str, but it simplifies things. I seem to remember it as an optional rule or suggestion in one of the 6e books, but for the life of me i can't find it at the moment.
  4. Just wondering if anyone has done a writeup of the DC animated Young Justice team. Thanks.
  5. Re: 6th Edition Hero System perhaps I am looking in the wrong place, but I can't seem to find the 6th edition books on the store menu.
  6. During my spare time at work, and when not sketching Pufnstuf, I have been kicking around the idea of a fantasy hero campaign. Most of the world fluff I have worked out. The question I am stuck is how to let players have access to spells. I know the dangers of MPs making spells so cheap that wizards will have the right spell at the right time every time. I am more leaning toward not allowing any frameworks for them. Singularly bought powers. I have also been reading in FH that many campaigns like Valdorian do this with a cost multiplier to make the spells cheap enough to have a few well defined effects. What does everyone think of these cost multipliers? Have you used them for spells in your campaigns, and if so how did they turn out? The other stumbling block I came across was if I do use say a .5 multiplier to make spells slightly cheaper, do I do this for magic like abilities that aren't spells? Am I going to force the dragon-man player, hypothetically, to pay the normal cost for his breath weapon, when the character that just defines it as a magic spell gets it at half off? Any thoughts would be greatly appreciated. Thanks
  7. Re: Rolling mechanic question The problem with the basic roll mechanics that I have seen, in either of the two version that involve subtraction is that they create a difference in the roll expectation for each type of roll. Players want to roll low for some things, like to hit and high for other things, like damage. It is the equivalent of ThAC0 for old D&D. The system became much better when everything becomes that same direction. Roll high for everything. Easier to remember.
  8. I know there was a topic on this sometime in the recent past, but I can't seem to find it now. I know the standard way to roll to hit is 11 +(ocv-dcv of target) or less. I have seen it be reworked to as OCV +11 - (3d6) to determine the maximum DCV that you would have hit. My question is could it be expressed mathematically the same as: OCV + 3d6 vs DCV +11 ? I am thinking that is the same number-wise, but I am sure that someone here has already worked out the math. I am trying to simplify the math for some new players that have experience with d20 style roll + mod vs target number style rolling. As well as this would allow you to keep a dcv somewhat hidden from the players Thanks.
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