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Post by Tasha on May 1, 2014 19:54:17 GMT
It would be nice to have a system that could handle both Arcane and Divine magic types (or at least a way to modify the system to handle either). Dunno what the plans would be for this upcoming work, but for me, I just use that as an SFX in my campaigns and set up most "Divine" VPP's a bit different from the "Arcane." So I think having some input towards this in the section on magic systems would be ideal. Just my take on it. That's kind of what I meant. Though I am sure that they will talk about different ways to buy spells.
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Post by CRTaylor on May 1, 2014 21:27:15 GMT
The primary difference between holy magic and arcane magic in my campaign is the controlling interest (can deny power), the special effect (holy instead of arcane), and the fact that most really nasty bad guys have vulnerabilities to it (undead, demons, lycanthropes, etc). It makes the holy stuff stand out even though its more limited in scope.
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gojira
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Post by gojira on May 1, 2014 22:17:55 GMT
Good update Mike! More please when you are able!
Random thoughts:
1. A reasonable money system too would be useful. Starting player money, allowed upgardes via the Wealth Perk (if any upgrades are allowed), items with costs, maybe a few item that are too expensive for starting players but would make good long range goals for a group of new players, and some discussion how much money a GM should be distributing to players during play.
2. And also point out that gold is not the same as XP in Hero. Discuss XP rewards and also some possible restrictions/problems that may come up. For example, a player that spends his XP on nothing but "+1 with chosen weapon" is likely going to blow the curve in a group of players that are raising skills and spending XP on a wider variety of abilities.
Basically a discussion of "how to play your game without messing up some not-so-obvious things" would be helpful to new players who might still be struggling to nail down exactly what this "Fantasy Hero" thing is.
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Post by CRTaylor on May 2, 2014 1:06:39 GMT
Regarding XPs I've used a system with my fantasy hero campaign a while that gives out the experience in blocks of 10, and then have limits on how much they can spend on any one thing, plus caps on skills that rise slowly as the campaign progresses. Players seem more comfortable with and understand better the idea of a bunch of xps at once rather than a steady trickle.
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gojira
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Post by gojira on May 2, 2014 2:40:48 GMT
XP blocks are an interesting idea.
I've toyed with, but never tried with players, a system that's basically a "leveling guide." You have to put so much XP into certain things before you can raise other things. Like you have to spend some XP on skills you use first before you can spend any on Combat Skills. And some "Archetypes" might be favored for combat skills over other. For example the fighting classes get their +1 to Combat first, while the mages are still putting points into Skills and Spells.
I've also considered requiring players to declare their Skills/Powers/Etc. before they raise them, thus requiring that they "practice" the skill for a while before it can raise up. Not a huge deal but adds a bit of flavor to lower powered games.
Of course some players and GMs don't like to mess about with these fiddly details and just want to spend their XP on what they like.
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Post by indianajoe on May 2, 2014 14:35:09 GMT
I understand how page space is a problem, considering we have (IIRC) only 60-80 pages to put genre content in. I expect the archetype section would be ~18 pages, assuming 8 archetypes (same as the class count in the DnD4 PHB), along with a couple of pages of explanation and cross-archetype skill and complication sets. We'd also get a number of benefits: - Simplify character creation
- Suggest campaign power levels
- Add flavor to a generic system. Why play fighters and wizards when you can play a Talashite Sorcerer or Chaugant Battle-Lord?
- Pre-generated characters can be built with the archetypes, possibly saving page count there.
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kravenkor
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Post by kravenkor on May 2, 2014 16:23:31 GMT
The primary difference between holy magic and arcane magic in my campaign is the controlling interest (can deny power), the special effect (holy instead of arcane), and the fact that most really nasty bad guys have vulnerabilities to it (undead, demons, lycanthropes, etc). It makes the holy stuff stand out even though its more limited in scope. For me it is in the limitations on the VPP as well. An "Arcane" VPP is going to be Variable Limitations with at least -1 required from Gestures, Incantations, END Cost, Extra Time, Focus, Charges (as material components / multiple foci), Concentration, requires two hands, etc. The powers available are limited by what school of arcane magic they follow, of which Lostorum has several. A "Divine" VPP is going to be Incantations mandatory, with a lower total of Variable Limitations @ -1/2 with not too different a list from above, and then a "Limited Conscious Control" modifier that is basically saying that their powers may not work if deemed to be not serving their ethos. I generally try to spell this out for each deity or faith or school of thought. The powers available are more heavily limited and determined by which deity or faith they follow.
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Post by CRTaylor on May 2, 2014 20:17:37 GMT
If I was in charge of this product, I'd make it mostly genre info and very little crunchy hero numbers stuff, since there's a Fantasy Hero book already out with all that in it the GM can use. A really quick introductory thing for players to be able to build characters, just enough of the rules to say "here's how you can make your guy" and then focus on getting people into and playing as fast and easily as possible.
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Post by Tasha on May 3, 2014 1:02:55 GMT
If I was in charge of this product, I'd make it mostly genre info and very little crunchy hero numbers stuff, since there's a Fantasy Hero book already out with all that in it the GM can use. A really quick introductory thing for players to be able to build characters, just enough of the rules to say "here's how you can make your guy" and then focus on getting people into and playing as fast and easily as possible. I am pretty sure that isn't the direction they are going. My guess is the plan is to include the Whole Hero System in the front of the book like Champions Complete. The rest of the book would be everything else the Players and GM's need to make characters WITHOUT buying another book. That's what makes it "Complete". It also sounds like there will be a short adventure as well.
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Post by CRTaylor on May 3, 2014 6:08:09 GMT
Its likely that is the plan, but that wouldn't be my approach, really. I hope it does well, the concept means you only need to buy Fantasy Hero Complete to play it, and that's a good one, I suppose.
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Susano
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Post by Susano on May 3, 2014 14:00:09 GMT
If I was in charge of this product, I'd make it mostly genre info and very little crunchy hero numbers stuff, since there's a Fantasy Hero book already out with all that in it the GM can use. A really quick introductory thing for players to be able to build characters, just enough of the rules to say "here's how you can make your guy" and then focus on getting people into and playing as fast and easily as possible. I am pretty sure that isn't the direction they are going. My guess is the plan is to include the Whole Hero System in the front of the book like Champions Complete. The rest of the book would be everything else the Players and GM's need to make characters WITHOUT buying another book. That's what makes it "Complete". It also sounds like there will be a short adventure as well. This is the intent.
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gojira
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Post by gojira on May 4, 2014 17:53:02 GMT
And yet another thought: a rogue's gallery of (mostly) normal NPCs for the milieu, as a kind of complement to the bestiary.
Edit: Aaaaannnnd: vehicle rules probably not needed for most fantasy worlds, but mounted combat almost certainly is. I'd suggest removing the vehicle rules and substituing a complete set of mounted combat rules: shooting from a mount, attacking with sword or spear (weapon length), charging (move through, move by), and setting against a charge. A very brief mention of ships, howdah, airships, and chariots would be fine.
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Post by CRTaylor on May 20, 2014 20:34:35 GMT
Apparently its going really well Glad to hear it. I hate it when a company like Steve Jackson Games does a kickstarter; its basically an ad they get other people to pay for but Hero Games is a little company that can use the help. UPDATE: fully funded, congrats Hero and Mr Surbrook! I hope it sells more copies than Dan Brown's latest hack job.
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gojira
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Post by gojira on Oct 5, 2014 5:08:25 GMT
I hear a rumor that the manuscript is finished.
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bluesguy
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Post by bluesguy on Oct 6, 2014 18:36:42 GMT
There is a draft manuscript that was provided to Kickstarter supporters. I scanned it. I especially liked what I saw near the back of the manuscript where there is some information that could be used for an initial adventure.
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