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Old 09-12-2017, 04:47 AM   #1
mljluk
 
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Default Holy Warrior's Heroic Might alternative

Just finished character generation, and one of the PCs is a Holy Warrior with Heroic Might 2.

It looks to me that this will involve too much on the fly maths in play for my tastes - particularly the varying encumbrance levels (which is important for the character in question).

I was thinking of using the following flat bonuses instead:

Heroic Might 1 - Thrust +2, Swing +(1d-1), -1 Encumbrance Level, HP +3
Heroic Might 2 - Thrust +(1d-1), Swing +(1d+3), -2 Encumbrance Levels, HP +7


(If for some reason the base Strength stat is required, assume +3 for Heroic Might 1 and +7 for Heroic Might 2)

Does this seem reasonable ?
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Old 09-12-2017, 04:50 AM   #2
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Default Re: Holy Warrior's Heroic Might alternative

Quote:
Originally Posted by mljluk View Post
Just finished character generation, and one of the PCs is a Holy Warrior with Heroic Might 2.

It looks to me that this will involve too much on the fly maths in play for my tastes - particularly the varying encumbrance levels (which is important for the character in question).

I was thinking of using the following flat bonuses instead:

Heroic Might 1 - Thrust +2, Swing +(1d-1), -1 Encumbrance Level, HP +3
Heroic Might 2 - Thrust +(1d-1), Swing +(1d+3), -2 Encumbrance Levels, HP +7


(If for some reason the base Strength stat is required, assume +3 for Heroic Might 1 and +7 for Heroic Might 2)

Does this seem reasonable ?
Yup. I've done this in both GURPS and DF and it works just fine. :-)
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Old 09-12-2017, 07:03 AM   #3
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Default Re: Holy Warrior's Heroic Might alternative

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Originally Posted by Ghostdancer View Post
Yup. I've done this in both GURPS and DF and it works just fine. :-)
Thanks.

Might change the Heroic Might 2 Thrust damage bonus to +1d - fits the table a bit better for sane values of Strength and otherwise +0.5 average damage over Heroic Might 1 seems a bit low.
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Old 09-12-2017, 07:15 AM   #4
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Default Re: Holy Warrior's Heroic Might alternative

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Originally Posted by mljluk View Post
Thanks.

Might change the Heroic Might 2 Thrust damage bonus to +1d - fits the table a bit better for sane values of Strength and otherwise +0.5 average damage over Heroic Might 1 seems a bit low.
Neat. I'd be interested in hearing how this goes in game.
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Old 09-25-2017, 09:45 PM   #5
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Default Re: Holy Warrior's Heroic Might alternative

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Originally Posted by mljluk View Post
Does this seem reasonable ?
Ooooh.... stolen....


I might have to whip up something similiar for DX and HT Heroic Mights... I too hate the 'swingy' nature of the 1d roll.

I also hate the 3d roll, so I'll be looking hard at that as well.
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Old 09-27-2017, 02:47 PM   #6
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Default Re: Holy Warrior's Heroic Might alternative

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I also hate the 3d roll, so I'll be looking hard at that as well.
Easy, just call it a flat 10 seconds.
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Old 09-27-2017, 10:44 PM   #7
shadedmagus
 
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Default Re: Holy Warrior's Heroic Might alternative

How about this for the whole ability then?

Heroic Feats - 9 points/level
Once per game session, lasts for 10 seconds, can buy level 2 in all three varieties.

Heroic Grace: Raises DX for skill rolls pertaining to combat and athletic abilities, e.g. climbing, balancing, etc. Does affect Basic Speed.
Heroic Grace 1 - effective DX+3, Basic Speed+0.25
Heroic Grace 2 - effective DX+7, Basic Speed+0.50

Heroic Might: Raises ST for added HP, melee damage and bonuses to feats of strength, e.g. lifting or moving heavy objects. (As listed and modified by OP).
Heroic Might 1 - effective ST+3, HP+3, thr+2, sw+(1d-1), -1 Encumbrance
Heroic Might 2 - effective ST+7, HP+7, thr+1d, sw+(1d+3), -2 Encumbrance

Heroic Vitality: Raises HT for added FP and resistance to malodorous conditions, e.g. moving through high or low ambient temperature areas or poison clouds, or resisting the contraction of really nasty diseases.
Heroic Vitality 1 - effective HT+3, FP+3
Heroic Vitality 2 - effective HT+7, FP+7

In the case of added HP or FP, check totals after the effects wear off.

EDIT: Thinking a precalculated Basic Lift might be useful for Heroic Might as well. How does +15 lbs for level 1 and +40 lbs for level 2 sound?

Last edited by shadedmagus; 09-27-2017 at 11:25 PM.
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Old 09-27-2017, 11:47 PM   #8
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Default Re: Holy Warrior's Heroic Might alternative

Quote:
Originally Posted by shadedmagus View Post
Heroic Grace: Raises DX for skill rolls pertaining to combat and athletic abilities, e.g. climbing, balancing, etc. Does affect Basic Speed.
Heroic Grace 1 - effective DX+3, Basic Speed+0.25
Heroic Grace 2 - effective DX+7, Basic Speed+0.50
Going by the RAW Heroic Grace doesn't add to Basic Speed. If you're going to give a bonus based on DX then it should be adding +0.75 and +1.75 to Basic Speed. However, if the goal is to simplify I'd go with +1.00 and +2.00 to Basic Speed, which also gives +1 and +2 to Basic Move. Honestly though, I'd probably just go by the RAW and have it not give a bonus to Basic Speed.

Quote:
Originally Posted by shadedmagus View Post
Heroic Vitality: Raises HT for added FP and resistance to malodorous conditions, e.g. moving through high or low ambient temperature areas or poison clouds, or resisting the contraction of really nasty diseases.
Heroic Vitality 1 - effective HT+3, FP+3
Heroic Vitality 2 - effective HT+7, FP+7
By RAW Heroic Vitality does add to Basic Speed, so should get the +1/+2 Basic Speed and Basic Move bonus I mentioned above.

Quote:
Originally Posted by shadedmagus View Post
EDIT: Thinking a precalculated Basic Lift might be useful for Heroic Might as well. How does +15 lbs for level 1 and +40 lbs for level 2 sound?
That's essentially the effects on Basic Lift for ST 11 getting a +3/+7 ST bonus. The Holy Warrior starts with ST 13, which would have Basic Lift +17 lbs and +46 lbs with the +3/+7 ST. I'd probably round those to +20 lbs and +50 lbs in a simplified system.
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Last edited by ericbsmith; 09-27-2017 at 11:58 PM.
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Old 09-28-2017, 06:48 AM   #9
shadedmagus
 
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Default Re: Holy Warrior's Heroic Might alternative

That's fair, Eric - those simplifications are not RAW, and they should be. That was me thinking about the feats and what they should do, and making a personal decision to move Basic Speed to Heroic Grace as to me that makes more sense. Here, then, is an updated concept based on RAW and your suggestions (which are good!):

Heroic Feats - 9 points/level
Once per game session, lasts for 10 seconds, can buy level 2 in all three varieties.

Heroic Grace: Raises DX for skill rolls pertaining to combat and athletic abilities, e.g. climbing, balancing, etc.
Heroic Grace 1 - effective DX+3
Heroic Grace 2 - effective DX+7

Heroic Might: Raises ST for added HP, melee damage and bonuses to feats of strength, e.g. lifting or moving heavy objects. (As listed and modified by OP).
Heroic Might 1 - effective ST+3, HP+3, Basic Lift +20 lbs, thr+2, sw+(1d-1), -1 Encumbrance
Heroic Might 2 - effective ST+7, HP+7, Basic Lift +50 lbs, thr+1d, sw+(1d+3), -2 Encumbrance

Heroic Vitality: Raises HT for added FP, speed and mobility, and resistance to malodorous conditions, e.g. sprinting, moving through areas of extreme temperature or poison clouds, or resisting the contraction of really nasty diseases!
Heroic Vitality 1 - effective HT+3, FP+3, Basic Speed+1.00 (Basic Move+1)
Heroic Vitality 2 - effective HT+7, FP+7, Basic Speed+2.00 (Basic Move+2)

In the case of added HP or FP, check totals after the effects wear off.

Last edited by shadedmagus; 09-28-2017 at 07:03 AM. Reason: Credit
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Old 09-28-2017, 08:51 AM   #10
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Default Re: Holy Warrior's Heroic Might alternative

I'm liking where this discussion is going. I'm seriously thinking about rewriting the Grace, Might, and Vigor spells to be in line with these rewrites. Perhaps drop Duration to 10 seconds for Grace, 20 seconds for Might and Vigor and have casting cost be 4 for level 1 and 8 for level 2 for all three spells?

Grace gives +3 DX for 4 energy, +7 DX for 8 energy, duration 10 sec.
Might gives +3 ST for 4 energy, +7 ST for 8 energy, duration 10 sec.
Vigor gives +3 HT for 4 energy, +7 HT for 8 energy, duration 10 sec.

All the effects as per shadedmagus' last post, meaning that Grace no longer gives a Basic Speed/Move bonus. This is a distinct change from the spell, but puts it better in line with the Heroic Feats advantages.

EDIT: On reconsideration I changed the effects of the Grace spell to exactly match Heroic Grace and changed the duration of all spells to be 10 sec. It actually simplifies things greatly if all the effects are exactly the same between the advantage and the spell. This is represented in the current text above.
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Last edited by ericbsmith; 09-28-2017 at 12:58 PM.
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