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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="NLP" data-source="post: 146857" data-attributes="member: 520"><p>I snipped the whole thing as I don't have time to cover all your points. I'll just cover the things I think are important.</p><p></p><p>Point #1: Changing someone into a carp:</p><p>Your statement is correct, but your premise is wrong. I'll just run with your example about the carp and the energy blast.</p><p></p><p>You state that a 6d6 attack is required to "take out" a commoner. Actually you'd need a 7d6 attack. On 7d6 The average roll would be 24. 24-2 (character's defense) is 22 damage. This from the 20 Stun knocks the character to -2. He's unconscious.</p><p></p><p>Then you state that if the attack can take them out, it should be able to turn them into a carp. Well, that's not accurate because your idea of "take him out", from the D&D perspective, is to kill the character. To kill that commoner you'd have to shoot him 4 times with that 7d6 attack. Otherwise, he's just unconscious and will eventually wake up. You haven't removed him from the game. He's just going to find you, wait for you to fall asleep, and then remove selective parts of your anatomy. <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>Now turning someone into a carp has a different effect. It's really the same thing as killing someone because you are effectively removing them from the game, most likely forever. So when you're doing your polymorph, you effectively killing the character as he was and creating something new. </p><p></p><p>So, your 7d6 attack (costing 35 pts) must be used 4 times to remove the character from the game. Now, I can buy a 11/2d6 Major Transformation with Cumulative for 37 pts. That attack would allow me to hit my target and slowly turn him into a carp. Assuming that 5 was the average roll for 11/2d6, that means I'd have to hit him 4 times before he became the carp. Does that 4 seem familiar to you?</p><p></p><p>Now I could also build the power as 1d6 Major Transformation, Continuous, Cumulative. That's the same 37 pts. With this attack I'd only have to hit the character once. 6 phases later the transformation would be complete and the character would be a carp. During this time the player could be tormenting the carp-man. <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>That's two ways of turning someone into a carp, both for minimal point costs. A 37pt power is average for a beginning level character. Now imagine this character after he's been played and gained some experience. It would not be impossible for him to have an even larger "polymorph" spell, and thus be able to do it in one phase like D&D.</p><p></p><p>The problem isn't with making a polymorph spell. The problem you are having is trying to do it the same way that it's done in D&D, with one roll. It can be done that way, but once again if you're going to simulate D&D style magic then you need to simulate it's drawbacks, such as resting and learning time. This brings me to Point #2:</p><p></p><p>Point #2: Spell recovery and Endurance.</p><p>In D&D magic, the character gets a limited number of spells. The higher level he is, the more spells he gains. Once these spells are uses, the character needs to rest for 8 hours and then relearn. </p><p></p><p>In FH magic, the character can use his spells as many times as he wishes, as long as he has Endurance to power them. The difference between the two games is that in FH, after a big battle, the character can just lean up against a wall for 30 seconds, wipe the sweat from his brow and the gore from his clothes and then be ready to start all over again. In D&D magic, the character needs to rest and learn for 8 hours. </p><p></p><p>You're trying to make Endurance sound like it's a major limiting factor, but it's not. When End is lost it can be recovered quickly. That alone makes for a very different style of magic than D&D. </p><p></p><p>As I said before, you can easily simulate D&D magic in FH. But to do it accurately you need to do two things: </p><p></p><p>1: Throw the Active Point limits out the window. This way you can create any spell in D&D at it's correct power-level. Thus you would buy 6-8d6 of Transform at the beginning to make that Polymorph spell work in one attack.</p><p></p><p>2: Force the character to have a limited number of spells per day, which he must then rest and relearn. Thus the character can have two Polymorph spells, but when used they are gone and must be learned after 8 hours of rest. </p><p></p><p>Doing those two things makes the systems even. It keeps game balance, which was my point above. Either you can do it many times, but it takes many hits or extra time to succeed, or you can do it only a couple of times, but there's a very good chance that it will succeed on one hit. But for game balance, you can't have both. You can't have a beginning character that can turn anyone or anything into a carp with one die roll, as many times per day as they want. Because if you allowed that, every thing encountered would be turned into a carp. That's not fun gameplay. </p><p></p><p>FH can do everything that D&D does. Period. The advantage of FH is that you can do it in 12 different ways instead of following one assigned path. In FH you can simulate any character that you've ever read. Any magic system you've ever read. Any genre you've ever read. You can't really do that with D&D without major re-writes and add-on rules.</p></blockquote><p></p>
[QUOTE="NLP, post: 146857, member: 520"] I snipped the whole thing as I don't have time to cover all your points. I'll just cover the things I think are important. Point #1: Changing someone into a carp: Your statement is correct, but your premise is wrong. I'll just run with your example about the carp and the energy blast. You state that a 6d6 attack is required to "take out" a commoner. Actually you'd need a 7d6 attack. On 7d6 The average roll would be 24. 24-2 (character's defense) is 22 damage. This from the 20 Stun knocks the character to -2. He's unconscious. Then you state that if the attack can take them out, it should be able to turn them into a carp. Well, that's not accurate because your idea of "take him out", from the D&D perspective, is to kill the character. To kill that commoner you'd have to shoot him 4 times with that 7d6 attack. Otherwise, he's just unconscious and will eventually wake up. You haven't removed him from the game. He's just going to find you, wait for you to fall asleep, and then remove selective parts of your anatomy. :) Now turning someone into a carp has a different effect. It's really the same thing as killing someone because you are effectively removing them from the game, most likely forever. So when you're doing your polymorph, you effectively killing the character as he was and creating something new. So, your 7d6 attack (costing 35 pts) must be used 4 times to remove the character from the game. Now, I can buy a 11/2d6 Major Transformation with Cumulative for 37 pts. That attack would allow me to hit my target and slowly turn him into a carp. Assuming that 5 was the average roll for 11/2d6, that means I'd have to hit him 4 times before he became the carp. Does that 4 seem familiar to you? Now I could also build the power as 1d6 Major Transformation, Continuous, Cumulative. That's the same 37 pts. With this attack I'd only have to hit the character once. 6 phases later the transformation would be complete and the character would be a carp. During this time the player could be tormenting the carp-man. :) That's two ways of turning someone into a carp, both for minimal point costs. A 37pt power is average for a beginning level character. Now imagine this character after he's been played and gained some experience. It would not be impossible for him to have an even larger "polymorph" spell, and thus be able to do it in one phase like D&D. The problem isn't with making a polymorph spell. The problem you are having is trying to do it the same way that it's done in D&D, with one roll. It can be done that way, but once again if you're going to simulate D&D style magic then you need to simulate it's drawbacks, such as resting and learning time. This brings me to Point #2: Point #2: Spell recovery and Endurance. In D&D magic, the character gets a limited number of spells. The higher level he is, the more spells he gains. Once these spells are uses, the character needs to rest for 8 hours and then relearn. In FH magic, the character can use his spells as many times as he wishes, as long as he has Endurance to power them. The difference between the two games is that in FH, after a big battle, the character can just lean up against a wall for 30 seconds, wipe the sweat from his brow and the gore from his clothes and then be ready to start all over again. In D&D magic, the character needs to rest and learn for 8 hours. You're trying to make Endurance sound like it's a major limiting factor, but it's not. When End is lost it can be recovered quickly. That alone makes for a very different style of magic than D&D. As I said before, you can easily simulate D&D magic in FH. But to do it accurately you need to do two things: 1: Throw the Active Point limits out the window. This way you can create any spell in D&D at it's correct power-level. Thus you would buy 6-8d6 of Transform at the beginning to make that Polymorph spell work in one attack. 2: Force the character to have a limited number of spells per day, which he must then rest and relearn. Thus the character can have two Polymorph spells, but when used they are gone and must be learned after 8 hours of rest. Doing those two things makes the systems even. It keeps game balance, which was my point above. Either you can do it many times, but it takes many hits or extra time to succeed, or you can do it only a couple of times, but there's a very good chance that it will succeed on one hit. But for game balance, you can't have both. You can't have a beginning character that can turn anyone or anything into a carp with one die roll, as many times per day as they want. Because if you allowed that, every thing encountered would be turned into a carp. That's not fun gameplay. FH can do everything that D&D does. Period. The advantage of FH is that you can do it in 12 different ways instead of following one assigned path. In FH you can simulate any character that you've ever read. Any magic system you've ever read. Any genre you've ever read. You can't really do that with D&D without major re-writes and add-on rules. [/QUOTE]
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