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Xotl

HERO Member
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Everything posted by Xotl

  1. Thanks for the kind words. The armour activation roll rules are from 6E2, pp. 210-212, or Fantasy Hero Complete p. 194; I'll add a page reference to this in the next revision.
  2. Thanks, Brian. Yes, I wrote it. Did you have a question about it?
  3. Hi all. I've just updated my primer designed to introduce players (especially D&D players) to Fantasy Hero. You can find it here: https://www.herogames.com/forums/files/file/367-fantasy-hero-primer/ I would have just bumped the old thread where we originally hashed it out, but the fabulous archive feature prevents this. I don't intend to keep updating it on any sort of schedule, but if anyone finds any errors or has any suggestions that don't require too much page count / rewriting I'd be happy to consider them (for instance, I was going through the previous thre
  4. What about making a singular exception for the 6th Edition Rules Questions forum? In terms of running the game it's by far the most valuable.
  5. Is there any way for Hero to offer a torrent of the backed-up forums (minus all the Off-Topic stuff), or a standard solution for us to do the archiving ourselves that works with this forums software? The "purge" statement says that old threads will be deleted: that's 14 years of posts, pretty much the entire modern history of the game. All those rules discussions, character builds, official rulings, etc being lost would be a terrible blow to the system and its fans, IMHO.
  6. Yeah, false memory on that one. In any case, I've uploaded the final version to the Downloads section of the website. Thanks all.
  7. Version 1.4

    320 downloads

    This is a quick, simple 28-page introduction to the some of the basics of the Hero System, especially as it applies to Fantasy Hero. It attempts to walk a new player through some of the system's principles, showing off why Fantasy Hero is worth digging into, but without getting bogged down in math or rules minutiae. The intended audience is someone new to Hero, especially those coming to Hero from D&D or other class-based fantasy systems. The reader is walked through the basics of character creation, three character examples, a sample combat, and a few other bits.
  8. I had the same reaction. Both Champions Complete and FHC use 3 pts per, whereas Hero System base uses 5 pts per (error on my part). Heh, thanks. It's just using generic MS Word, so anyone should be able to do it. Text boxes, page borders, Book Antiqua font, and just a splash of colour here and there. Avoiding underlining. Also actively using whitespace: a lot of guys tend to overcram stuff into a page, but that makes it look overly busy. It helps when you have someone as amazing as Martin McKenna to draw art from, as well. If you want any other specific pointers, I'd be hap
  9. Very glad to hear it. I read your thread, linked to by Brian, and used some of your frustrations to make the text clearer (like "rolling" vs "result", normal damage vs. killing damage, and so on). Please note I've updated it again, for what I hope is the last time (I missed a spot where I used the standard Hero 6th edition costs for OMCV/DMCV, vs the cheaper FHC costs, as well as a couple of other very minor things). Link is the same above.
  10. EDIT: file deleted, now that it's been uploaded to the main site. Get it from there. Missed this earlier. Not a wet blanket at all: people shouldn't post things for criticism if they don't want criticism. There were lots of good comments in this thread, yours included. Thanks for taking the time to go over it.
  11. Thank you very much for the kind words. If you have any ideas as to how it could be specifically improved to meet what you had in mind, I'd be happy to hear it. Also, if anyone is planning on downloading this, the links all expire on 15 Mar, since Dropbox is shutting down its public link service at that time. I last updated it today (minor typo fixes).
  12. Acid Arrow: roll to hit, and if you hit you do do damage now + half damage later. If you miss, you do half damage now. It's interesting, as since I've posted I've had lots of opportunity to think about this one spell but also conversion approaches in general. I forgot that just because it's one effect in D&D it can be two or more in Hero, so bigdamnhero's/Christopher Taylor's solution works well. At the same time, I realized that I'm not really interesting in recreating all the basic effects Hero can already do, but just the weird D&D spells that do atypical things you probably
  13. I'm looking to recreate spells from D&D that have the effect of "if it hits it does full damage, and if it misses it still does half (or quarter, whatever) damage". But of course, this has application outside of Fantasy. To some degree this could be special effects, by stating that since you're doing damage you really didn't miss, did you? But these effects are usually predicated on an attack roll and yes, the effect really does occur on a failed to-hit roll. The reduced damage from the miss (the splash effect) is also tricky. I don't want to do just do area effect explosion bec
  14. The great Martin McKenna (http://www.martinmckenna.net), of Fighting Fantasy, M:tG and other awesome art fame, just confirmed that I have permission to use his images in the pdf. So that secures most of the art used in it right now. Sorry, I'm not clear on exactly what you're referring to. What pages or material should go where? What do you mean by "the powers"?
  15. All right, I've concluded the Combat section with a page on normal damage, END use, and getting stunned. Then there's an Appendix: that has a quickie guide to building magic systems and how to modify the game to capture various combat tones. To ground people trying to find some basis for comparison, I've also placed the Characteristic Comparison chart there along with two monsters taken from the Hero Bestiary (I didn't want to use more because of copyright concerns; I think this is enough to get across the general idea of what a monster looks like without straying over the bounds of fair use
  16. The combat example in the current PDF is up to five pages. I think I'll stop narratively detailing everything and simply take another half-page or so just outright stating what else could happen. There's no need to take the combat to the very end; I just want illustrate the key elements of combat rather than tell a story, and I don't want to bore the reader. By this point I have: Initiative Actions in general: half, full, attack, half-moves, weapon draws Holding actions STR Mins and STR adding to damage Armour use Regular vs. killing damage Resistant defences CSL usage Recove
  17. Added the next page of combat: the tricky issue of damage.
  18. It's in her special abilities section (p. 13): +30 END, only to cast Shadow Magic.
  19. Okay, continuing to work on this here and there when I have time. I've removed the Characteristics Comparison table for the moment. I still think it's very useful (especially since FHC doesn't have one like it), but now that I plan to add an appendix, I think it's better placed there than dropping a giant full-page table on readers just three pages in. It's clearly reference material, rather than something you need to know for the walkthrough in progress. I've also added the first three pages of the combat example. There's no mention of exactly how many opponents are there because I
  20. Interesting, thanks. Speaking of Knockback, I see Orb, from the same Enemies volume, has a -2D6 Knockback advantage as a +1/2 modifier.
  21. The wording on the character writeup is that it gets stronger "per segment", not per phase (unless they changed the definition of segment and phase between 3rd and 4th ed, I suppose). At a max of twice the original DEF (5), that would be +5 DEF in 5 segments. Let's see: in 6th ed you can just buy the +5 DEF outright for +15 points (it actually comes as +2 DEF per 5 points, which means 15 points would get you +6 DEF, but it caps at a max of double the starting DEF (5), so that's +5 DEF instead of +6). With that there's no waiting 5 segments for it to take action. That does sound better t
  22. 6E1 p. 323 1) If I buy an AoE explosion attack, No Range, Hole in the Middle, does the explosion still count the initial 2m area (the starting 2m area the attacker is standing in)? In other words, does the fact that I bought hole in the middle (an advantage) cause some of the explosion to be lost, or does the explosion only start counting from the point past the hole? I would assume the latter, since it seems strange to get penalized by an advantage, but I want to be sure. 2) Regardless of the above, I'm trying to figure out exactly how explosion drop-off is calculated. "With an
  23. So I'm going through 3rd edition's Enemies: The International File in my general attempt to update those villains I thought worth saving to 6th edition. Riplash (p. 27) has a couple of advantages on her 5D6 entangle that I'm not sure about. The first is one that increases the entangle by 1 DEF each segment. It's listed as a +3/4 advantage. I'm wondering if: a.) that's legal b.) that's a standard option for entangles, and c.) you think the advantage modifier is fair She also has with the entangle "has one BODY only, only vs. one victim at a time" for a collective -1. Now, "onl
  24. Updated again at the standard link with the third and final full-build/walkthrough character, a rogue. That's 17 pages. I think I'll aim for 32 pages, which I think should be pretty doable.
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