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Brainstorming a M:tG themed campaign...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5814246" data-attributes="member: 19675"><p>They won't be able to start off as planeswalkers- Fantasy HERO's point-building system will prevent that. To have high-powered powers, you either need to spend a lot of build points or you have to severely limit the efficacy of the power. So if I start the campaign at HERO 6ths equivalent of 4Ed D&D's Heroic Tier- say...100 points*- the PC's simply won't have hugely powerful spells to toss around.</p><p></p><p>IOW, they may nominally command some of the same spells, but the mere fact of translating from card game to RPG mechanics will perforce nerf certain effects.</p><p></p><p>Take the aforementioned Disenchant: in M:tG, it's a cheap, powerful spell, as capable of destroying the Colossus of Sardia as it is a Fear enchantment.</p><p></p><p>However, in HERO, the Dispel power (that "Disenchant" will most likely be modeled on) doesn't work like that. A cheap, low-power Dispel may take out Fear, but you'd need a truly expensive one to take down something like the Colossus. And one that powerful would require a great deal of Endurance to cast, meaning the PC would likely be "out of gas" for a while. It would be akin to "going nova."</p><p></p><p>The same goes for summoning the Colossus itself- it's likely a starting PC who could cast a Summons that powerful could only do it once, and he'd be so frail that he'd die from a single arrow shot in the first combat, simply because nearly all of his build points would have gone into that single power.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* which is about where it was in prior editions, but 6th has changed the math, and I haven't actually looked at the new point cutoffs yet. And for reference, low level <em>superheroes</em> typically start out with three times as many points.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5814246, member: 19675"] They won't be able to start off as planeswalkers- Fantasy HERO's point-building system will prevent that. To have high-powered powers, you either need to spend a lot of build points or you have to severely limit the efficacy of the power. So if I start the campaign at HERO 6ths equivalent of 4Ed D&D's Heroic Tier- say...100 points*- the PC's simply won't have hugely powerful spells to toss around. IOW, they may nominally command some of the same spells, but the mere fact of translating from card game to RPG mechanics will perforce nerf certain effects. Take the aforementioned Disenchant: in M:tG, it's a cheap, powerful spell, as capable of destroying the Colossus of Sardia as it is a Fear enchantment. However, in HERO, the Dispel power (that "Disenchant" will most likely be modeled on) doesn't work like that. A cheap, low-power Dispel may take out Fear, but you'd need a truly expensive one to take down something like the Colossus. And one that powerful would require a great deal of Endurance to cast, meaning the PC would likely be "out of gas" for a while. It would be akin to "going nova." The same goes for summoning the Colossus itself- it's likely a starting PC who could cast a Summons that powerful could only do it once, and he'd be so frail that he'd die from a single arrow shot in the first combat, simply because nearly all of his build points would have gone into that single power. * which is about where it was in prior editions, but 6th has changed the math, and I haven't actually looked at the new point cutoffs yet. And for reference, low level [I]superheroes[/I] typically start out with three times as many points. [/QUOTE]
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