Some questions about FCTF

FullTinCan

First Post
I have a few questions, and rules clarifications that I am in need of.

1) Skill Knowledge grants you 2 skill points for 1 rank. Since a hero has no class skills, I assume that Skill Knowledge would then allow you to gain an additional rank in any non-restricted skill.

2) Save DCs for super powers. The save DC for super powers is 10 + 1/2 the number of ranks in the super power. This number seems a little low. Is it correct as is? I was thinking that the DC should be 10 + 1/2 number of skill ranks + 1/2 Hero level (of course I haven't tested how this would work, but I was wondering why I would every want to force a DC check for any of my powers).

3) Is the table for spells to powers hero point cost correct? Is the difference between 6th and 7th level spells only 1 hero point?
 

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0. Note to self: next time, release it for free, get everyone to proofread it for you, then fix the errors, and then sell it. My sincere apologies for not being as thorough an editor as I could have.

1. This was one of those intuitive things that made perfect sense when I wrote it, but when you let others see it they don't quite know what you meant. Skill knowledge is supposed to grant 2 skill points which can be used as if they were gaining a class skill, as long as one of your current classes has that class skill. So, if you're a rogue 5/Hero 1, and you get 4 extra skill points with this power, then you could use them as if you were purchasing skills as a rogue. Any skills that your rogue doesnt' have as class skills would cost 2 ranks, as usual.

2. One of the rough approximations you can make while looking at powers is that, as a real rough estimate, divide a power's cost by 2, and that's about what level it is. So, a 10-rank energy blast is about the same as a 5th level spell. Since Heroes have no specific primary ability score, they basically just use the same formula as spells (DC is 10 + spell level + ability modifier). Since Heroes can use their powers every round, even more often than sorcerers, they're not hurt too much by not having an ability modifier to the DC. Sure, the sorcerer might add +4 to the save DC of his spell, but the Hero will be using his effect against you 10 times, compared to the sorcerer's 2 or 3. Overall, it balances out to be fair to each side.

3. Well, they are guidelines, and like guidelines for making spells, they should be used or ignored as you deem most balanced. But being able to use a 7th level spell each round isn't that much more powerful than being able to use a 6th level spell each round. Compare two enchantment spells of the same level, and the difference might seem miniscule, but compare, say, Finger of Death to Circle of Death, and yes, the 7th level spell should cost more. Always use your best judgment, and remember that normally, super powers don't scale damage by level the same way spells do. (No super power says 1d6 damage/level, for instance).
 

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