Post originally by Lizard at 2004-01-12 12:16:01
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If your character has more than one or two spells, I think you're better off buying magic skill to obscene levels, and ignoring the skill descriptions.
I don't have my books with me, so, this might be bogus, but, assuming the following:
Magic skill is an int-based 3/2 skill (3 for 9+int/5, +1 to roll for 2 points)
You average mage is going to have int 18.
So, three points gets you a 13 or less. Another, say, 20 points gets you a 23 or less. This lets you cast those -18 spells on a 5 or less, which is a bit sucky, but that -5 spell will only fail on a natural 18, if your DM is using that as a 'crit fail' option, as some do. So you've spent 20 points to pretty much cast most common spells at will. If buying the master version of a single spell costs you 6 points, then, you've "broken even" by your third spell. The more spells you know, the better the deal becomes to buy up magic. Now, with the divide-by-3 rule for the sample setting, this break even point moves, but, unless you're just a dabbler in magic, you'll still hit it fairly soon.
Post originally by Bob Runnicles at 2004-01-12 12:17:15
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Nice review....I too have been fighting with myself over whether to commit to the Hero System (gamewise, bookwise I'm already pretty committed and have been since 4th Edition!) - only this weekend I decided to go with GURPS for now until the Hero Sidekick comes out (Hero Lite) as I've never played or GM'd Hero before and my players are pretty much rpg-newbies and to my tired old brain GURPS is, well, simpler to grasp and explain. To be honest it's the thought of wading through all those rules, trying to grasp it myself and then having to try and explain it all that is off-putting. I very much like the potential of the Hero System, but as the reviewer mentions it's this very wealth of options and customibility (is that a word?) that is off-putting when you're starting from scratch.
The tone of the review was spot and on it was worth reading the intro to see where the reviewer was coming from; certainly this review was aimed almost perfectly at me :}
Post originally by lizard at 2004-01-12 13:06:08
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I need to correct myself. I misread the review. I thought it said the Master version of the spell cost nine points MORE...not nine points vs. eight points. That changes the equation a lot.
Post originally by Jeb at 2004-01-12 13:59:08
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Very nice review. The personal touch is appreciated, particularly with a system such as Hero that can be intimidating to the unitiated and the busy. One of the things that I like about Hero 5th is the effort taken at translating the formulas for powers into modules that can be easily assembled for play.
Post originally by Andrew Cermak at 2004-01-12 14:04:56
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Two things to keep in mind when it comes to the Requires a Skill Roll Limitation (RSR) and Magic Systems:
First, if a GM has made RSR a standard element of her campaign, she's probably done this because it's important to maintaining the flavor of magic she wants for her campaign. In that case, the GM isn't likely to just let anybody buy the "Master" version of a spell just because it's cost effective.
If I was running a campaign with an RSR Magic system, I'd at the very least require a character to have bought their Magic Skill up to a level that I felt represented "Mastery" (20- sounds about right) before letting them buy off that limitation, and then I'd probably put a restriction on top of that. For example, I might require that characters buy the non-Master version of each spell and use it until such time as they score a "critical sucess" on their skill roll for that spell. With their "Mastery" of the spell thus demonstrated, I might thereafter let them buy off the RSR limitation on that spell.
Second, characters can get bonuses to their Magic Skill Rolls by taking extra time to cast the spell, and Fantasy Hero suggests giving bonuses for using particularly exquisite materials in the casting (p. 252). You can use these as guidelines for other ways to improve skill rolls; maybe pouring extra END into the spell could give bonuses to the Skill Roll, for example.
Post originally by Douglas Laedtke at 2004-01-12 14:11:29
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First off, nice review! Very informative and useful to me, too, as a long time verteran thinking about returning to the fold. I played and GMed FH on and off after it came out, and Champions for years before and after... put I haven't bought either of the last two incarnations of this product.
Let me say that I'm delighted to see newbies getting into FH. I loved playing it and I ran a weekly campaign for several years. At the end of that time, though, I was incredibly burned out. You grokked one thing right on: the Hero system can do anything. But *you* have to be prepared to leap through hoops and show it the way.
That's where this Grimiore comes in. With such a product available, even flawed, it makes returning a serious <shudder> temptation....
Post originally by Marius B. at 2004-01-12 20:47:09
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Although this option isn't listed in the book, I strongly recommend increasing the value of RSR to -1 (or more) <i>if</i> the Skill in question is one that has little or no function besides being used for activating magic (or other powers).
Here's why: The -1/2 is the same as the value of a 14- Activation roll that requires no further point expenditure.
In order to get that same 14- chance with a RSR power, you'd have to spend 5 points on the skill (if you've maxed out the relevant stat) assuming that it's a nigh-impotent power with 5 or fewer Active Points.
In fact, unless you buy a *lot* of spells, RSR will actually make your powers more rather than less expensive, since you have to pay points for the Magic Skill.
(It's a completely different matter, of course, if the skill used is one that one might want to buy anyway - like Acrobatics or something)
Post originally by Scorpio Rising at 2004-01-13 09:26:00
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And thirded.
I think you did a great job with the "personal touch". We knew exactly where you were coming from, what you were looking for, what you found and what you made of it. Deftly done.
And the review was fun to read. That's always a bonus.
Post originally by Uncle Nasty at 2004-01-13 15:23:25
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This is more than just a good review; it's also proof that an intelligent novice can get a handle on the Hero System without being traumatized by it.
Many thanks, and I hope you'll enjoy this game more and more as you get into it. And don't forget, [plug]www.herogames.com[/plug] has a very active discussion board with lots of veteran Hero players who can offer free advice.