RangerWickett said:
I too would like to know if you need help reconciling the mechanics or the flavor. I don't think the flavor should really be a problem. If you're in a game world where monks can break steel walls with their fists, and sorcerers can shoot fireballs by willpower alone, what rationalization do you need for characters flying, growing to giant size, or shooting heat beams from their eyes? If you can rationalize sorcerers and monks, you are already rationalizing super powers.
The game mechanics seem fine, but I was thinking of how some people who have played it awarded hero points to characters instead of treasure when handling xp, or tying it into the world or something.
I know its easy to say that, hypothetically, a comet/asteroid flys through the atmosphere and smashing into the planet, thereby causing the magic within the planet to go haywire and the ensuing chaos is causing strange things to happen to the peoples of the planet, hence they get super powers.
Or something equally effective.
Hey, this could also tie in to changing the magic system from static and boring D&D to the Elements of Magic, and I just thought of this idea. cool.
Okay, on topic. I guess I am asking how you handled the game mechanics of it all. If I were to take my idea, and some people exhibited strange powers, and let's say these people that showed these signs of changing times were the only ones that adventured because maybe they think they are chosen or something, would it be plausible to just say that the characters gain hero points along with whatever normal class they take, or is that going against the idea of the book? (FYI, I am coming up with some of these ideas as I type this).
Or, do they have to take levels of the hero class, which would take away from gaining normal levels in a normal class?
And before anyone mentions it, I know there is the section on awarding hero points at the same time as xp as a replacement for magic items, or to help compensate those that don't get magic items. A problem with that is that, let's say I give a character 6 hero points over the course of three or so adventures, and some other characters gain some cool magic items, and then lose them, the other character with the hero points is suddenly more powerful, and the ones that lost their items would probably be upset.
So, what kind of balances have some of you come up with when adapting this book system to your games?