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[Hero][Mechanics] Phased actions and continuous activity (spells and movement)

Started by arminius, August 13, 2008, 03:09:13 PM

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arminius

Reading through Fantasy Hero 1e right now, which I think corresponds to Champions 3e in terms of rules development, and something is really jumping out at me.

You've got a stat for movement, which is how far you can move in a phase. This stat is derived from some primary stats, but can also be bumped up independently if you pay for it.

You've also got a stat for speed (SPD), which is how many phases of action you get in combat round. This is also derived but can be bumped up.

See where I'm going yet? If you want to cover more ground in combat, you can either increase your SPD, which also increases your general ability to do multiple actions including melee attacks and shooting bows, or you increase your movement rating. This seems weird.

I realize there's some sort of rule for "out of combat" movement but I haven't looked at that yet.

Even stranger, the rules state that if you cast a continuous spell, you have to pay an endurance cost every phase to keep it in effect. So, if you cast a defensive spell on yourself, you'll run out of energy faster if you have a higher SPD? Granted that you can also be doing more stuff relative to (say) the lackey who's trying to brain you with a club, but if all you're doing is trying to stay alive while waiting for the fighter to come to your rescue, your higher SPD is an absolute disadvantage. Yes?

Somebody tell me what I'm missing, please. And/or if this has been addressed anywhere. Thanks.

Engine

Quote from: Elliot Wilen;235185You've got a stat for movement, which is how far you can move in a phase. This stat is derived from some primary stats, but can also be bumped up independently if you pay for it.

You've also got a stat for speed (SPD), which is how many phases of action you get in combat round. This is also derived but can be bumped up.

See where I'm going yet?
I don't know about Hero, but Shadowrun solves this same problem by making [the equivalent of] your movement be how far you can move per combat round, not per phase. Is it possible that Hero works this way, also? Or could such a change be easily houseruled into the system?
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arminius

I'm sure it could be, just divide your movement by your speed. But there may be a logic to the whole thing that I'm missing.

Now I'm wondering how Dragonquest 1e dealt with this issue; probably the most detailed phased combat system I've ever played--but it was a long time ago.

gleichman

Quote from: Elliot Wilen;235185Somebody tell me what I'm missing, please. And/or if this has been addressed anywhere. Thanks.

Nope, you have it right.

If you wished, you could declare a campaign standard (i.e. your rules for making characters) determine common total movement rates for a turn (SPD * Movement)- and then have characters buy up or down based upon their SPD.

Example: You feel humans can run a total for a Turn of 36" max. Thus a SPD 4 character needs running 9", and a SPD 2 character needs 18". A rather extreme example but you get the idea.

This concept of a Campaign Standard is very important when playing HERO. It's how you define the use of a very open ruleset for your group/setting.


As far as the END cost thing goes- yes, that's how it works. It's the price for having all those combat moves (otherwise SPD would cost more than 10 pts per). If you like however you can buy Reduced or No End on all or part of the character's abilities. Or up the REC or END. Or some combination.
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"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

arminius

Thanks, Brian. Requiring standards (or an envelope) for movement is fine, since it works within the point-balance system. That is if you have a certain "final movement rate per turn", giving yourself more actions is always more expensive, as it should be. And if you have a certain number of actions, then increasing your "final movement rate" is also more expensive, as it should be.

Bu the issue with the END cost is that it "breaks" the point balance somewhat--depending on circumstances, what ought to be an advantage becomes a disadvantage.

One thing I've seen from doing some searches, is that somewhere in the various Hero rules there's something that says you can voluntarily reduce your SPD to 2. I'll have to check if that's in FH, but if it is, then a wizard who wants to cast a continuing spell (such as a shield, or maybe an enhancement to an ally's weapon) and then just maintain it without doing anything else can reduce his per-turn END expenditure to twice the basic cost of the spell.

It's still a little weird but not as big of a problem.

gleichman

Quote from: Elliot Wilen;235207Bu the issue with the END cost is that it "breaks" the point balance somewhat--depending on circumstances, what ought to be an advantage becomes a disadvantage.

It doesn't so much break the balance has shift it IMO, at least in practical terms.

Consider the following:

A character buys a 8d6 EB with the Continous advantages on it. That means he fires and hits once, but there after he can inflict 8d6 damage on the target in each of his phases. Hence he should spend END on each of those attacks (otherwise he's getting free attacks), this makes sense.

Where you're having trouble (and where I did originally) is that he also has to spend END on each phase for things like Forcefield, or Life Support if it has a costs END advantage.

To do other would require an added layer of complexity in the rules, i.e. defining what does or does not cost END per phase.

And rather than do that- they left it as is, but dropped the cost of SPD to reflect the fact that additional END costs as side effect of the increase to SPD.

This is how I made it fit into my own head.




In HERO, points are points and you can get anywhere generally although there are some issues in the rules. I often spend a good amount of effort balancing a character's END costs and recoveries. It can be down on a number of levels.

Have you checked out the HERO House rules on my website? They may be of use for more gritty campaigns.




Quote from: Elliot Wilen;235207One thing I've seen from doing some searches, is that somewhere in the various Hero rules there's something that says you can voluntarily reduce your SPD to 2.

That's been part of HERO for sometime now. If it's not in FH, I'd add it. Useful for the drowning/hold breathe rules and other things.

The concept is that if you attempt to conserve yourself- you can. It just means you can't be as active.
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GrimJesta

You can change your speed post-segment 12, though you can never go higher than your actual SPD. So if you're in combat and waiting for the fighter to do his thing so you can get past the bad guys and into one-on-one combat with the BBG, standing around with your Force Field on is going to bun through all of your END in short order. So post-12 you can drop yourself to 1 if you'd like.

There's also an optional rule for changing within the Turn, i.e. before post-segment 12, but I forget it. So yea, unmitigated a character with high SPD can burn through his END, but players should always be aware of this rule, since it strikes me that this is why it was written.

Note: I freakin' LOVE chatting about Hero.

-=Grim=-
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gleichman

Quote from: GrimJesta;235312Note: I freakin' LOVE chatting about Hero.

As do I.

And not many others. Well, lots of people to talk with at the official boards- but I have no love of the official HERO mindset and can't stand the place. I imagine many D&D fans here feel that same about their official and semi-official boards.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

arminius

Well, if I have any more questions I'll be sure to post them here to give you guys some fodder for discussion.

Thanks, guys.

gleichman

Quote from: Elliot Wilen;235396Well, if I have any more questions I'll be sure to post them here to give you guys some fodder for discussion.

Thanks, guys.

You should let us see what standards you come up with for construction. Depending upon how you set the stats, skill levels, armor and damage- you can vary the result across the range of resolution styles.

The official methods give a very D&D like tone to me. But you can pull it in the other direction too- out GURPing GURPS even.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

jhkim

Quote from: Elliot Wilen;235396Well, if I have any more questions I'll be sure to post them here to give you guys some fodder for discussion.

Thanks, guys.
As a side note, my contribution to Hero 5th was also related to phased actions with respect to movement.  

http://www.darkshire.net/jhkim/rpg/herosystem/

In practice, most of my games (all of the non-superheroic ones) we made everyone have SPD 4 to simplify things.

John Morrow

Quote from: jhkim;235458In practice, most of my games (all of the non-superheroic ones) we made everyone have SPD 4 to simplify things.

We never went that far but, in practice, tended to limit most characters (except for the odd speedster or slow normal) to a SPD range of 3-4 ratings wide (usually 3-6, with 6 being rare).  It's not fun sitting around doing nothing while everyone else gets to go.
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gleichman

Quote from: John Morrow;235491We never went that far but, in practice, tended to limit most characters (except for the odd speedster or slow normal) to a SPD range of 3-4 ratings wide (usually 3-6, with 6 being rare).  It's not fun sitting around doing nothing while everyone else gets to go.

Never was a problem with the groups I've been in, and I've had groups that ranged from 4-10 that worked quite well.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

GrimJesta

Quote from: gleichman;235383...but I have no love of the official HERO mindset and can't stand the place.

Dude, seriously. ast time I was there, which was several years ago, I had to defend my self against a dozen or more people who were literally chewing me out for not switching editions. Like, they literally had the stance that newer edition automatically means better edition and if you don't switch you were retarded. I don't like 5th edition and I don't need it. It's that simple. They couldn't understand that.

-=Grim=-
Quote from: Drohem;290472...there\'s always going to be someone to spew a geyser of frothy sand from their engorged vagina.  
Playing: Nothing.
Running: D&D 5e
Planning: Nothing.


gleichman

Quote from: GrimJesta;235590Dude, seriously. ast time I was there, which was several years ago, I had to defend my self against a dozen or more people who were literally chewing me out for not switching editions. Like, they literally had the stance that newer edition automatically means better edition and if you don't switch you were retarded. I don't like 5th edition and I don't need it. It's that simple. They couldn't understand that.

That was exactly what I ran into.

I use the 5th Edition rules, with some role back on some rules (plus some house rules) because I like having everything in one hardback book. But I consider may of the changes Long did to be less than idea.

Add in the fact that I think the default build standards HERO uses to be rather poor, and there's basically nothing at that site for me.

Very fan-boyish board there. Hanging off Long's every word.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.