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D&D Older Editions, OSR, & D&D Variants
Homebrew RPG (4e based): Heroes of Legend
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<blockquote data-quote="invokethehojo" data-source="post: 4565794" data-attributes="member: 62525"><p>Ok, I did version 1.2 and made a few changes based on some observations and caml's advice (thanks caml). I have updated my answers to his questions, and edited them to reflect changes in version 1.2.</p><p></p><p></p><p>I love supers. I don't truly think that the encounter/daily part of 4e lends itself well to a genre where the daily power of a character is the characters whole idea, but, so be it.</p><p>+ I put those restrictions there to make sure characters weren’t too powerful and to keep in an element of strategy. But one thing I like about using a simple system like this is that as long as you change things across the board the game stays equal. So if you want teleport to be at will then go for it, just make sure it's like that for everyone. </p><p></p><p>Energy Aura might be underpowered IMO.</p><p>+ I don't know, a play test may tell. It does lower damage than other powers, but can hit multiple targets, and with extras can either expand to burst 2 (which i think is pretty powerful) or can put conditions on multiple targets... again, a playtest would help here.</p><p></p><p>- Various powers ranges are too short. The superheroes in the world that max most of these at every single turn would only have about 200 ft range... powers included: ESP, Sense Ability, Telepathy, Teleport, etc.</p><p>+I used those ranges because they fit within a standard battle mat and they were close to 4e weapon ranges, but again, house rule it however you want. </p><p></p><p>- Regeneration should also get an additional healing surge, IMO.</p><p>+ I can see your point but when would you aquire that healing surge? I want to be careful to not create powers that everyone wants to take 1 rank in because it is so obviously beneficial (see d20 Modern and the Fast characters defense bonus).</p><p></p><p>- Second Wind as a move is alright. I think the bonus to defenses as a move is a bit overpowered, and a few people already have the ability to do it faster. i'm torn on this one.</p><p>+I did this purely because when playing 4e I would constantly here players say "I need to use my second wind, but I'm not going to because I don't want to sit there for a round doing nothing."</p><p></p><p>- A Flat XP advancement is a bit weird for most people. It should generally take longer to hit higher power levels as the gaps between then in power get bigger...</p><p>+Your probably right on this one, but I did this on my own in my free time so I decided not to go crazy on details and mostly just try to get it finished. I welcome ideas.</p><p></p><p>- Action points refreshing at every encounter is good. Getting another action point at every level is unbalanced if both are used. That means that a level 10 person can use 10 action points per encounter, of which there might be many. What about every other level? Or what about a power that lets you get additional action points?</p><p>+I’m thinking of players using AP's to use extras, which at 10th level means they can do 10 unique attacks or moves, which feels right for a high level character. However, players might use them in ways I haven't fully thought of. A playtest would help to clarify, may 1 per level is too much. </p><p></p><p>I'm close to getting a group at my local nerd store to play test Heroes of Legend, then I can see how some of these rules work and what is good/bad about them.</p><p></p><p>Thank you for the constructive feedback.</p><p></p><p>I didnt track all the changes (sorry) but most of them revolved around house rules. I made shifting and opportunity attacks the norm and put my alternate in as a house rule.</p></blockquote><p></p>
[QUOTE="invokethehojo, post: 4565794, member: 62525"] Ok, I did version 1.2 and made a few changes based on some observations and caml's advice (thanks caml). I have updated my answers to his questions, and edited them to reflect changes in version 1.2. I love supers. I don't truly think that the encounter/daily part of 4e lends itself well to a genre where the daily power of a character is the characters whole idea, but, so be it. + I put those restrictions there to make sure characters weren’t too powerful and to keep in an element of strategy. But one thing I like about using a simple system like this is that as long as you change things across the board the game stays equal. So if you want teleport to be at will then go for it, just make sure it's like that for everyone. Energy Aura might be underpowered IMO. + I don't know, a play test may tell. It does lower damage than other powers, but can hit multiple targets, and with extras can either expand to burst 2 (which i think is pretty powerful) or can put conditions on multiple targets... again, a playtest would help here. - Various powers ranges are too short. The superheroes in the world that max most of these at every single turn would only have about 200 ft range... powers included: ESP, Sense Ability, Telepathy, Teleport, etc. +I used those ranges because they fit within a standard battle mat and they were close to 4e weapon ranges, but again, house rule it however you want. - Regeneration should also get an additional healing surge, IMO. + I can see your point but when would you aquire that healing surge? I want to be careful to not create powers that everyone wants to take 1 rank in because it is so obviously beneficial (see d20 Modern and the Fast characters defense bonus). - Second Wind as a move is alright. I think the bonus to defenses as a move is a bit overpowered, and a few people already have the ability to do it faster. i'm torn on this one. +I did this purely because when playing 4e I would constantly here players say "I need to use my second wind, but I'm not going to because I don't want to sit there for a round doing nothing." - A Flat XP advancement is a bit weird for most people. It should generally take longer to hit higher power levels as the gaps between then in power get bigger... +Your probably right on this one, but I did this on my own in my free time so I decided not to go crazy on details and mostly just try to get it finished. I welcome ideas. - Action points refreshing at every encounter is good. Getting another action point at every level is unbalanced if both are used. That means that a level 10 person can use 10 action points per encounter, of which there might be many. What about every other level? Or what about a power that lets you get additional action points? +I’m thinking of players using AP's to use extras, which at 10th level means they can do 10 unique attacks or moves, which feels right for a high level character. However, players might use them in ways I haven't fully thought of. A playtest would help to clarify, may 1 per level is too much. I'm close to getting a group at my local nerd store to play test Heroes of Legend, then I can see how some of these rules work and what is good/bad about them. Thank you for the constructive feedback. I didnt track all the changes (sorry) but most of them revolved around house rules. I made shifting and opportunity attacks the norm and put my alternate in as a house rule. [/QUOTE]
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