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BubbaDave

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Posts posted by BubbaDave

  1. Re: Idea For Cool Magic Bag Or Thief Item

     

    I'd do it with Images vs Sight group and Touch Group (maybe smell?). Continuing Charges (2x 1 Day), Obvious Accessible Focus (bag), Extra Time 1 Turn (the clay gradually takes on the form of the object to be impersonated, while beads of sweat form on the thief's forehead and the footsteps of the patrolling guard come closer and closer....), No Range and Difficult to Alter. 22 Active Points, 5 real points.

  2. Re: Anyone running any online games?

     

    I got my HDD back' date=' they could do the backup - unfortunately the moron who did the work didn't think I wanted the new HDD in the same format as the old HDD and gave me it all on NTFS, where the old HDD was formatted FAT32. Gee... maybe there's a REASON for that. So, after yelling at him LOUDLY and talking much more calmly to his manager I got refunded the labor, and have to get all the data copied manually tonight[/quote']

     

    IIRC you're a Mac guy, right? So I assume you're using FAT32 to make your drive writeable when booted into MacOS -- if so, I'd take a hard look at NTFS 3G for your Mac. It's running in userspace instead of kernel space, so it's a small performance loss, but it would get you up and running right now and you could convert to FAT32 later if you chose. Just a thought.

  3. Re: Building an Urban Fantasy Setting

     

    A wizard's signature is the same as a body part for purposes of sympathetic magic, so wizards tend to be very wary of signing their names to anything; it makes it difficult to get along in modern society when the act of writing a check creates another thaumaturgical vulnerability for the magician signing the check.

  4. Re: Alchemy

     

    So how am I do design an alchemist and keep it book legal according to 6e?

     

    He'll basically have a pool of points which allow him to create a certain number of potions, salves, unguents - whatever out of play and in a lab which As he goes through the scenario he can pull some out and use or give to friends as required. [snip]

     

    What advantages and limitations do I need to do this? Do I need trigger?

     

    In my campaign, I use individual recipes instead of a pool (and alchemists are HIGHLY motivated to find more formulae). I use charges, extra time to the tune of 20 minutes or more, OAF Bulky Fragile (the lab) and Trigger. Because it's a trigger, there's no limitation on how many the alchemist can keep active, so I have to monitor the total number of charges from a game balance standpoint.

  5. Re: battle Wear vs. Town Wear

     

    And players want to play characters who do not depend on such heavy arms and armor to survive combat - back to the 'Mage' date=' Monk, and Rogue bonus' issue.[/quote']

     

    That wasn't actually how it worked out. Instead, the players used their brains. For example, in one adventure when they decided to break into the warehouse where the secret temple was hidden, they loaded the Scots man-at-arms' plate mail into one cask, loaded the fully armed and armored dwarf fighter into another, marked both kegs "brandy," and drove a wagon with some real casks as well as the special brew to the warehouse shortly after sunset. The night watchman was eager to take the mistaken delivery from the drunk-seeming "teamsters," chained up the guard dog, stepped inside the warehouse to show the "teamsters" where to unload the merchandise, and discovered that a small keg of beer can give one a headache in multiple ways, especially if administered by a large Scotsman eager to get back into his DEF7 security blanket. A bit before midnight-- a temple destroyed, loot gathered, and number of would-be demon summoners having found their cult membership followed by dismembership-- the wagon proceeded back to the inn. The next day the wagon left town, with the rest of the party berating the dwarf and Scotsman for having purchased so much alcohol even they couldn't drink it all; if the gate guards were more interested in the small cask of beer the adventurers left them than the larger "brandy" cask full of loot, well, that's nobody's loss except the taxman's....

  6. Re: battle Wear vs. Town Wear

     

    Explain Washington DC to me then' date=' that place has a murder rate that puts any fantasy city I ever designed to shame.[/quote']

     

    Sorry, but this silliness needs to be slapped down with a quickness. The largest city in medieval Europe was Paris, population roughly 100,000 in the year 1300. The homicide rate in DC in 2007 was 30.8 homicides per 100,000 inhabitants. Do you believe that medieval Paris saw fewer than three homicides a month? I call shenanigans.

  7. Re: battle Wear vs. Town Wear

     

    In my world, assuming civilized areas, entering a town you have three choices:

    1) All weapons longer than a dagger and all armor heavier than leather go into a chest in the gatehouse, you get a receipt, you get them back when you leave

    2) All weapons longer than a dagger are peacebonded, armor heavier than leather goes into your pack (or you can hire this friendly fellow with a wheelbarrow) and you post a surety of two gold florins (roughly two months' wages for a laborer), forfeited if you're stopped by the watch while wearing armor or carrying usable weapons

    3) You claim special status, either nobility or bearing arms on city, Church or Imperial business; you post a surety of two gold florins and a member of the watch escorts you to the city fortress or cathedral to confirm your status. Falsely claiming nobility gets you an extensive public flogging and the stocks if you survive; falsely claiming city or church business is more likely to lead to heavy fines or imprisonment. Of course, both Church and state have their share of corrupt officials, so it's entirely possible for you to bribe your way onto the rolls as a special agent-- and equally possible for an enemy to bribe your way OFF the rolls, much to your surprise....

     

    The result is that city adventures tend to be heavy on intrigue and violent episodes tend to be stealthy, savage and short; characters are constantly angling for noble or episcopal patrons (who are in turn looking for reliable agents), and urban adventures tend to be more Gangbusters than Boot Hill.

  8. Re: Alchemist Mobile Workshop

     

    I model alchemy slightly differently. The mobile laboratory is a Bulky Fragile OIF, and potions take the Extra Time -1 hr, Gestures, Incantations, RSR, Concentration, (usually) Side Effects, Costs END and 4-6 Charges limitations to go with the Trigger advantage. The Fragile disadvantage of the potions is pretty much compensated for by the ability to give a potion to another party member, and overall it fits my concept of alchemy as generally a finite resource within the limit of an adventure.

  9. Re: Alas, no more Independent!

     

    Huh. To me' date=' what you're describing sounds more like the Focus limitation rather than the Independent limitation. [....'] It's the permanent CP loss that's adversarial, not that the character sometimes loses the use of the power.

     

    Also consider that if you're not taking the character points away forever

     

    I wasn't as clear there as I'd hoped to be. The item would be stolen or attacked (with frequency and strength of attack depending on the item's obviousness) on a regular basis, and the character would have a chance to get it back-- but losing it (and the points) forever would be a very real possibility. The more secretive the character was, and the more subtle the item's effect, the better the chance the character had to hold onto the item. My players with Independent probably had the items in their possession 3/4 of the time, but the other 1/4 was a desperate scramble to reclaim it, and almost every character with an Independent item lost it eventually.

     

    That said, I also enforced strict limits on Independent items. Max 30 AP, max 5 real points. I'd also let characters buy off the Independent limitation later, as they "attuned" to the item, but players rarely chose to spend points on "item insurance" when they could pick up skills and spells instead.

  10. Re: Natural Toughness ability, how to balance...

     

    Two characters side by side' date=' one spent 16 character points to have some defenses that sorta stop killing damage. So that arrow instead of doing 8 damage, now does 4. The other character spent 2 points on armor familiarity and another 4 on two Defensive Penalty Skill Levels, 6 character points, not 16, and he gets a full 8Pd/8Ed resistant. That arrow bounces of the character with the 6 character points spent, and does significant damage to the other who spent 16. I would say that if it does NOT stack with worn armor, that would count for FAR more than a -1/4 limitation. It would have to be such a limitation as to make it cheaper than the 6 points spent by the character who simply wears plate armor.[/quote']

     

    Push 'em both into the moat and see who feels more limited? Have 'em both sneak down the castle corridor? Put them both in the path of a rolling stone ball, with their only hope of escape being a running leap across that spiked pit? Awaken them both with an orc ambush in their wilderness campsite? Have evil ninja pandas ambush them during a ballroom dance? There are plenty of times when "I can take a lot more HKA without 40 pounds of ironmongery strapped to my torso" is worth serious character points, IMO. (And again: part of my job as a GM is to ensure that limitations are actually limiting-- and Real Armor is a limitation, after all.)

  11. Re: Alas, no more Independent!

     

    Odd thought: maybe villains sacrifice victims in order to harvest CP for enchantment...! :eek:

     

    In Joel Rosenberg's Paladins books, the main characters are knights who carry powerful swords that were enchanted through human sacrifice, both voluntary by holy men and women who were willing to delay their entry to Paradise in the name of fighting evil on Earth (the "White" swords) and involuntary by condemned criminals (the "Red" swords). But the secret of creating those weapons is lost in the distant past... or is it? :eg:

     

    As a GM, I treated Independent as much like a DNPC-- the item will be stolen from you/attacked at some point every few adventures, and you're going to spend the adventure trying to get it back. I mean, the value of the Independent limitation was the same as an 8- Activation roll; if a character bought all his spells with an 8- Activation roll would you hold off on rolling activations because it felt adversarial?

  12. Re: Were these left out, or no?

     

    To clarify what I meant with the hoverboard though' date=' the difference is that the HOVERBOARD flies. A character can ride it, of course, and you'd be pretty justified in just treating it like the flight power with a focus. But in BESM, you'd be entitled to a TINY discount since the ability belongs to the board itself. You don't just touch the board and gain the independent power of flight. You just take advantage of its own powers of flight. That has several drawbacks. You could fall off of it and it could zoom away on you. It might not fit into a confined area. It's not the same as, say, magic boots that grant the CHARACTER the power of flight.[/quote']

     

    That's generally handled in Hero through special effects; the item has the incidental advantages and disadvantages of its design. For instance, your hoverboard might allow Skat3RLad to carry another character away while both have their hands free to fire their lasers; the boots wouldn't. But you can't fly your hoverboard into a phone booth and close the door; for Captain RocketBoot, no problem. Special effects. Yes, the hoverboard is self-propelled and if you fall off you may have to chase it down later (or retrieve it via remote control); the flip side is you can use it to put Aunt Mary (your DNPC) on and send her flying away to safety while you stand and fight. Special effects.

     

    The GM, of course, is the arbiter on what constitutes special effects vs new powers. In general, in my world, you use SFX once or twice in a clever way it's free. Three or more times, and you just added a slot to your multipower. (You keep using the hoverboard for other characters? Time to spend the points on Usable By Others.)

  13. Re: More Abusive characters

     

    Well' date=' this wasn't intended to be abusive, but if it hadn't been carefully managed and given the consent of the group it could have been. I had a character whose concept was thus: a scientist working on a neural-interface for a suit of power armor had an accident. The AI matrix was sufficient to store real intelligence. His body died, but his consciousness embodied the suit. He could make it walk and use its flight, but only barely (a physicak lim gave it DX6, SP2 for physical functions), and couldn't make effective use of its strength - it looked like an awkward marionette. This is because the servo-motors were really designed to be a muscle-assist system rather than an automated system. As a result, the suit still needed a pilot to be battle effective.[/quote']

     

    Hmm.. I'd probably define the pilot as an IIF (Breakable, replaceable) and buy powers without the Focus limitation and buy characteristics (beyond a certain minimum) with the focus limitation. If the pilot gets killed, the hero/suit has to collect another Vanguard teammate and keep on trucking (or spend the rest of the adventure as Clumsy McShootMe).

  14. Re: Limitation on Overall Skill Levels

     

    One is Overall Skill Levels. They would be limited though to situations were having Perfect Recall would be useful. What (if any) limitation would this be worth?

     

    I'd say -1/4, which makes your 8-pt skill cost 6 points. That's 1 pt more than just buying a +1 with all INT skills, and 2 pts less than if you had a +1 to DEX and PRE skills. Seems fair to me.

  15. Re: 4th ed vet-- how different is 5eR?

     

    I'd add Greek

     

    I thought about that, but at this point (c. 1420) the Western world mostly knew Greek literature from Arabic translations, especially for the medical works that would be of primary interest to this character. It may be on his "when I get more experience" list.

     

    Ladino is to Spanish as Yiddish is to German. Judeo-Arabic never got its own name' date=' but it is to Arabic as Yiddish and Ladino are to German and Spanish.[/quote']

     

    OK, so Ladino is outside the scope of his travels (he's spent his life in the Holy Roman Empire) but he'd have encountered Judeo-Arabic in Alexandria. Back to the character sheet...

     

    Oh, and thanks for the help. My medieval history background is OK, but generalized; now I know where to go for expertise on Jewish medieval history! :D

  16. Re: 4th ed vet-- how different is 5eR?

     

    In the 15th century the big kabbalists were sephardic. Give him judeo-arabic and ladino! :thumbup:

     

    I thought about adding kabbalist magic to my campaign, but decided that four distinct magic systems were enough and kabbalist could just be another flavor of sorcerer.

     

    And I'll admit I don't have any idea what judeo-arabic and ladino are. This particular fellow was born in Cologne but fled after an incident involving a couple of thuggish sons of the leading families of the city (one died), and studied medicine and sorcery in Alexandria for a number of years before returning to Mainz. Right now his languages are Yiddish (native), German, Hebrew, Arabic and Latin plus a smattering of Italian and French. Any others that leap out as ought-to-haves?

  17. Re: 4th ed vet-- how different is 5eR?

     

    I know yiddish speakers who can't understand spoken hebrew' date=' and visa versa. They're much more different than most people think, so I'm not sure where you're going with that.[/quote']

     

    That's exactly where I was going with that: some of the vocabulary is the same, but the two languages are different families, written using different characters, and there's no reason to assume somebody who is fluent in one will be able to do more than vaguely comprehend the other. That was my worst-case scenario for the differences between 4e and 5eR; fortunately for me the two versions were a lot more similar than Yiddish and Hebrew.

     

    As for why I pulled that particular analogy out of thin air, blame it on the 15th century Jewish sorcerer/physician I was developing spells for at the time. I'd just finished his language list beforehand-- got some mileage out of his Linguist, I can tell you. ;)

  18. Re: 4th ed vet-- how different is 5eR?

     

    You might want to consider Hero Designer for your home computer' date=' to maintain your NPCs. The bestiary character pack for HD is extremely handy for making specific examples of creatures that are special. But it's not totally necessary (although I couldn't live without it quite so readily).[/quote']

     

    Will Hero Designer let you tweak costs to reflect house rules? I'm very likely to increase the points cost of Strength for my FH campaign (because at 1 point even the freaking wizards have STR 18) and I'd want HD to reflect that.

  19. Arkelos the Mage is trying to sneak the party into Lord Vile's castle, but there's a minion in the way. Arkelos casts a spell that causes the minion to doze off for a few minutes; when he wakes up, the minion thinks he fell asleep on his own and decides not to mention it to anyone or raise an alarm because Lord Vile's moat monster has been looking a little hungry and Lord Vile isn't one for sleeping on duty....

     

    How would you build this effect? I was thinking a Stun Drain (so I can control recovery rate) plus Ranged and Invisible Power Effect at the +1 level-- is this the approved approach, or should this be tackled another way?

  20. Re: 4th ed vet-- how different is 5eR?

     

    Thanks for all the advice. I just finished printing out my shiny new Hero System and Fantasy Hero rulebooks (yay PDF download and office printer/copier!) and I'm gonna dive on in.

     

    As long as I'm taking advantage of your good natures, what are your opinions of the other supplements? I'm gonna be running a heroic campaign based in Germany c. 1431 (yes, I *did* play too much Darklands back in the day, why do you ask?) with heavy Warhammer elements and have an IMHO fairly well-developed magic system, so I don't see things like the Grimoire or Enchanted Items fitting in well and the campaign worlds are right out. Martial arts are going to be pretty limited, so Ultimate Martial Artist is probably way overkill, and most of the other Ultimate series look very Champion-centric. Ultimate Skill, maybe? The Bestiary looks possible too, though I'm more likely to use my 4th ed bestiary and convert it. Opinions?

  21. Re: 4th ed vet-- how different is 5eR?

     

    If you'd like to see a summary of the changes from 4E to 5E, our errant board colleague TheEmerged has compiled a quite thorough one (not detailed enough to use in play, but enough to give you a good idea of the scale of change), along with interesting personal commentary on the changes:

     

    http://theemerged.blogspot.com/HERO425.htm

     

    Wow, that's an incredibly useful link. Very cool. Now I just have to decide whether I get all spendy at the online store or go looking for local shops that carry Hero stuff.

     

    Thanks!

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