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<blockquote data-quote="GreenKarl" data-source="post: 6978599" data-attributes="member: 6801242"><p>I played around with HERO 6th fantasy a while back... here where my notes just for food-for-thought <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p><strong>* Starting Campaign Points Heroic Fantasy</strong>: 150pts (Base 125 + up to 25 points of Complications). All characters start with a Speed of 4 for no points NOR can they invest points in Speed (this is a campaign limit/set)</p><p><strong></strong></p><p><strong>* Heroic Fantasy assumptions</strong>: you purchase your gear with coin, END cost for STR is 1/5, round to the nearest, Pushing requires an EGO roll up to a max of +5 active points for 5 END. </p><p><strong></strong></p><p><strong>* Characteristic Maximums</strong> are being used, but the character’s chosen Race will modify this up or down depending on their normal characteristic modifiers (for example Halflings suffer -4 to their STR scores but +2 to their DEX, so their characteristic maximums would be 16 STR and 22 DEX, etc.). </p><p><strong></strong></p><p><strong>* Racial Templates allowed</strong>: for this standard fantasy campaign I would like to limit the races too Dwarf, Elf (any), Gnome, Half-Orc (use the standard Orc option), Halfling, and Humans. I may allow some of the Environmental/Ancestry Template on a case by case (except Vampires and maybe Lycanthropes) bases but these attribute adjustments cannot raise your normal characteristic maximums. </p><p><strong></strong></p><p><strong>* Professions allowe</strong>d: all are generally available including the Miscellaneous Templates. </p><p><strong></strong></p><p><strong>* Starting Funds</strong>: 300 silver pieces. No prices are listed in Fantasy Hero Complete nor are all the weapons available so I copied them over Weapons & Armor from Fantasy Hero 6[SUP]th[/SUP] edition PDF</p><p>o Poor Characters (Social Complications – Infrequent, Minor) start with 150 sliver pieces and tend to “loss” money between adventures (on average ½ between each adventure). Destitute characters (Social Complication – Infrequent, Major) start with 25 silver pieces and lost ¾ any earned coin between adventures (This could include giving it away to poor children, gambling, drinking, etc.)</p><p>o Well Off – 1pt start with 350sp; 2pts start with 450sp; 3pts start with 600sp; 4pts start with 800sp and 5pts start with 1,000sp. Starting characters should not begin the game as Wealthy or above. </p><p></p><p>* I am using <strong>Encumbrance</strong> so watch what you are carrying as it can have an impact on your DCV, etc. Small sized characters (Halflings and Gnomes) armor and clothing weights ½ normal. </p><p><strong></strong></p><p><strong>* Magical Assumptions</strong>: there are three main forms of magic in this setting – Divine or Miracles, Arcane or Sorcery magic and Alchemy. You just have to build them…</p><p>o <em><strong>Divine Magic</strong></em> – druids, priests, paladins and shaman use Divine Magic that must include the following Limitations: Requires a Skill (Faith) Roll (-1 per 20 active points, -¼) (Faith is based on the EGO attribute), Gesture (one hand must be free but can be holding a holy symbol, -¼), Incantations (speak firmly; -¼), OAF (holy symbol, etc. or an additional -3 to Faith roll without; -½). Note that Divine magic does not require an Endurance Reserve so does not get the ‘Spell’ limitations. </p><p>o <em><strong> Arcane Magic</strong></em> – bards, wizards, war-mages and witches use Arcane Magic or Sorcery to work magic and all require the following Limitations: Requires a Skill (Magic) Roll (-1 per 10 Active Points, -½; although Bards can take the -¼ limitation for -1 per 20 Active Points) (Magic is based on the Intelligence attribute), Gesture (both hands must be free but one can be holding the focus; -½), Incantations (speak firmly; -¼), OAF (staff, wand, instruments etc., or an additional -3 to Magic roll without; -½), Spells (-½). The Spell limitation means that all Magic casters require an Endurance Reserve to power their spells. All spells cast with normal Endurance have an automatic x2 cost (or 1/10 Active Points even for spells that normally cost 0 Endurance). The Endurance Reserve has to have the following limitation: Arcane Magic only (-¼) and the Recovery has the additional limitation: Recovers Only Once Per Hour (-1). Note that the OAF that is Expendable but easily acquired item is as the normal focus, but if requiring an Expendable and hard to acquire item increase the limitation by -¼, Difficult to acquire Expendable Focus are worth an additional -½ limitation. Other common limitations might include Extra Time (Full Phase; -½), Concentration (½ DCV; -¼) or (0 DCV; -½) and Side Effect (various). </p><p>o For both <em>Divine</em> and<em> Arcane</em> Powers, after the Base Cost has been determined, the Actual Cost that the caster must pay is ½ (round down) in Character Points. This does not apply to any Talent or general Powers that are always ‘On” though (Characteristics, etc.). Finally all spell-casters can spend extra Endurance to ignore some of these Limitation. Each -¼ ignored increase the Endurance by +1 step (i.e. 0 END would cost base END, base END cost would cost x2, etc.). Spellcasters can chose to ignore as much of their Powers limitation as they want to, if they are willing to spend the increased Endurance points. </p><p>o <strong>Alchemist</strong> are arcane (and occasionally divine) casters with a very different breakdown on cost. They create potions, elixirs, salves, unguents, and the like. All powers are built with the Delayed Effect advantage and can have no more the INT/2 (+¼) or INT (+½) of his own potions available for use at any time (“Available for use” includes giving them to another friendly person, but not selling them to strangers). Concentration (0 DCV throughout brewing; -1), Extra Time (6 Hours to brew; -3½), and Requires A Magic Roll (-1 per 10 Active Points, to brew; -½) (based on INT) are required Storing Limitations; they apply only to the creation of the potion, not its use. OAF Fragile (-1¼) and Charges (varies) are required Limitations for using them afterwards (in combat or not). Unlike other forms of spell casting an Alchemist cannot cast spells without first brewing them and do not require the Endurance Reserve. Also the final cost is not halved as other forms of magic. An alchemist requires a laboratory to create new potions.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 6978599, member: 6801242"] I played around with HERO 6th fantasy a while back... here where my notes just for food-for-thought :) [B]* Starting Campaign Points Heroic Fantasy[/B]: 150pts (Base 125 + up to 25 points of Complications). All characters start with a Speed of 4 for no points NOR can they invest points in Speed (this is a campaign limit/set) [B] * Heroic Fantasy assumptions[/B]: you purchase your gear with coin, END cost for STR is 1/5, round to the nearest, Pushing requires an EGO roll up to a max of +5 active points for 5 END. [B] * Characteristic Maximums[/B] are being used, but the character’s chosen Race will modify this up or down depending on their normal characteristic modifiers (for example Halflings suffer -4 to their STR scores but +2 to their DEX, so their characteristic maximums would be 16 STR and 22 DEX, etc.). [B] * Racial Templates allowed[/B]: for this standard fantasy campaign I would like to limit the races too Dwarf, Elf (any), Gnome, Half-Orc (use the standard Orc option), Halfling, and Humans. I may allow some of the Environmental/Ancestry Template on a case by case (except Vampires and maybe Lycanthropes) bases but these attribute adjustments cannot raise your normal characteristic maximums. [B] * Professions allowe[/B]d: all are generally available including the Miscellaneous Templates. [B] * Starting Funds[/B]: 300 silver pieces. No prices are listed in Fantasy Hero Complete nor are all the weapons available so I copied them over Weapons & Armor from Fantasy Hero 6[SUP]th[/SUP] edition PDF o Poor Characters (Social Complications – Infrequent, Minor) start with 150 sliver pieces and tend to “loss” money between adventures (on average ½ between each adventure). Destitute characters (Social Complication – Infrequent, Major) start with 25 silver pieces and lost ¾ any earned coin between adventures (This could include giving it away to poor children, gambling, drinking, etc.) o Well Off – 1pt start with 350sp; 2pts start with 450sp; 3pts start with 600sp; 4pts start with 800sp and 5pts start with 1,000sp. Starting characters should not begin the game as Wealthy or above. * I am using [B]Encumbrance[/B] so watch what you are carrying as it can have an impact on your DCV, etc. Small sized characters (Halflings and Gnomes) armor and clothing weights ½ normal. [B] * Magical Assumptions[/B]: there are three main forms of magic in this setting – Divine or Miracles, Arcane or Sorcery magic and Alchemy. You just have to build them… o [I][B]Divine Magic[/B][/I] – druids, priests, paladins and shaman use Divine Magic that must include the following Limitations: Requires a Skill (Faith) Roll (-1 per 20 active points, -¼) (Faith is based on the EGO attribute), Gesture (one hand must be free but can be holding a holy symbol, -¼), Incantations (speak firmly; -¼), OAF (holy symbol, etc. or an additional -3 to Faith roll without; -½). Note that Divine magic does not require an Endurance Reserve so does not get the ‘Spell’ limitations. o [I][B] Arcane Magic[/B][/I] – bards, wizards, war-mages and witches use Arcane Magic or Sorcery to work magic and all require the following Limitations: Requires a Skill (Magic) Roll (-1 per 10 Active Points, -½; although Bards can take the -¼ limitation for -1 per 20 Active Points) (Magic is based on the Intelligence attribute), Gesture (both hands must be free but one can be holding the focus; -½), Incantations (speak firmly; -¼), OAF (staff, wand, instruments etc., or an additional -3 to Magic roll without; -½), Spells (-½). The Spell limitation means that all Magic casters require an Endurance Reserve to power their spells. All spells cast with normal Endurance have an automatic x2 cost (or 1/10 Active Points even for spells that normally cost 0 Endurance). The Endurance Reserve has to have the following limitation: Arcane Magic only (-¼) and the Recovery has the additional limitation: Recovers Only Once Per Hour (-1). Note that the OAF that is Expendable but easily acquired item is as the normal focus, but if requiring an Expendable and hard to acquire item increase the limitation by -¼, Difficult to acquire Expendable Focus are worth an additional -½ limitation. Other common limitations might include Extra Time (Full Phase; -½), Concentration (½ DCV; -¼) or (0 DCV; -½) and Side Effect (various). o For both [I]Divine[/I] and[I] Arcane[/I] Powers, after the Base Cost has been determined, the Actual Cost that the caster must pay is ½ (round down) in Character Points. This does not apply to any Talent or general Powers that are always ‘On” though (Characteristics, etc.). Finally all spell-casters can spend extra Endurance to ignore some of these Limitation. Each -¼ ignored increase the Endurance by +1 step (i.e. 0 END would cost base END, base END cost would cost x2, etc.). Spellcasters can chose to ignore as much of their Powers limitation as they want to, if they are willing to spend the increased Endurance points. o [B]Alchemist[/B] are arcane (and occasionally divine) casters with a very different breakdown on cost. They create potions, elixirs, salves, unguents, and the like. All powers are built with the Delayed Effect advantage and can have no more the INT/2 (+¼) or INT (+½) of his own potions available for use at any time (“Available for use” includes giving them to another friendly person, but not selling them to strangers). Concentration (0 DCV throughout brewing; -1), Extra Time (6 Hours to brew; -3½), and Requires A Magic Roll (-1 per 10 Active Points, to brew; -½) (based on INT) are required Storing Limitations; they apply only to the creation of the potion, not its use. OAF Fragile (-1¼) and Charges (varies) are required Limitations for using them afterwards (in combat or not). Unlike other forms of spell casting an Alchemist cannot cast spells without first brewing them and do not require the Endurance Reserve. Also the final cost is not halved as other forms of magic. An alchemist requires a laboratory to create new potions. [/QUOTE]
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