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Posts posted by Talon
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You asked for it.
Fantasy Hero Design Goals
Most important: focus on the overall user experience. Make this a fantasy book before it's a Hero book.
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Also, consider adding a minor TK slot, to reflect grabbing or manipulating things with the whip.
I agree about the Drain: it should either be Energy Blast, NND or just a straight Drain, either of which will reduce the total cost considerably.
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I think RDU Neil has it spot on. What this book really needs is a total focus on the "user experience". Forget past traditions for Hero books; this needs to be designed from the ground up so that people new to Hero can simply and easily pick a set of powers and create a character. I think if you keep that principle in mind, it will be hard to go wrong.
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Originally posted by ogier300
So do you think you could buy skill levels only usable with Crammed skill?
That might work pretty decent to reflect a 'downloaded' skill set.
Cramming says pretty clearly that the roll cannot be increased in any way; moreover, the text for Familiarity says that Skill Levels can't be used to increase the roll. This is easy to house rule, but IMO makes it too easy to master any relevant skill.
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Originally posted by SpydirShellX
My problem with that is that a person with 1 more SPD gets to move that distance an additonal time.
For Example:
Character A - 3 SPD 7" - 21" in 12 seconds
Character B - 4 SPD 6" - 24" in 12 seconds
A doesn't move as far in one turn as B does, but because his movement is less, he has less velocity.
If this bugs you, there are a couple things you can do:
1) Take SPD into account when considering movement (especially for Normal Characteristic Maxima). For example, a SPD 2 character can have 10" of Running (20" a Turn), but a SPD 4 character would hit NCM at 5".
2) House rule movement so that it's bought per-Turn instead of per-Phase. The quick version is to double everyone's base movement (i.e., 12" per Turn Running, 4" per Turn Swimming for starting characters), then charge half-normal for movement powers.
3) Deal with it. Easier to do in superheroic games, where everyone has crazy powers anyway, than in heroic games.
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I have to point out that this (either a Skill VPP or "Universal Skill") is going to be abusive if the game is skills-intensive -- and it's also going to risk stepping on the toes of every other PC who invests in a Skill.
I have a house rule which says that for purposes of Adjustment Powers, a Skill has an Active Cost equal to the roll times 5 (11- = 55 points, etc.). If I were going to allow a Skills VPP, I would probably use the same rule, so a 14- Skills VPP would be 70 points.
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As written, the sword requires someone to activate it and keep it on...if that person is knocked unconscious, the Continuous powers shut down. I would suggest Persistent to get around this.
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Very few GMs will allow Independent in a superheroic game; if yours does, great -- but don't be surprised if it is not allowed.
Stat wise, there are a couple tweaks that would improve the character for little to no cost. Taking CON to 18 and keeping figured stats the same won't cost you any points. Taking DEX and PRE to 18 will improve skill rolls for a couple points.
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If I were starting another campaign right now, it would very likely be SF using Terran Empire. Of course by the time I get to start another campaign, Fantasy Hero will probably be out.
FANTASY HERO -- What Do *You* Want To See?
in Fantasy Hero
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Thanks for the kudos, Storn.
I think it's critical that the next Fantasy Hero addresses all of the aspects of a fantasy game, even those that Hero tends to overlook or downplay. It should be a book that non-Hero players will want to buy for its insightful treatment of the genre--and I don't mean theoretical stuff like "what are the sub-genres of fantasy", I mean game-applicable material.
In particular, I think there's a lot of room to establish the framework for describing magic systems. Based on old FH, the standard right now is pretty much "here's how you build a mage character, that's it". But a magic system is so much more than that: how do mages learn their spells, how do they gain in power, what types of spells exist, etc. If you take D&D as an example, you have a huge range of spell-technology issues: scrying vs. anti-scrying, teleportation effectiveness, etc. Those issues should be identified and spelled out in any magic system description. Something like the Star Hero tech levels could be used to describe how powerful a given system is in different areas of magic -- and FH could define and describe what those areas are, so that GMs would know where to start when designing their own campaigns.
I would also invite Steve (and anyone else) to look at my page, http://www.shalott.com/hero, for some house rules for fantasy campaigns that have worked well. This includes a set of long-distance travel and exhaustion rules that do a very good job and fit nicely within existing Hero rules.