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Post by Chris Goodwin on Apr 25, 2014 16:45:26 GMT
I can see the appeal for some players, especially those used to be held by the hand and given classes with prepared blocks of abilities in them, with such an approach. I'd like to believe eventually they grow enough as a gamer to not need to be led around like that though. Sure, and this is the introductory package. Once someone has played through a few games, has an idea of what all the jargon means, and has seen how their character and others work in play, they'll be less intimidated by the whole thing. This is to get them over the first hurdle.
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Susano
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Post by Susano on Apr 27, 2014 13:43:57 GMT
I will be gleaning this thread for your comments and ideas. So keep it coming.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Apr 27, 2014 13:52:31 GMT
Quoting myself from the official boards because I know Mike doesn't post there... I like this idea, but also like the idea of pre-made sample PCs (one for each classic... well... class). I also would like sample spells, magic items, and racial templates. The problem is, of course, the page count. We want to put everything in (Powers, Skills, Complications, Combat, Movement, and so on) you need to run the game, but also plenty of material for players and GMs (sample PCs, NPCs, monsters, magic, races, places, and so on). All in 240 pages. Granted, stretch goals would allow for a campaign supplement and so on, so that might be possible. Also, you can get the Grimoire and Bestiary via print-on-demand and/or PDF, so it's not like those books are 'gone'. As for background material, I could mine my website for material. I have spells, some magic items, NPCs, monsters... but it might be nice to produce fresh material. What I really want to do is try and illustrate the flexibility of the HERO System with the sample. Get away from D&D tropes and show you can do a lot more. Sort of like Fantasy Craft does for D20, but I think HERO has far less of a learning curve.
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Susano
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Post by Susano on Apr 27, 2014 13:59:57 GMT
One thing I think I want to stress is that you can run FH on power levels all over the place. I mean, there's the standard 175-point PCs, but you can run Celtic myth-level stuff where the PCs are probably 300-400 points; or magic-heavy Elric stuff where you have PCs carrying enchanted arms and armor, tossing spells left and right, and traveling to different dimensions; or Conan-esque stuff with PCs that are easily 225-275 points. Heck, wuxia is simply Chinese fantasy stories, and you can hit 400-500 points there in no time. Looking at some of my adaptations, I know that (in 5E and 6E) Fafhrd and the Grey Mouser are 400 pts, Conan is 515, Corum is 340, Elric is 380, Paksinarrion starts at 115 and ends up at 490, and Inigo Montoya is 236 points.
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Post by CRTaylor on Apr 27, 2014 16:21:17 GMT
And then there's the low end. How many points is Bilbo, or even the Dwarves really? The baseline isn't 175, its 0. Details on how to run a very low powered game where guards are dangerous and you have to worry about fighting wolves would be useful as well.
I'd like to echo the focus on an out-of-the-box product people can jump into easily is a good approach. Since Fantasy Hero is already out there, this could be more a focus on how to get into the game and play right away rather than "how to play fantasy in hero games." If people need the nitty gritty crunchy stuff, its available already.
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gojira
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in a rubber monster suit.
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Post by gojira on Apr 27, 2014 16:36:35 GMT
My gut instinct here is the same as CTaylors. While Hero is very cool in that it can do lots of fantasy type things, FHC seems like it should be focused on new players and teaching.
First, if you're using the same rule-set as Champions Complete, you'll only get 80 pages or less at the end of the book for actual fantasy material. That doesn't seem like enough to cover all genres. So I think one single genre that isn't too complicated would be good. A one page blurb that says "Hey search the web, there's lots of other stuff out there" would be ok, but trying to do too much might result in an unfocused product and a confused reader.
Oh, one other request: the Character Ability Guidelines Table was omitted from Champions Complete. For fantasy, the guidelines are pretty important. Standard Heroic, Powerful Heroic, Low-powered Heroic, etc. need to be there for new players so they have something to build to.
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Post by Tasha on Apr 28, 2014 8:58:56 GMT
Stickied the thread to make sure it stays at the top and easy to notice.
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Post by Tasha on Apr 28, 2014 9:11:21 GMT
I would say showing that Hero can handle a moderately magical campaign would be good. The characters don't need to be D&D High Fantasy, but they should still have spells to cast etc.
I would love to see Races, Architypes, common Talents. I wouldn't want FH to be total D&D clone, but show that you can do some of the same things and more.
Perhaps including the Stat Block format for common characters(ie Normal, Elite etc), and how to apply racial templates to those to create easy to build encounters. This could take the Standard Human Write ups and give modifiers for turning those into common fantasy villain races (ie Orcs, Goblins, Kobolds, etc).
I would love to see a general "Wizardry" Arcane Magic style with some spells (since it's "complete") and one for Divine Magic. Assume that those spells are being written for that generic 175pt Fantasy Campaign. Mention that you can make the spells tougher and weaker by using the powers section.
In my experience 175pt characters are still finding Town Guards dangerous. A discussion about powerlevels and how they effect play should be in there.
I would just like to see a book that someone can pull off the shelf and be able to play a fully functional Fantasy game without having to buy the Bestiary and the Grimoire.
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Rex
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Post by Rex on Apr 30, 2014 5:32:59 GMT
Sign me up.
~Rex
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Susano
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Post by Susano on May 1, 2014 3:01:05 GMT
Jason and I have started discussing FHC. For example, we're talking about what stays and what goes. What language to use. And how to present magic. We're considering presenting a starter magic system, with options for using it to simulate different (but still similar) systems.
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Post by Tasha on May 1, 2014 7:42:52 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).
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kravenkor
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"We're making a better world; all of them. Better worlds."
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Post by kravenkor on May 1, 2014 15:18:05 GMT
Just wish I wasn't functionally banned from the gorram official site over @#$% !@#!$^ so that I could actually be, you know, excited about this instead of bitter and angry
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Susano
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Post by Susano on May 1, 2014 17:31:33 GMT
The Kickstarter is live!
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Susano
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Posts: 73
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Post by Susano on May 1, 2014 17:32:02 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). We are working on that. My objective is to keep things simple and flexible.
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kravenkor
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"We're making a better world; all of them. Better worlds."
Posts: 92
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Post by kravenkor on May 1, 2014 18:09:16 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.
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