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  #1  
Old 09-06-2004, 01:00 AM
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[RPG]: Fantasy Hero Grimoire II, reviewed by arcady (4/3)

http://www.rpg.net/reviews/archive/10/10597.phtml

arcady's Summary:

Great ideas for fantasy spells, but built a little powerful for Heroic level gaming.

Go to the full review for more information.
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  #2  
Old 09-11-2004, 06:26 PM
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Power Level

Post originally by Lord Liaden at 2004-09-11 17:26:11
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arcady, this is a thorough, thoughtful and informative review. There is one point I would request some more input on, though. I can understand why you would be concerned that the power level of these spells as written might be too high for a standard fantasy game; but my understanding is that the great majority of them include a ready-built lower power option. Do you think that these versions would still be too high, or is there another reason why they would still be problematic?
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  #3  
Old 09-12-2004, 10:36 AM
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RE: Power Level

Post originally by Yep at 2004-09-12 09:36:19
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Almost every spell has a reduced power version included in the writeup.

As for balance issues, you sure you aren't looking at the active point values too much?? In heroic-level Fantasy games, AP are, if anything, higher than in superheroic games, with the real limiting factor being limitations.
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  #4  
Old 09-12-2004, 02:08 PM
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RE: Power Level

Post originally by arcady at 2004-09-12 13:08:30
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There are numerous spells in the 14d6 range, or large scale 2.5d6 rka's or even higher.

Active points is, in my opinion, even more important at Heroic level than it is at super heroic.

I can't think of any situation where 14d6 should be getting rolled in a 75+75 point game.

I'm not fully convinced the weaker versions in the book are weak enough. When I read it, the weaker versions are where the stronger versions should have started, with the normal versions even weaker than that, and then lesser versions below such.
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  #5  
Old 09-12-2004, 04:55 PM
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Problem is. . .

Post originally by Metaphysician at 2004-09-12 15:55:39
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. . .those values still aren't far beyond what a guy with a sword can do. Cut them as much as your describing, and there is literally no reason to build a combat mage, especially since your abilities will suffer more limitations than the swordsman or bowman.
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  #6  
Old 09-13-2004, 01:25 PM
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RE: Problem is. . .

Post originally by arcady at 2004-09-13 12:25:21
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A guy with a sword does 14d6???

What version of Fantasy Hero are you playing?

And what guy with a sword does 2.5d6 RKA area effect to a 14" radius that is continuous and mobile?


A lot of the spells are in the Champions range, and the upper end of it at that.
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  #7  
Old 09-16-2004, 04:07 PM
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RE: Problem is. . .

Post originally by metaphysician at 2004-09-16 15:07:46
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You mean 14 DC??

Well, a sword starts out at about 6 DC. 20 STR ups it to 10 DC. Either Deadly Blow or Martial Arts can easily up that to 14 DC.
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  #8  
Old 09-16-2004, 04:08 PM
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Edit

Post originally by metaphysician at 2004-09-16 15:08:52
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Forgot about STR mins. Okay, it would take either alot of MA or a combination of MA and Deadly Blow. OTOH, thats not exactly out of the question for a dedicated swordsman type with experience on your beginning character level.
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  #9  
Old 09-19-2004, 12:53 PM
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RE: Edit

Post originally by xero at 2004-09-19 11:53:11
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Well, a GM can limit power levels of fighters easier than for mages. For fighters, simply saying no OVC above 10 (with levels) or whatever will suffice. However, with mages, you'd have to read over each spell carefully to see what modifiers are being applied.
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