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Derek Hiemforth

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  1. Like
    Derek Hiemforth reacted to Hugh Neilson in Constant vs Continuous   
    Maybe I am just obtuse, but I do not see why "time limit" is not the answer.
     
    So Cosmic Energy Fist: +xd6 Hand Attack, Extra Time (full phase), Concentration, Incantations, Time Limit.
     
    You take a phase to get ready, concentrating and muttering a prayer.
     
    From 6e v1 p346, you now have a Cosmic Fist that will
     
    until the time limit expires.
     
     
    If you want it to stick around for an hour, Time Limit will be more expensive.  Once it reaches the point that the Time Limit and all those Limitations result in a real cost greater than leaving Time Limit and all those limitations off, you chalk it up to SFX and get rid of the advantage and limitations. Or you agree with your GM that having to do all that stuff in the morning and then have the power all day is a -1/4 limitation on the power.
     
    Is there some specific mechanic that this does not provide which you are looking for?  Can you articulate it?
  2. Like
    Derek Hiemforth got a reaction from archer in Gaming Supplements   
    After giving it a lot thought, I ultimately voted for NPCs in the poll.  This surprised even me, because the truth is, I don't mind making my own write ups (or doing NPCs "on the fly" without a write up).
     
    But I view published material mostly as inspiration: as creativity seeds rather than as gospel to be used en masse.  I realized that, for me, an NPC supplement (whether enemies or a cross-spectrum of character types) not only provides inspiration for NPCs, but also those NPCs imply a setting that they live in (and is half-written in their backstories) and spawn adventure ideas that would feature them.
     
    You might expect, then, that an adventure supplement would naturally include inspiration for NPCs and setting, and a setting supplement would naturally include inspiration for NPCs and adventures.  And that's true... they both do both of those things. But in my experience, NPC supplements include more setting and adventure inspiration than the other ways around.
     
    Having said all that, though...  poll aside...  my real advice to you is to write what you want... not necessarily what you think we want.  The truth is, tabletop RPG'ing outside of xD&D and its clones is a pretty niche hobby, "universal RPG"-style gaming is a niche within a niche, and HERO System gaming is a niche within a niche within a niche.
     
    So you're exceptionally unlikely to make a bunch of money from your efforts, or to write something that's somehow going to make everyone discover the joys of HERO, etc.  It's important that, whatever you write, it be a fun and personally-rewarding experience for you, because the personal reward might be most of the reward. To be clear, I'm not at all trying to dissuade you from doing it. I just encourage you to go into it knowing that if you don't have fun doing it, then it's probably not worth doing.  
     
     
    However, folks said that back in the day too, and adventures apparently still didn't sell as well as other supplement types.  Also, to clarify for folks who might not have been around for those exchanges back in the day, I believe Steve's point about Hero fans being self-builders was mostly about why things like genre books sold well, and not as much about why adventures sold poorly.  I think the reason adventures are believed to sell poorly is simply math. Adventures only sell to GMs, so right of the bat, you're eliminating a bunch of potential buyers. Also, in any given gaming group, probably only one GM will buy an adventure (eliminating some more potential buyers in groups that have multiple GMs).
     
    To maximize the practicality of adventures as a product type, I feel like someone needs to find a way to make adventure supplements a good buy for both players and GMs.  I have a few half-baked thoughts about that, but I'll save those for another time/thread...   
  3. Thanks
    Derek Hiemforth got a reaction from Steve in Good/Bad Credit   
    I see Wealth in the game as being more a measure of, well, wealth than credit, exactly.  Credit is a measure of how much you could come up with if you maxed out your resources, while Wealth is more a measure of what your resources are without maxing them out.
     
    Yes, some "middle class" people have good enough credit that they could get their hands on $100K if they absolutely had to. But their everyday lifestyle is still middle-class, and accessing that 100K would leave them with debts that would take years to pay off.
     
    Someone with even 5 CP of Wealth would be able to get 100K with much less long-term impact, even if it wouldn't exactly be a breeze, and it wouldn't leave them in as much of a crunch afterward.  Also, if they maxed out their resources the same way, they could come up with considerably more than 100K. 
     
    For the middle-class person (0 CP of Wealth), 100K may be more than their entire annual income (it probably is more).  For the 5 CP of Wealth person, 100K is about a fifth of their annual income.  That's still a big chunk, but 100K to someone with an 80K income is a lot bigger deal than it is to someone with a 500K income, even if their good credit technically means they could get their hands on it...
  4. Thanks
    Derek Hiemforth got a reaction from Spence in [5th Ed R] Fantasy Hero no point Play Sheet   
    I can't help because I don't know, but I just wanted to say good on ya' for looking to credit the original poster.  
  5. Like
    Derek Hiemforth got a reaction from Nekkidcarpenter in Gaming Supplements   
    After giving it a lot thought, I ultimately voted for NPCs in the poll.  This surprised even me, because the truth is, I don't mind making my own write ups (or doing NPCs "on the fly" without a write up).
     
    But I view published material mostly as inspiration: as creativity seeds rather than as gospel to be used en masse.  I realized that, for me, an NPC supplement (whether enemies or a cross-spectrum of character types) not only provides inspiration for NPCs, but also those NPCs imply a setting that they live in (and is half-written in their backstories) and spawn adventure ideas that would feature them.
     
    You might expect, then, that an adventure supplement would naturally include inspiration for NPCs and setting, and a setting supplement would naturally include inspiration for NPCs and adventures.  And that's true... they both do both of those things. But in my experience, NPC supplements include more setting and adventure inspiration than the other ways around.
     
    Having said all that, though...  poll aside...  my real advice to you is to write what you want... not necessarily what you think we want.  The truth is, tabletop RPG'ing outside of xD&D and its clones is a pretty niche hobby, "universal RPG"-style gaming is a niche within a niche, and HERO System gaming is a niche within a niche within a niche.
     
    So you're exceptionally unlikely to make a bunch of money from your efforts, or to write something that's somehow going to make everyone discover the joys of HERO, etc.  It's important that, whatever you write, it be a fun and personally-rewarding experience for you, because the personal reward might be most of the reward. To be clear, I'm not at all trying to dissuade you from doing it. I just encourage you to go into it knowing that if you don't have fun doing it, then it's probably not worth doing.  
     
     
    However, folks said that back in the day too, and adventures apparently still didn't sell as well as other supplement types.  Also, to clarify for folks who might not have been around for those exchanges back in the day, I believe Steve's point about Hero fans being self-builders was mostly about why things like genre books sold well, and not as much about why adventures sold poorly.  I think the reason adventures are believed to sell poorly is simply math. Adventures only sell to GMs, so right of the bat, you're eliminating a bunch of potential buyers. Also, in any given gaming group, probably only one GM will buy an adventure (eliminating some more potential buyers in groups that have multiple GMs).
     
    To maximize the practicality of adventures as a product type, I feel like someone needs to find a way to make adventure supplements a good buy for both players and GMs.  I have a few half-baked thoughts about that, but I'll save those for another time/thread...   
  6. Thanks
    Derek Hiemforth reacted to Spence in [5th Ed R] Fantasy Hero no point Play Sheet   
    Posted this is Online Resources forum because it was in the Hero Download section.  But I thought I might get a better response here.
     
    I found a character sheet in the resource section that was pretty close to what I was looking for as a Play sheet for CONs and Intro Games.  Essentially sheet that leaves out all points and give general text boxes for entering info.  The one I found that was Fantasy Hero Character Sheet form beta2.pdf Beta2 in the HERO System 6th Edition Documents section. 
     
    I’d like to upload my 5th Ed version to  HERO System 5th Edition Documents and wanted to touch base with the original poster and get their OK to do so. I went back to grab the name of the original uploader, and noticed it was uploaded by “By Guest” with no additional links to contact them
     
    I thought I’d post a general post to see if anyone knows who was the original uploader was before adding it to the 5th Ed documents.  
  7. Thanks
    Derek Hiemforth got a reaction from Steve in Gaming Supplements   
    After giving it a lot thought, I ultimately voted for NPCs in the poll.  This surprised even me, because the truth is, I don't mind making my own write ups (or doing NPCs "on the fly" without a write up).
     
    But I view published material mostly as inspiration: as creativity seeds rather than as gospel to be used en masse.  I realized that, for me, an NPC supplement (whether enemies or a cross-spectrum of character types) not only provides inspiration for NPCs, but also those NPCs imply a setting that they live in (and is half-written in their backstories) and spawn adventure ideas that would feature them.
     
    You might expect, then, that an adventure supplement would naturally include inspiration for NPCs and setting, and a setting supplement would naturally include inspiration for NPCs and adventures.  And that's true... they both do both of those things. But in my experience, NPC supplements include more setting and adventure inspiration than the other ways around.
     
    Having said all that, though...  poll aside...  my real advice to you is to write what you want... not necessarily what you think we want.  The truth is, tabletop RPG'ing outside of xD&D and its clones is a pretty niche hobby, "universal RPG"-style gaming is a niche within a niche, and HERO System gaming is a niche within a niche within a niche.
     
    So you're exceptionally unlikely to make a bunch of money from your efforts, or to write something that's somehow going to make everyone discover the joys of HERO, etc.  It's important that, whatever you write, it be a fun and personally-rewarding experience for you, because the personal reward might be most of the reward. To be clear, I'm not at all trying to dissuade you from doing it. I just encourage you to go into it knowing that if you don't have fun doing it, then it's probably not worth doing.  
     
     
    However, folks said that back in the day too, and adventures apparently still didn't sell as well as other supplement types.  Also, to clarify for folks who might not have been around for those exchanges back in the day, I believe Steve's point about Hero fans being self-builders was mostly about why things like genre books sold well, and not as much about why adventures sold poorly.  I think the reason adventures are believed to sell poorly is simply math. Adventures only sell to GMs, so right of the bat, you're eliminating a bunch of potential buyers. Also, in any given gaming group, probably only one GM will buy an adventure (eliminating some more potential buyers in groups that have multiple GMs).
     
    To maximize the practicality of adventures as a product type, I feel like someone needs to find a way to make adventure supplements a good buy for both players and GMs.  I have a few half-baked thoughts about that, but I'll save those for another time/thread...   
  8. Like
    Derek Hiemforth got a reaction from assault in Power balancing an archer?   
    Yes, eventually (i.e., for Legolas-level characters). For starting heroes, I'd probably cap it at +4 to offset range penalties.
     
     
    Yes, eventually. For starting heroes, I'd again probably cap it at +4 to offset called shot penalties (even that makes a High Shot a normal chance).
     
     
    That's fine. It's no "worse" than a melee fighter adding damage to their swords from hand-to-hand martial arts maneuvers. However, I might only allow Extra DC to be bought with XP (especially if they also have bonuses to offset range, and bonuses to offset called shots, etc. as a starting hero).

    In fact, that's a point in general; how much I would allow of any of these things depends in part on how many of these things they have.  Eventually, they can have them all, but they shouldn't have them all when they start -- even if they can afford the CP cost -- or they won't have any room to get better.
     
    All that said, these are still the relatively "normal" ways of building a skilled archer. As characters grow in power/skill, they're more likely to have things like Combat Archery and Rapid Archery, or even to "buy-off" the Concentrate Limitation on their bow as a "Nimble Archery" Talent or the like.
  9. Thanks
    Derek Hiemforth got a reaction from Panpiper in Power balancing an archer?   
    Yes, eventually (i.e., for Legolas-level characters). For starting heroes, I'd probably cap it at +4 to offset range penalties.
     
     
    Yes, eventually. For starting heroes, I'd again probably cap it at +4 to offset called shot penalties (even that makes a High Shot a normal chance).
     
     
    That's fine. It's no "worse" than a melee fighter adding damage to their swords from hand-to-hand martial arts maneuvers. However, I might only allow Extra DC to be bought with XP (especially if they also have bonuses to offset range, and bonuses to offset called shots, etc. as a starting hero).

    In fact, that's a point in general; how much I would allow of any of these things depends in part on how many of these things they have.  Eventually, they can have them all, but they shouldn't have them all when they start -- even if they can afford the CP cost -- or they won't have any room to get better.
     
    All that said, these are still the relatively "normal" ways of building a skilled archer. As characters grow in power/skill, they're more likely to have things like Combat Archery and Rapid Archery, or even to "buy-off" the Concentrate Limitation on their bow as a "Nimble Archery" Talent or the like.
  10. Like
    Derek Hiemforth reacted to Christopher R Taylor in Power balancing an archer?   
    I figure someone like Legolas (thousands of years old) is a very experienced, very skilled, very trained character with lots of xps spent.  It just comes down to what kind of game you want; a starting group of young people?  A grizzled bunch of veteran experts?  An elite team of the very best in the world?
  11. Like
    Derek Hiemforth got a reaction from Zarthose in Teleport passing strike   
    No. HERO System Martial Arts p97 describes an attack with the FMove element (such as a Passing Strike) as a sort of "Martial Move By." Per 6E2 p70, "A character may not perform Move Bys with Extra-Dimensional Movement, FTL Travel, Teleportation, or any MegaScaled movement." (The same restriction is applied to Move Through on the same page.)
     
    It seems clear that the same restriction on applicable types of movement would apply to attacks with the FMove element, for the same reasons. Namely, they don't handle velocity or movement path the same way as other modes of movement. Teleportation, in particular, neither adds nor removes velocity, and it doesn't have a movement path per se (you disappear at one point and reappear at another rather than traversing a path).
  12. Like
    Derek Hiemforth reacted to Lord Liaden in How much land?   
    For my own medieval fantasy game settings, I normally set the cutoff for what the inhabitants would call a "city," as distinct from a "town," at around 10,000.
     
    Some scholars have estimated a very few pre-industrial cities throughout history as having populations of one million or more -- Rome, Baghdad, Chang'an, Angkor come to mind. These are almost always the capitals of major kingdoms or empires, so food would definitely be imported to support all the government officials and middle class drawn there. However, those estimates vary widely between individual scholars based on their interpretations of available sources, and over time as research uncovers new data.
  13. Like
    Derek Hiemforth reacted to assault in How much land?   
    For the town? This is a fair sized city.
     
    It will be surrounded by a bunch of smaller towns, shading down into large villages. 
     
    The amount of land will be determined by the economy.
     
    Somewhere between England and Flanders would work, assuming a late medieval baseline.
     
     
  14. Like
    Derek Hiemforth reacted to LoneWolf in What does it mean to be Utterly Evil?   
    A good place to start is that the demon has absolutely no concern for anyone but themselves.  If the action will not benefit them in some way they simply will not do it.  If something will result in a minor benefit to them, but causes major disaster to everything else they will do it.   They can and will pretend to do something nice, but in the end it will benefit them.  
     
    Next they look at all others as competitors and they always try to screw their competitors. They use every opportunity to reduce someone else’s plans and resources in case they would be used against them.  Anything another creature has can be a threat to you, so never let anyone get ahead. You never allow anyone to gain more from something than you do if you can help it.  
     
    Last is the utter lack of trust in anyone.  You are a monster and so is everyone else, no matter what they say.  Everyone is going to turn on you so doing it first is just being smart.   Good is an illusion that only the weak fall for.  There is no joy and the only comforts you can have are those you take for yourself. You are utterly alone because everyone is going to betray you.     
     
  15. Like
    Derek Hiemforth reacted to DShomshak in What does it mean to be Utterly Evil?   
    Well, the question wasn't what someone evil was like, but what someone utterly evil was like. That's... a bit more difficult, though I think LoneWolf gave an excellent description of what demonic evil would feel like from the inside.
     
    It's why I don't use "Evil" as a Psych Lim. It's too vague. I try to give something more specific, such as Megalomania, Sadistic, Treacherous, Vindictive, or the like.For instance, Baphomet, as the Demon Emperor of Wrath, has "Loves Causing Destruction and Needless Pain," "Won't Refuse a Fight," and a passel of Berserks. Minion-level Wrath Demons have, "Attacks Anything In Its Way." Scratchets (Imps, basically) have "Loves Nasty Prtactical Jokes." Mephistopheles has "Truthful in Word but Treacherous in Spirit," "Can't Force Anything on Anyone," and "Avoides Combat." Okay, he's implacably dedicated to the ruin of humanity, but that's long-term; it isn't relevant at the moment you face him.
     
    Dean Shomshak
  16. Like
    Derek Hiemforth reacted to Lord Liaden in What does it mean to be Utterly Evil?   
    Well, every example I found for an official demon write-up with an Utterly Evil Psych Comp has it at the Very Common, Total level. How I would interpret that is that whenever such a demon has a choice of actions, it will choose the one that will cause the most pain, suffering, and/or anguish. For the more intelligent demons the onset of that pain need not be immediate, nor result in death. However, even if the result of that action would not be viewed by one of us as in said demon's best interest, it will perform that action anyway. I'm reminded of the old parable of the frog and the scorpion, where the scorpion persuaded the frog to carry it across a river on its back by pointing out that if it stung the frog they would both die; but stung the frog anyway, because that's its nature.
  17. Like
    Derek Hiemforth reacted to Panpiper in Speed/initiative tracking sheet? Anyone have something printable?   
    Exactly like those, thank you!
  18. Thanks
    Derek Hiemforth got a reaction from Panpiper in Speed/initiative tracking sheet? Anyone have something printable?   
    Something like these?
    Combat Chart-portrait.pdf Combat Chart-landscape.pdf
  19. Like
    Derek Hiemforth reacted to LoneWolf in END Reserve a Defense power?   
    This is already covered under the rules for END reserves. The section of END reserve under adjustment powers state that an adjustment power on a reserve treat the END and REC as normal END which is 1 point for 5 END, but is halved for being a defensive power. 
  20. Thanks
    Derek Hiemforth reacted to DShomshak in How powerful are the Seven Planetary Demons?   
    A 4th ed. version of Aratron, the Demon of Saturn, appears on p. 94 of Creatures of the Night: Horror Enemies. That version is 335 points, at a time when PCs supposedly began at 250; but the standard for supervillains was already well beyond that. Since each edition brought further point inflation, a 6th ed Aratron should probably be about 600 points for "an intermediate power demon lord who might be summoned as a powerful wizard's enforcer." This would still be well below the 950-point Greater Demon in the 5th ed HERO System Bestiary, and far below the Demon Princes in that book, but I have a different design theory and esthetic in these matters.
     
    As a point of unmitigated pedantry, the grimoire that describes Aratron et al, the Arbatel of Magic, calls them Olympian Spirits rather than demons, and claims to be a work of White Magic. In making them demons, I was guided by three principles: Arthur Edward Waite's observation that the methods and goals of supposed White Magic and Black Magic grimoires tend to be identical; that I didn't want to try explaining Olympian Spirits or creating a Champions Universe role or explanation for them; and that I could do something cool with a set of Planetary Demons, such as creating Astralle. The Seven are, shall we say, a creative misinterpretation of the source material.
     
    Since writing Creatures of the Night, though, I've learned more about Hermetic magical theory. A separate class of planetary spirits would actually work quite well. Fitting them into the  of the CU mightky, though. The best home for them, since Dante's Divine Comedy portrayed a Heaven mapped onto the planetary spheres of Ptolemaic astronomy.
     
    Dean Shomshak
  21. Like
    Derek Hiemforth got a reaction from Lawnmower Boy in Western Shores Map   
    I've always more-or-less had the idea that the countries aren't quite as cleanly delineated as they appear on the map. Many of their write-ups describe monster incursions in the borderlands, and the general feel I get is that the further you get from the "core" of each country, the less well-defined it is. So there seems to be plenty of potential danger to travelers, or reasons why caravans need guards, or orc uprisings that need to be opposed, etc.
     
    And of course, the entirety of the eastern part of the Shores, with the Daemon's Cleft, Celinad, the Ruined March, the Witchwood, the Drakor Mountains, etc. are all adventureland.  
     
     
    Kron's Wall hampers armies, and therefore keeps Daria and Ambria from constantly being at war, but I don't think that does much to isolate Daria from adventurers. I'll agree that it's no tourist destination, so adventurers are unlikely to want to just go there to see what's there, but I can think of all sorts of plot hook reasons why they might want/need to go to Daria.
     
    Perhaps they have family there being threatened under the tyrannical rule. Perhaps they've learned of an old ruin with an item of power, and they want to retrieve it before Zephrahm and Sarador find it and use it to break the balance of power with Ambria. Perhaps they're crusading do-gooder types who want to bring down Zephrahm and Sarador in hopes that their successors will be less terrible to the people. Perhaps they're spying for the Dwarves of the Peaks of Dawn, gathering intelligence on Zephrahm's war preparations. Perhaps they're smuggling something or someone into or out of Daria through Vlaskarov. Perhaps they're pirates (or just Brondheimers) plundering the All Sea coast. Heck, for a twist on things, maybe a powerful necromancer arises in Daria --  a land of ancestor worshippers seems ripe for such -- and Zephrahm and Sarador actually seek out the PCs' help in stopping him before he can put the lich of some great past Darian Wizard-King back on the throne or something.
     
     
    The book itself notes, "Though the Elves patrol the central forest, the outlying areas are more wild, and make a good location for wilderness adventures." The elves rule the forest, but they're not its only inhabitants, nor are they everywhere at once...
     
  22. Like
    Derek Hiemforth got a reaction from Nekkidcarpenter in Enhanced Senses in EC 3rd   
    Champions 3E, page 36:  "Powers that don't use END aren't generally allowed in Elemental Controls, but the GM can make an exception to this rule."
     
    Weirdly, 3E never says that Enhanced Senses don't cost END to use.  So if you assume they do (as the book says you should, since it says any Powers that don't cost END will say they don't cost END, and Enhanced Senses  doesn't say that), then yes, you could put them in an EC.
     
    Now, I have literally never encountered a GM, even back in 3E days, that had Enhanced Senses cost END. Also, under Endurance on page 78, it says, "...some Powers do not cost END to use. These Powers are marked "No Endurance Cost" in their cost summary."  Well, Enhanced Senses doesn't have a cost summary. Sooo... do they really cost END?  Or was the bit that says they don't cost END just accidentally left out?
     
    I would say the latter, and that therefore they cannot go in an EC unless they get that all-important Special GM Permission™.  But just reading the book as it is, it seems to say they can, but also that they cost END.  🤷‍♂️
  23. Haha
    Derek Hiemforth got a reaction from Duke Bushido in Enhanced Senses in EC 3rd   
    Same here!   
  24. Haha
    Derek Hiemforth reacted to Duke Bushido in Enhanced Senses in EC 3rd   
    Gotta level with you:
     
    Just because you were asking about putting them in an EC, I had assumed that this was precisely what you had done to meet the END requirement.
     

     
     
  25. Thanks
    Derek Hiemforth got a reaction from Writer10q in NAME NEEDED   
    If she's clever/devious enough, it should be something that's only about knives, and not at all about TK or mind reading. As much she can, she should try to hide those other powers, and make victims think the knives are all they need to worry about... 
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