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This document discusses various
concerns related to Weapons and Armor in Fantasy HERO, including
considerations of Combat Luck, Deadly Blow, and stackable defenses. Finally
some coverage of alternate approaches is provided. |
The two primary considerations for Offensive
capability in Fantasy HERO for non Magic User are Weapons and
Deadly Blow. These two subjects are covered in depth below. |
WEAPONS |
Intrinsic to any Fantasy Campaign are the trappings of ancient
Weaponry. What would fantasy be without swords and axes
after all? Weapons are so important to the genre that the
selection of a type of Weapon for a character can often be a
significant part of that characters definition; what would Druss
the Legend be without an axe in his hand, or D'Artagnan without
a rapier? |
WEAPONS LIST |
The standard means of using Weapons in a
Fantasy HERO campaign is to simply use the write ups provided on
page 481 of the HERO System Fifth Edition Revised rulebook, or
the much more detailed coverage starting on page 164 of Fantasy HERO
for HERO System 5th Edition. Characters purchase their Weapons
with in game currency (or otherwise acquire them through play),
take proficiencies with them via the Weapon Familiarity Skill,
and wield them for the listed effects. This is an adequate and
perfectly workable approach. |
PROFICIENCY |
As noted, Weapons require Proficiency via the
Weapon Familiarity Skill. |
CUSTOM WEAPON GROUPS |
The Weapon Familiarity Skill already provides
some Weapon Groups, such as Common Melee and Common Missile
Weapons. However, a GM can also allow Custom Weapon Groups. To
do this the GM simply defines a selection of Weapon
Familiarities and bundles them into a Weapon Group. Characters
may then purchase that Group for 2 points rather than having to
take each Weapon Familiarity separately. This provides an easy
method to inject a little flavor into Package Deals. |
DEADLY BLOW |
Deadly Blow,
presented in the Fantasy HERO genre book on pg 105, is expected
to see heavy use in many Fantasy HERO games,
particularly High Fantasy campaigns.
Deadly Blow is an interesting ability that is flexible enough to
model a large number of common effects, and serves as a perfect
foil to Combat Luck and Magical defenses. |
However, Deadly Blow can
also get out of hand if left unchecked. To keep damage
from getting out of hand it is recommended
that some form of control be
implemented. |
RESTRICTION BASED ON
CHARACTER POINT TOTAL |
It is recommended that a
House Rule be implemented limiting access to Deadly Blow based
upon a character's total Character Points. Under this sort of
control, a character is
restricted to a number of
levels of unlimited Deadly Blow equal to their Character Points
divided by 75. For limited circumstance Deadly Blow, they may
have a number of levels equal to their Character Points divided
by 50, and for very limited circumstances their Character Points
divided by 25. |
DEADLY BLOW CAPS |
Unmodified Deadly Blow: 1 Level per 75
Character Points |
Modified Deadly Blow: 1 Level per 50
Character Points |
Heavily Modified Deadly Blow: 1 Level per
25 Character Points |
A GM may
allow some character concepts to exceed this cap, and may forbid
others from doing so at their discretion. Deadly Blow always
requires GM permission to purchase. |
OVERLAP VS
STACKING |
The allowed
number of Deadly Blow Levels overlap rather than stacking. Thus
if a 150 point character wanted a mix of Deadly Blow, he could
have no more than 6 total Levels (his Heavily Modified limit),
up to 3 of which could be Modified and up to 2 of which could be
Unmodified. |
ROUNDING |
The normal
HERO System Meta-rule of rounding in the characters favor
applies when dividing a character's Point total by 75, 50, or
25 to determine the number of Deadly Blow Levels they may have.
Thus, a 175 point character may have 7 Heavily Modified Levels,
4 Modified Levels, or 2 Unmodified Levels of Deadly Blow. As
soon as the character reaches 188 points he may have 3
Unmodified Levels of Deadly Blow, but then may not gain another
Unmodified Level until he reaches 263 point. |
INANIMATE OBJECTS |
Deadly Blow adds damage
to a character's attacks. This causes the odd side effect of
characters being able to hack through inanimate objects with
ridiculous ease. |
To prevent this from
occurring, I recommend that a House Rule be implemented stating
that Deadly Blow does not
affect inanimate objects unless specifically purchased to do so.
A character cannot normally Deadly Blow through a wall with their
sword for example. |
A character could
conceivably buy a Modified Deadly Blow defined as "Only vs Inanimate Objects"
or a Heavily Modified Deadly Blow defined as "Only vs [Specific Group of
Inanimate Objects". Thus a character might take "Sunder; Deadly
Blow Only vs Weapons" as a Heavily Modified form of Deadly Blow. |
AUTOMATONS |
For this purpose
Automatons are considered "inanimate", though the SFX for
various Automatons may not be clear cut. Regardless, under this
House Rule Deadly Blow will only
affect Automatons if specifically defined to do so, though this
can be categorical. |
Thus Deadly Blow (Any
Weapon, Any Circumstance) and Deadly Blow with Swords will not
affect Undead Zombies designed as Automatons, but Heavily
Modified Deadly Blow vs
Zombies, or Modified Deadly Blow vs. Undead
both would since they both target Zombies either
specifically or categorically. |
Similarly the "Any/Any"
and "Swordmaster" versions of Deadly Blow would not affect
Slime-based monsters (Slimes, Molds or Oozes),
Golems, or some "Magical Constructs" if they are designed as
Automatons, but Deadly Blow (Slimes, Molds, Oozes), Deadly Blow
(Golems), and Deadly Blow (vs. Magical Constructs) would
respectively. |
BASE DAMAGE |
Deadly Blow adds to base
damage as indicated in Fantasy HERO. However this causes some
odd side effects that should be addressed. |
To prevent this it is
recommended that a House Rule be implemented stating that Deadly
Blow only adds to base damage for purposes of determining
maximum damage. |
BOUNCEBACK DAMAGE |
One odd side effect of
Deadly Blow adding to base damage is that in some circumstances
a character or a character's Weapon can be affected with some or
all of the damage they inflict. This rarely makes sense for
Deadly Blow damage; a character using great skill to cause extra
damage or a character smiting something with Holy power
shouldn't be affected by this sort of bounce back damage, for
instance. Similarly a character doing a Move By and using Deadly
Blow shouldn't break their own Weapon due to the extra damage
coming from their dice of Deadly Blow. The suggested House Rule
eliminates these issues. |
KNOCKBACK AND
KNOCKDOWN |
Another odd side effect
of Deadly Blow is its effect on Knockback and Knockdown. Each
die of Deadly Blow results in an extra 3" of Knockback or 1.5"
of Knockdown on average which can get ridiculous quickly. The
suggested House Rule eliminates this issue. |
To facilitate the House
Rule, Deadly
Blow dice should be differentiated from normal damage dice.
Typically different colored and/or sized dice are used to accomplish this
quickly and easily. |
FORGETFUL PLAYERS |
If a player forgets to
differentiate their Deadly Blow dice and rolls for damage, simply add the same number
of dice as they rolled for Deadly Blow to the Knockback roll or
take an average of the damage inflicted times the correct number
of non-Deadly Blow dice if using Knockdown.
This is a flawed solution due to the potential for the Deadly Blow
damage dice to roll abnormally high or low, but it is generally preferable and less disruptive
to the game than forcing the player to reroll the damage completely. |
Intrinsic to any Fantasy Campaign are the trappings of ancient
personal defense systems. What would fantasy be without plate and
chain? As the default type of damage in a Fantasy HERO game is
Killing Damage, defenses are very important for the continued
survival of a character. A lost encounter is much more likely to
result in death than unconsciousness. |
ARMOR |
Armor is by far the most common form of
defense in a Fantasy HERO Game. In fact, for most characters
it is their only means of protection from serious harm. Thus
the subject is worth a little consideration from the GM
before the campaign starts. |
ARMOR LIST |
The standard means to use Armor is to
reference the charts on pages 487 - 488 of the HERO System
Fifth Edition Revised rulebook, or the much more detailed
coverage starting on page 190 of Fantasy HERO for HERO
System 5th Edition. Characters purchase their Armor with in
game currency (or otherwise acquire them through play), and
wear them for the listed effects. This is an
adequate and perfectly workable approach, however it leaves
some potential for abuse, and warrants some additional
consideration. |
ARMOR PROFICIENCY
HOUSE RULE |
In addition to some inherent drawbacks
stemming from the general awkwardness of wearing Armor, it
is recommended that a House Rule be implemented requiring
characters
to be proficient with Equipment
based Armors
or else suffer stiff penalties. |
This is handled via two point
Armor Familiarities (AF) for each of
several categories of
Armor, and a
one
point Armor Familiarity for Shields. Characters lacking the
appropriate proficiency may wear Armor, but suffer major
penalties for doing so for both Equipment and Magic based
Armors designed with the "Real Armor"
Limitation. |
The following chart describes the
Categories of Armor, the DEX Roll and DCV Penalties always
incurred by wearing that Category of Armor, and finally the
penalty incurred by characters lacking the appropriate
Familiarity for that type of Armor. These penalties are
described in more detail following the chart. |
LIGHT |
-2 DEX Rolls, -1 DCV |
-0 |
-0 |
MEDIUM |
-4 DEX Rolls, -2 DCV |
-1 |
-1 |
HEAVY |
-6 DEX Rolls, -3 DCV |
-2 |
-2 |
SHIELD, Buckler |
Standard |
-0 |
-0 |
SHIELD |
Standard |
-1 |
-0 |
SHIELD, Tower |
Standard |
-4 |
-0 |
|
Shield Master: AF: Shield |
Real Cost: 2 Points |
Light Armor Master: AF: Light
Armor |
Real Cost: 2 Points |
Medium Armor Master: AF: Medium
Armor |
Real Cost: 2 Points |
Heavy Armor Master: AF: Heavy
Armor |
Real Cost: 2 Points |
NON PROFICIENCY PENALTY |
Characters lacking the appropriate
Familiarity may still wear Armor, but they suffer penalties
as indicated in this column. |
DEX ROLL AND DCV PENALTY |
Equipment based Armor is cumbersome and
imposes penalties upon the wearer. Whenever attempting a DEX
Roll or using a DEX Based Skill the Character sufferers the
listed penalty; further if the character is taking a
physical action which the GM determines is precarious or
awkward the Character must make a DEX or Skill Roll at the
listed penalties to avoid falling over or otherwise
inconveniencing themselves at the GM's discretion. These
penalties can be counteracted with the use of Penalty Skill
Levels as described later. |
EXAMPLE: The warrior Soratosa
wears a suit of Full Plate, a Heavy Armor. He is proficient,
but he still suffers a -2 to DEX Rolls and a -2 DCV while
wearing his Armor. Soratosa later acquires a squire named
Jared and kits the lad out in a suit of training plate, a Medium Armor; Jared is not proficient with Medium Armor
yet and suffers -4 to DEX Rolls and -2 DCV until he is. After
weeks of training Jared becomes proficient with Medium Armor
and thenceforth takes only a -1 to DEX Roll and -1 DCV while
wearing Medium Armor. |
ARMOR BOUGHT AS A POWER AND MAGIC ARMOR |
Magic or ostensibly mundane Armor built
as a Power and paid for with Character
Points do not suffer
these penalties normally, unless the Real Armor Limitation
is applied. |
EXAMPLE 1: The warrior princess
Vasalia was blessed at birth with a mystical Gift of Aegis
defined as Armor 8 PD 8 ED; the player has paid 24 Character
Points for their character to have this ability and did not
take the Real Armor limitation (or a Focus for that matter)
on this ability. Thus Vasalia does not need an Armor
Proficiency for this ability and does not suffer the listed
penalties for using it. |
EXAMPLE 2: Later the warrior
princess Vasalia is given a suit of Chainmail as a gift from
another nation's ruler. Vasalia must wear the Armor during a
diplomatic event out of courtesy, but she never bothered to
learn how to wear Armor correctly since she doesn't need it.
Chainmail is Medium Armor and Vasalia is Non Proficient, and
thus she suffers -4 to DEX Rolls and -2 DCV while wearing
the bulky suit of Armor. |
EXAMPLE 3: Years later the warrior
princess Vasalia discovers a suit of magical Armor while on
a quest. The Armor is designed mechanically as Armor 10 PD 5
ED, Hardened (+1/4), OIF (-1/2), Independent (-2). The Real
Armor Limitation was not taken, so Vasalia would suffer no
penalties if she chose to wear the Armor. Part of it's magic
makes it unrestrictive and easy to wear. |
ENCUMBRANCE |
If using the Encumbrance rules on page
379 of the HERO System 5th Edition
Revised Rulebook, do not
count the weight of Armor when determining the DCV / DEX Roll
penalty, but do count it for determining Movement and END
Cost per Turn penalties. |
If this is to much bother for an
individual GM, then just ignore the DEX Roll and DCV Penalties
assessed above and use the Encumbrance based Penalties
instead as a Campaign Ground rule. If a character has
bought Armor Penalty Skill Levels (PSL's) to offset Armor Penalties, allow them to
apply them to the portion of the Encumbrance Penalties
stemming from the weight of their Armor. |
ARMOR PENALTY SKILL LEVELS |
A character can purchase Penalty Skill
Levels (PSL's) to offset
the DEX and DCV Penalties of wearing Armor. The character
can purchase the 1.5 point Single Penalty
Levels vs. either
DEX or DCV, or the 2 point Tight Group levels vs. both DEX
and DCV, at their discretion. It is almost always more
efficient to purchase the Tight Group levels
and it is assumed in the listing below that characters opt
to do so. |
Shield DEX Offset: PSL: +1 to Offset DEX Penalty of
Shield |
Real Cost: 1.5 Point each |
Armor DCV Offset: PSL: +1 to Offset DCV Penalty of
Armor |
Real Cost: 1.5 Point each |
Armor DEX Offset: PSL: +1 to Offset DEX Penalty of
Armor |
Real Cost: 1.5 Point each |
Armor Total Offset: PSL: +1 to Offset DEX and DCV
Penalties of Armor |
Real Cost: 2 Points each |
SHIELDS |
The rules on pg 199 of Fantasy HERO apply to Shields
and are fine as is. |
EXPANDING SHIELDS |
In Fantasy HERO Shields are based on a
two slot Multipower with a DCV granting slot and a Hand
Attack granting slot. A GM's might consider adding
additional slots to Shields but require extra Weapon
Familiarities for characters to use them. |
THROWN SHIELD |
The most obvious use of this is to add
the ability to throw a Shield as a Weapon. The amount of
damage done will vary by Shield type, but as a rule of thumb
it will be equal to the damage for the Shield Bash slot
already part of every Shield. The proficiency for this
ability is a one point Uncommon Missile Weapon Familiarity,
and the Power slot would be defined as follows: |
Thrown Shield Slot:
Energy Blast vs. PD with OAF (-1), Real
Weapon (-1/4), STR Minimum 15-17 (-3/4), Lockout (-1/2) |
Shield Tossing: WF: Uncommon Missile Weapon
Familiarity (Thrown Shield) |
Real Cost: 1 Point |
COMBAT LUCK |
Combat Luck is a new Talent in the
HERO System 5th Edition and 5th Edition
Revised that is essentially a limited form of Armor. It
models the heroic "just missed me" effect very well, and is
a great addition to campaigns where dexterous warriors are
competitive with Armor clad warriors, and any campaign where
a certain heroic "fudge factor" is desired. |
It is assumed that many characters will
opt to take a level or more of Combat Luck
in Fantasy campaigns where it is allowed. However to keep
defenses under control it is recommended
that some form of control be implemented to limit Combat
Luck to manageable levels. |
RESTRICTION BASED ON
CHARACTER POINT TOTAL |
It is recommended that a
House Rule be implemented limiting access to Combat Luck based
upon a character's total Character Points. Under this sort of
control, a character is
restricted to a number of
levels of Combat Luck equal to their
Character Points divided by 50 for unlimited Combat Luck,
or their Character Points divided by 25 for Combat Luck
with at least -1/2 in Limitations upon it. |
COMBAT LUCK CAPS |
Unmodified Combat Luck: 1 Level per 50
Character Points |
Modified Combat Luck: 1 Level per 25
Character Points |
A GM may
allow some character concepts to exceed this cap, and may forbid
others from doing so at their discretion. Combat Luck always
requires GM permission to purchase, but for my campaigns Combat
Luck up to the limits listed above are considered auto-approved.. |
OVERLAP VS STACKING |
The allowed number of
Combat Luck Levels are intended to overlap rather than stacking. Thus if a 150
point character wanted a mix of Combat Luck, he could have no
more than six total Levels (his Modified limit), up to
three of which
could have less than -1/2 in Limitations (his Unmodified limit).
|
ROUNDING |
The normal HERO System
Meta-rule of rounding in the characters favor applies when
dividing a character's Point total by 50 or 25 to determine
the number of Combat Luck Levels they may have. Thus, a 175 to
224 point character may have four Unmodified Levels of Combat Luck,
and a 225 point character may have five Unmodified Levels of Combat
Luck. |
COMBAT LUCK AND AREA OF EFFECT ATTACKS |
To maintain some sense of
realism it is recommend that a House Rule be implemented stating
that Combat Luck
will not protect a character from an Area of Effect that effects
the hex that the character is in and all the hexes around them. |
ADJOINING OPEN HEX |
If there is at least one
open hex to any side of a character which is
not in the Area of
Effect, then that character may opt to use their Combat Luck vs. the AoE Attack
but must move into the adjacent open hex of their choice as a
Non-Action which takes no time; this can be done even if the
character is unable to move normally because they have already
acted in that Segment or would not act in that Segment, but may
not be done if the character is immobilized.
However, the character is prone in the new hex and at 1/2 DCV,
just as if they had performed a failed Dive For Cover maneuver. |
In this circumstance, the
character subtracts their defenses from the AoE Attack,
including applicable Combat Luck, and takes the remainder as
normal. |
Stacking Defenses |
A concern when running Fantasy games is
characters who layer defenses to the point where they are
invulnerable. The average "goon" level opponent is capable of generating attacks of between 2d6+1 to 3d6
Killing damage, so a character with an 18 rPD is basically
invulnerable to run of the mill opponents. At higher point
levels this is not entirely inappropriate, but can be a
problem early on. |
The commonality of
layered defenses becomes more prevalent if Magic Items are more
common, and also in the case of Magic Users who might have
several defense-oriented Magical Effects at their command. For
instance, what
happens when a character puts on an Amulet of Stone Skin and
wears Plate Mail, both built using the Armor Power for instance?
Or when a Wizard casts Mage Armor and Protection from Swords on
themselves? |
To limit the ability for
a Character to stack several small defenses on themselves of the
same type and attain Tank-like resistance to harm, it is
recommended that a House Rule be implemented stating that if a
Character has more than one Defense based upon the same HERO
System Base Power, they may only apply one of them to any given
attack. |
Thus if a character has
two Defenses based on Force Field, only one can apply to the
same attack, or if a character has two Defenses based on Armor,
etc. |
For the purposes of this
House Rule, the following are considered to be distinct Defenses. |
DISTINCT DEFENSES |
- Armor
- Damage Resistance
- Force Field
- Damage Reduction
- Combat Luck
- Flash Defense
- Mental Defense
- Power Defense
- Triggered Missile Deflection
- Triggered Dispel
- Triggered Suppress
|
NOTE:
Force Wall is not on this list. A Character protected by
multiple Force Walls gets the benefit of all of them. |
NOTE: A
Force Field can also contain Flash Defense, Power Defense, and
Mental Defense. This would add to each of those Defenses bought
seperately if a Character had both. |
EXAMPLE:
Zeilos is an experienced adventurer that has been around and
picked up a few Magic Items along the way to supplement his
natural fighting skills. Zeilos wears Chainmail Armor (DEF 6),
has three Levels of Combat Luck (DEF 9, hardened), has a Ring of
Protection (defined as 25% Resistant Damage Reduction, Physical,
Energy, Mental), and an Amulet of Purity (defined as +10 MD and
+10 Power Defense), and finally a Belt of Unscathing (defined as
a 0 END Persistent Force Field with 5 rDEF, +5 Flash Defense to
Sight, +5 Flash Defense to Hearing, +5 Mental Defense, and +5
Power Defense. |
All of these
abilities are stackable, yielding an impressive 20 rDEF when his
Combat Luck applies, or 11 rDEF otherwise, with +15 MD, +15
PowD, 5 Flash Defense vs Sight & Hearing, and 25% Resistant
Damage Reduction. Zeilos is very impressive when fully kitted
out. |
However, if Zeilos
also had the ability "Disciplined Mind; +5 Mental Defense" as a
personal ability, it would not stack with the Amulet of Purity;
Zeilos would get the benefit of one or the other (the higher of
the two typically). |