Heroes, Inc - Heroic Mercs in FR OOC Thread

Hey all,

I've one more quick trip out of town. After about 4:00 (EST) tomorrow I'll be unavailable to post until Sunday evening. DM_Matt please feel free to use Timrin as you see fit while I'm away.

Josh/Frostrune
 

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frostrune said:
Hey all,

I've one more quick trip out of town. After about 4:00 (EST) tomorrow I'll be unavailable to post until Sunday evening. DM_Matt please feel free to use Timrin as you see fit while I'm away.

Josh/Frostrune


That works well. Because Kaarlo and you are on the same team. I will also be gone from tonight until Monday.
 



I never posted any house rules, but better late than never. I usually use these. Some involve char creation, so feel free to edit accordingly (but we wont hold up the game for it):


House Rules:

No encumbrance unless you try to be abuse about carrying
Don't sweat the cost of cheap items bought during the game
Dodge is a flat +1
No Multiclassing penalty.
Keen and Imp Crit stack
Int boosts give retroactive skill points



(Proposed - waddayathink. You have resurrection magic from the get go, so lets make it possible to be meaningfully taken down but hard to die so res cant detract from the meaning of death by getting overused. Its sort of a throwback to the original negative hp optional rule in 2e combined with some typical negative hp range increase at high level rules)

Recovery Time: During time stated, a character can be brought to 0hp, but no higher.

0 to -10 = none
-10 to -Con = 10 minutes/1hp damage beyond -10
-con to -Con-HD+1 = 30mins times hp below zero
-Con-HD = Dead
 


Eep - the recovery time rule will make a major change to the way things work out.

One thing I'm worried about is where someone gets taken negative (like happened in the last fight), and then no matter what we do to heal them, a single magic missile spell at CL 9, or a fireball, or whatever, will always deal enough to take them from 0 to -10.

Possible alternative suggestion - during the recovery time, a creature counts as staggered, despite hit points being higher than 0, and strenuous actions will either a/ cause a point of blood loss, or b/ drop the character to -1 and bleeding?

That way, a heal spell can still provide a barrier to auto-death from area spells, but the character is still very restricted in the actions they can undertake...

On a separate note - I'll be out of town for 36 hours. Won't be able to negotiate with the Mulhorandi 'til I get back.

Two questions - what sort of operating funds does the company have available for this sort of thing? And do we have any idea of what a unique demon binding spell should be worth?

-Hyp.
 

Hypersmurf said:
Eep - the recovery time rule will make a major change to the way things work out.

One thing I'm worried about is where someone gets taken negative (like happened in the last fight), and then no matter what we do to heal them, a single magic missile spell at CL 9, or a fireball, or whatever, will always deal enough to take them from 0 to -10.

Possible alternative suggestion - during the recovery time, a creature counts as staggered, despite hit points being higher than 0, and strenuous actions will either a/ cause a point of blood loss, or b/ drop the character to -1 and bleeding?


Good point. I favor your second proposal over my original one. I agree that in-fight healing to prevent easy killing of downed friends is valuable.
 


kirinke said:
Will Alethia have enough time to go back to her room to get her bow and other items of interest?


No, but Arundel could have dispatched a messenger to meet you with what you need when he got back to base. Lets say that happened.
 

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