So the current house rules for power frameworks go like this:
EC are normal,
VPP and MP allow a person to build with the real cost of the powers in the pool in mind, instead of active cost. Powers that resemble spells or even technomagic, should have a one point talent, and five point skill behind them, for magical aptitude, and run on a mana pool, with the current exception of technomagic that is made by someone other than your character (Charges, bought hard to recover.)
Hopefully this doesn't make everyone want to redo their characters, if everyone wants to do that however, the ideal house rules would be "base cost" rather than active or real cost, for VPPs and Multipowers.
Describing the situation:
Power Frameworks: Normally you must buy a base point total of your framework to equal the highest active point total of the powers inside said framework. Multipower and VPP that is, whereas Elemental Control is the lowest cost.
I am going to consolidate exactly what I hope the rules to be in the future(Another game, same game if the characters die/need to be rerolled, etcetera):
Buy the necessary multipower or VPP cost for the base cost of the highest base cost ability in the power pool. I know I've set the house rule as real cost right now, which is much cheaper due to limitations, but real cost of a power varies from character to character due to the thematic ability limitations sometimes take on, whereas base costs are a completely balanced point total, generally run on the 5 10 or 15 points for 1d6 of effectiveness mindset. Which is a strictly numbers balancing issue.
I still want the magic cap to be 45, technomagic cap to be 60, and strict science cap to be 90, purely based on the characters we've already started. Until we either start character building any powers in frameworks from scratch, to build a balanced 60 point cap game, or move temporarily to another system for this campaign, but I highly favor sticking with hero since we've all devoted a deal of time to getting everything worked out for this one... and I like the HERO system better than most I've ever known, so I'm biased to sticking with it. Personally the imbalance of magic technomagic and science will be worked out over the campaign even if we don't all start with the same active point cap. I'ld rather see people fleshing out characters and interacting and having fun this Sunday, rather than worrying about the GM having to balance encounters and taking another week to finish off characters, I'm just expressing my ideal setting, I know this is stuff I should have had figured out before asking my players to make characters, but such is the way things go when I do my research for a system I only mildly know during my work hours, and that's why I put it forth here in the blog, anyone who sends me their email address will be added as an author, and we can flesh out the rules of the settings together, and anyone can call me on a "Hey, you're overcomplicating things," or a "Hey, you're really screwing over my character concept that you already agreed to," or a "Wow, you probably just unbalanced the game."
If there are no problems with "Things may change as we go... a lot," I've got no problem with focusing on story and plot right now, and doing a little bit of breaking my own ideal rules to roll up balanced encounters.
Thursday, April 17, 2008
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