09-12-2017, 04:47 AM | #1 |
Join Date: Sep 2004
Location: Cirencester
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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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Mark James |
09-12-2017, 04:50 AM | #2 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Holy Warrior's Heroic Might alternative
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09-12-2017, 07:03 AM | #3 | |
Join Date: Sep 2004
Location: Cirencester
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Re: Holy Warrior's Heroic Might alternative
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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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Mark James |
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09-12-2017, 07:15 AM | #4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Holy Warrior's Heroic Might alternative
Neat. I'd be interested in hearing how this goes in game.
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09-25-2017, 09:45 PM | #5 |
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Re: Holy Warrior's Heroic Might alternative
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09-27-2017, 02:47 PM | #6 |
Join Date: Sep 2005
Location: Canada
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Re: Holy Warrior's Heroic Might alternative
Easy, just call it a flat 10 seconds.
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09-27-2017, 10:44 PM | #7 |
Join Date: Aug 2016
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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. |
09-27-2017, 11:47 PM | #8 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Holy Warrior's Heroic Might alternative
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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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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 09-27-2017 at 11:58 PM. |
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09-28-2017, 06:48 AM | #9 |
Join Date: Aug 2016
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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 |
09-28-2017, 08:51 AM | #10 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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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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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 09-28-2017 at 12:58 PM. |
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