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slikmar

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Everything posted by slikmar

  1. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... ******GENERIC SPOILERS - NON SPECIFIC******* I have read the Game of Throne series, all the way up to the current one A Feast for Crows (which is really only half the book, as he split the book in half, but different then most would. He split by characters, not by first half/second half). Add my voice to those who would recommend it for reading. Excellent writing, engaging characters but be warned, when people say NO character is immune to the whims of fate, they mean it. The only other problem I have with the series is a feel of "No honorable deed goes unpunished" throughout the series. I do not mind having honorable characters pay for being honorable if there is no other way, but to do so stupidly (ie not preparing in some way for those they know have no honor to act dishonorably) really annoys me, and this happens a lot in the books.
  2. hey Steve, Maybe i missed it in FAQ and am just not understanding book right. What is the total advantage bonus applied to Entangle for BOECV. Is it: 1) 1D6 = 10 * 1 1/2 (+1/4 uses ego instead of str, +1/4 immune to attacks) = 15 pts per die 2) 1d6 = 10 * 2 1/2 (+1 for BOECV, +1/4 uses ego instead of str, and +1/4 immune to physical attacks) = 25 pts per die I realize how stupid this question may be, but i recently had a 10 ego villian in my fantasy game taken out by a 35 point mental paralysis, and i think i was calculating incorrectly (using number 1 above) so that the person attacking was doing 2 1/2 d6 entangle instead of a 1 1/2 d6 entangle.
  3. Killershrike or anybody else good with modifying HDv2 I would like for my Fantasy Hero Game to put together prefabbed armors that reflect not only the armor value, but the penalties involved. For Example: Chain Mail Armor 6/6 -2 DCV -2 penalty skill on dex based abilities -1" Running The problem with trying to do this as say a compound power or even prefab list is that HD doesnt support negative skill levels or running under powers/equipment. Any ideas on an easy way of doing so?
  4. The only problem with the bigger bada** scenario in any genre is what about the other characters who are built within the balance of the game. Your villian, unless you cheat blatantly, will snot everyone not built to the level of the uber char. To give an example one of our players/GMs likes to use in champions: Its okay to run a team like the Avengers and have Thor, Ironman and Wonderman (or that power level) and have characters like the Wasp(note the person saying this would never be the one to run this char). The problem comes in, when building villians to fight this team, they have to be strong enough to match the hi-level chars, which unfortunately in champions means way to powerful for the low level chars. if they fight a team like themselves, ya know the high level chars are gonna go take out the wimpy guys on the other side (and by result vice versa).
  5. Hey all, I have a quick question for ya. I am running a 75+75 game. I am curious what your games at that level or so end up with averge ocv/dcv and damage.
  6. As far as using it in Hero Designer, I found the best way was to set up a multipower with a huge base( I used 100 points since I knew no spell would exceed that many points active), then do a custom adder of negative points equal to the points in the multipower. then to get the cost in character points correct, have characters create their spells in the multipower and make them varialble slots(1 for 5). EX. 0 Multipower - Magic(100) (custom adder -100) # 1v) Spell 1 # 2v) spell 2
  7. I dont have my book handy, but just to clarify something, wouldnt a weapon with a +1/2 advantage require a 7.5 str to increase damage with a +1/4 advantage needing the 6.25? I believe you are basically having to apply the advantage to the 5 points of str normally needed to increase the damage class.
  8. Hey all, Quick question. One of the things we adopted in our previous fantasy game (not Fantasy Hero), was the ability of our healers to do a Chant that was in effect a low level, area effect heal that could eventually put everyone in the area up to full. This was more of a hit point system, but I would like the healers to be able to do the same thing. I realize cumulative is not supposed to be allowed for healing (why i am not sure), so am looking for suggestions on this.
  9. I realize that 2 skill levels made be traded for 1DC, but do any of you GMs allow higher dex characters to transfer OCV for DCs, and how much OCV, the same 2 or more, and do you require the same number of DCVs to be swapped. For example, if i have a 25 dex char in a campaign where the average is 15-18 dex, giving me 8 ocv/dcv vs 5-6 ocv/dcv, can i drop down to a 6 ocv/8 dcv or 6ocv/ 6 dcv to add 1 DC to my damage. THOUGHTS?
  10. Actually, the damage wasnt what i was worried about, as i dont mind a little lethality in the game and weapons have a built in maximum of double damage classes anyway. my question, and worry, is the ocv/dcv bonuses martial arts gain - even in superpowered gains these can be unbalancing, but in a game where the average dex ranges from 15 - 20 (i.e. 5-7 ocv/dcv) and speeds are 2-4, the large bonuses to these from MA maneuvers can be drastic. A plus 2 or 3 to ocv or dcv in a 3d6 system (though i may use a 2d10 system to smooth out the curve) can swing the balance greatly. On the other hand, it is also the easiest way to give PC's and Leader NPC's an advantage over the common thug, soldier, etc. Thank you all for your input so far. I may use them as a test, and figure i can back them off if necessary.
  11. Just a question for all you experienced GMs of Fantasy Hero. Do you regularly allow characters to buy martial art maneuvers straight from the book to use with weapons, or do you find it a little to potent for a normal Fantasy Campaign (mine will be 75+50, with a potential +25 for racial stuff). I am starting a campaign this weekend and have been debating whether to allow the use of Martial arts as they are in FReD and UMA, since i fear the ocv/dcv bonuses might be a little to overbalancing. Opinions Welcome
  12. I am doing something similar, allowing all mages to have a free VPP of certain unmodified spell effects up to ego in active points for the spells (i.e. EB, RKA, armor, FF, etc.) dependent on special effects of the chosen college based on having a magic skill roll for that college, but am also allowing the characters to purchase a number, equaling their int/3, of higher powered spells but not exceeding a actual points of their ego. They may purchase these at a cost of 1 char point per 5 actual in the power: EX - character with a 18 int and a 20 ego would buy a 3/2 skill in one or more colleges(bought seperately). This would give them a 20 pt vpp of certain spell effects dependent on the college unmodified by advantages or limitations. They could also buy up to 6 (18/3) spells with an actual cost(after advantages and limitations) of up to 20 pts each for a cost of 1 per 5 in actual (meaning a 20 cost power will cost 4 character points) I will also allow the purchasing of more spells if the character wants at full cost with the same actual points limitation of not exceeding ego
  13. Hey again, Herolover, good suggestions. To clarify, my game will be high fantasy - dwarves in plate/heavy chain not unusual, and i think the argument from my players is there is something unheroic about the concept of knocking opponents unconscious and slitting throats afterward. I think maybe, the mindset in this is to just go with the assumption of -10 stun or lower = death if your side loses, or increase damage of weapons (my initial thought was to increase by 3 DCs all weapons, but doubling may work). Thanks again for your help everyone.
  14. Hey all, This is for all of you who have played Fantasy Hero for a while and/or run the game. I have a couple of players wondering about lethality (or lack thereof) in Fantasy Hero. Looking at numbers alone, the average weapon damage would seem to be between 1 1/2 to 2 1/2 d6 killing averaging from 5 to 9 body done. If you take a normal fighter in plate mail - rDef 8(please no "plate mail should be rare" arguments, its not in most games or books, especially where dwarves are an inclusive race) or even chain - Rdef 6, it would appear that a very little if any body gets through. Stun doesnt appear to be a problem, but it does appear as if there is a real lack of lethality in the game. How do you deal with this, do you use a, if knocked unconscious and your side loses you are dead or do you find the lethality is ok. I ask this question because I am planning on trying to run a Fantasy Hero campaign just as soon as my book comes and would like to answer peoples questions. Thanks in advance.
  15. I actually have switched to a 65 point limit on attributes, and the reason i say that a limit will seperate fighters/mages is that without limits, what will keep a char from spending enough to get 20 str, 20 dex, 15 con, 13 body, 18 int, 20 ego for a total of 84 attributes, thereby giving you someone very suited for both magic and fighting equal to almost anybody who specializes in either (game balance problem in my opinion as each character should be able to be equal and/or unique). I also am thinking of limiting characters to only one prime attribute 19+, and one more 16-18 and the rest limited to 15s, all totals modified by racial bonuses (i.e. Dwarves in my realm have +3 con and -1 dex so the numbers for those would be con 22+/19-21/18 in its grouping, but dex would be 18+/15-17/14. as i say, this is just a thought for now, may change as i see characters built. Part of my reasoning is that for mages i am allowing the equivalent of a free variable power pool with required skill roll for certain basic powers up to a characters ego (meaning if you have an 18 ego, you can use up to 18 points in an EB, RKA, HKA etc). The powers usable will already have been decided in a list by me. I am also allowing characters to purchase spells of greater power equal to 1/2 their magic skill roll for a college of magic. I hope to do something similar for pure warriors in using martial arts/skill levels to give fighting styles. The reason for the power pool is, many games (see D&D) limit how many times a mage can do something, I want to give mages at least a semi equal footing with fighters who can effectively swing a 4-6 DC attack as long as endurance holds out.
  16. Hmmm Markdoc, I may have to go and reread the new encumbrance rules for FrED. I think i like your idea of doing it somewhat and may modify my system to use my formulas as minimums like you do.
  17. In my case, would have to say a replacement system, dont know enough about the encumbrance rules, and not wishing to force my players into more math tracking then i have to. I was basing my numbers off of the Armor values given in Fred (forget which page) Sidebar on fantasy armors, seemed to be an easy formula to use. Following is the final numbers I am going with. Also note that i will be basing magical armors on the basic armor type (i.e. Magical Chain even if higher then 5 armor will still be based on the 5 armor numbers for penalties). ARMOR PENALTIES A. OCV/DCV = ARMOR VALUE DIVIDED BY 3 ROUND DOWN (0-2 = 0, 3-5 = -1, 6-8 = -2, ETC) B. DEXTERITY BASED SKILLS = ARMOR VALUE DIVIDED BY 2 ROUND UP – 1 (0-2 = 0, 3-4 = -1, 5-6 = -2, ETC) C. MOVEMENT PENALTY = ARMOR VALUE DIVIDED BY 3 ROUND DOWN (SEE EXAMPLE A.) IN MINUSES TO INCHES. I will probably not allow skill levels to offset armor penalties as i dont believe these are devastatingly high values, though of course, skill with a weapon will in some ways offset it.
  18. I have to say am against the idea of giving bonus points for not wearing armor. Instead I like the offset idea of penalties for wearing Armor. Possible Example: Armor Value/4 round up (1-4 = 1, 5-8 = 2) ocv/dcv penalty Delicate/Stealth/acrobatic based skills = Armor value /2 round in favor of char as a penalty to roll Normal Movement = armor value /3 round in favor of character in subtration from inches of movement. Just my 2 cents worth, but in a fantasy game especially, heavier armors can be game breakers (consider most attacks by weapon appear to be in the 4-6 damage class, how much difference is being able to wear a 6 or 8 point armor in addition to your 3-4 pd for taking damage, especially body.
  19. Is there a 12 step support group for those of us waiting for FH, I also am awaiting the book to start a new campaign. I have already begun putting together a potential magic system I hope to be able to use to balance mages and fighters. For God's sake Steve, do we have to wait til after GenCon, Cant you give it to us now, I have a nice crisp $5 dollar bill for ya. Want it....Want it....Want it!
  20. I am thinking of going 75+50 for my game. I also plan to limit the spending of attributes to 75 pts as i hope to have a fairly decent seperation of fighters and mages(fighters with str/con, mages int/ego based more)
  21. absolutely, anything ya got would be great, thanks. if cant post in here, email to me at slikmar@cox.net
  22. Hey All, This may get moved to the herodesigner thread, but being that what i am looking for is more fantasy hero based i will put it here first. Has anyone done any prefab/templates for the various fantasy races(elves, dwarves, hobbits/halflings/warrows/kinder, orcs, ogres, etc.) for herodesigner they would be willing to share here. Am planning to run a new campaign just as soon as Fantasy Hero comes(cant wait, cant wait, cant wait, aaaarrrgghhh). Thanks in advance
  23. Hey Steve, Okay, a while back i commented to Dan on hero designer that it doesnt allow limitations(like OIH) on martial art damage classes. I had a character who, when in hero mode, transforms into a quasi human/dragon form. I was attempting to increase his damage for martial arts based on the fact that now his entire body is covered in hardened scales. He said i should buy it as normal hth damage classes with the limitation. but my question to you is two fold -: 1. do normal hth damage classes add to MA(i was under the impression no). 2. Why was the decision made to not allow limitations on MA damage classes as their seems to be obvious ones for weapons, etc. Thanks in advance
  24. Steve, When you perform a half move and attack, we have always used the optional(?) rule of giving a -1 ocv penalty to the attacker. My question is, does this penalty also apply to move-bys and passing strikes in addition to the penalties listed or are they is it already included. Thanks in advance
  25. Building a pressure point martial artist. Trying to simulate certain effects so am building like this: 1/2d6 drain(stat depends on effect), 0 end, continous, uncontrolled, recover 5 every 5 minutes(else i believe target would recover fully after phase 12 as most drained from individual roll is 3). Now, is this cumulative also, ie do I effectively drain an average of 2 active points each of my actions, or is the most i can drain 3 points. Hero player for 20 yrs, still my favorite game and am thrilled to see it back and strong.
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