One of the things that happened at the end of the Maze of the Minotaur was that our PC's (Player Characters) each received a new ability. They have been so incredibly excited about their new powers that they've been asking me non-stop for over a week how they work exactly and when they can use them. I figured if they were this excited, maybe some other players would enjoy similar upgrades in your games. So this is how I plan on implementing them.
Our Master Archer gained the ability to blend into any environment if he hasn't already been seen. Basically, he will have "super stealth" that will make him nearly invisible to all but the most perceptive enemies. Mechanically, instead of starting with 1 die and gaining a die to his stealth check pool for each thing that helps him, he will always start with 5 dice and remove 1 for each thing that would hinder perfect camouflage (like bright sunlight in an open field or a very perceptive foe). He will also always succeed with a 3 or higher. Once he does something to attract attention, he loses his camouflage. Also, if his pet bear follows him and fails a standard stealth check, he will lose his camouflage.
Our Life Mage has gained the ability to heal at range. I will probably also give her some sort of protective shield or extra defense so that she isn't left completely vulnerable while playing a mostly supportive role (she's the youngest and will probably need a little extra help as the encounters begin to become increasingly more difficult). The only limit I plan to impose on this ability is that the target must be within eyesight and a main PC (no pets except her own).
The Nature Mage gained the spell, Polymorph, which allows him to transform into an animal for a time. Each animal form will have its own set of stats and abilities. For example, if he morphs into a bear, he will have 3 HP, 3 melee dice, 1 armor die, and have the Barging Attack Special Action. If he is KO'd in animal form or the spell reaches its time limit, the mage will revert back to the same state he was in when he cast the spell (if he had 2 HP when he cast the spell, he has 2 HP after it's done, no matter how many HP he had left in animal form). Clearly, this has the potential to become very overpowered very quickly. I'm imposing several limitations on the spell to balance this. First, he has to choose 6 animals ahead of time that will be available for him to morph into. He can only change out which animals are in those 6 when he can rest for a full day. Additionally, there are 4 size classifications for all the animals (small, medium, large, huge) with a max of 2 from any given size allowed to be in the 6. A max of 2 of the 6 can be magical or mythical creatures (dragon, griffin, etc.). Finally, Polymorph may only be cast twice per encounter with each animal limited to one use until he can get a short rest. A short rest replenishes the availability of all 6 animals, but if there isn't time for resting, any used animals remain unavailable for the next encounter.
The Elemental Mage gained the spell, Living Elemental, which allows him to transform into one of 4 elemental creatures: fire, water, earth, and air. The elemental forms can pass through their own element for a short distance. They also have stronger element based attacks. Otherwise, the spell is mechanically identical to Polymorph.
I haven't had the opportunity to see these in use yet. I'm sure situations will arise that I did not anticipate that will force me to improvise better balances. I will check back in with how things work out in game once they get used to using them. If you guys have incorporated anything like these, let me know how they worked for you
Trademark and Newbies
**Hero Kids is a trademark of Justin Halliday and is used with permission.**
If you are new to this blog, start with the "Intro" post.
If you are new to this blog, start with the "Intro" post.
Showing posts with label Boon. Show all posts
Showing posts with label Boon. Show all posts
Tuesday, September 29, 2015
Thursday, June 18, 2015
Leveling Scheme
Leveling is difficult in Hero Kids. Quickly, the success percentage gets way too high in the player's favor if you just add more dice to the attack rolls. So here is what I came up with. Each of these comes at the end of an adventure.
1. Boon - A character specific boost that gives extra abilities or an expansion of current abilities. For example, one of my sons plays a fire mage. After the first adventure, a water spirit granted him the use of all the elements for his magic. This simply expanded his ability to be creative in coming up with solutions to the problems facing them.
2. Pet - This is given as a reward for saving Precious Penelope's Pets during the Fires of Rivenshore adventure. I've slightly adjusted the pet rules as well. I give them 3 parts to their turns which they share between their hero and their pet. So they can either move both and attack with 1 or move 1 and attack with both. (For a more detailed explanation, ask in the comments.)
3. Items - A character specific item that will give the player a creative way to problem solve. For example, I gave my son that is playing an archer a Great Bow. It is a one-hit KO with %100 chance to hit. No roll is necessary. On the negative side, it uses the whole turn (all 3 parts) and does one damage to the character using it (recoil ... it's a BIG bow).
4. Money - I had my players find this in the Mines of Martek. They can use this to buy potions, weapons, armor, and items in town or for bribing, etc. They can find it in any of several treasure chests that can be lying around, in an overturned minecart, or as they search goblin areas.
5. Replacement Dice - This is a bonus die that can be used to replace any 1 die in an attack roll, ability check, defense roll, or any roll of a monster. Once the player decides to use it, it MUST be used to replace a rolled die, even if the roll is worse (it's basically a re-roll). For example, if the player rolls a 5 for an attack and the monster rolls a 6 for defense, the player can replace the 6 with another roll of his or her own. Can only be used once per encounter.
6. Hero Dice - If multiple sixes are rolled during an attack roll or ability check, the player may roll a hero die. It is basically the reverse of the traps in the Maze of the Minotaur. To use a Hero Die, roll a D6. For attacks, if a 1 or 2 is rolled, 1 damage is dealt. If a 3 or 4 is rolled, the player does 2 damage. If a 5 or 6 is rolled, 3 damage is dealt. For ability checks, The higher the number, the more pronounced the benefits are. For example, if trying to leap across a deep ditch, a 1 would have him land safely while a 6 may have him dive across, turning a half somersault in the middle as he catches an arrow fired by a hidden goblin scout and flings it back at the goblin, instantly knocking it out and preventing it from reporting back. As he lands, the impact shifts a carefully placed stone revealing a hidden box beneath it which contains a jewel worth 4 silver coins. Hero Dice can only be used once per adventure, though multiple sixes does not happen very often as is.
7. Mega Dice - Give the player a D10 to roll in place of all attack dice. For example, the player may either roll 3xD6 melee dice for the bear or 1xD10. This can only be used once per encounter.
8. Fourth part to turn - Now both the hero and the pet can move and attack.
9. Add 1 die to a type of attack that is currently empty - Let the warlock add a die to melee, or the warrior add a die to ranged.
10. Same as 9.
At this point, I'm not sure what to do next.
The interesting part is when they figure out how to combine the different effects into superhero-like moves. For example, using a replacement die during an attack roll to get a second 6 which allows them to roll their Hero Die. Or using the Mega Die during a split attack. Or combining the Mega Die with the "gain 1 extra die for melee attack if less than full health" ability.
My goal is for them to be able to do massive attacks by the time they reach Zimarim the Grim. I currently have him spec'd with 10 hit points and plan to give him a heal ability and 2-4 "pets" as appropriate to their power. They get excited when they do big heroic things.
Above all, I temper these boosts with storytelling and extra costs when they become overpowered. For example, when the fire mage wanted to create a rock pillar large enough to lift the chandelier off of Roger (Fires of Rivenshore), I made him tap into the life force of his brother (which had to be willingly given) because of the difficulty, time crunch, and because of all the distraction of the fires burning around him. He had to roll 4 dice, getting at least 2 5's or 6's. A success let him accomplish it; a failure lashed back and did 1 damage to his brother. Remember, make it up.
1. Boon - A character specific boost that gives extra abilities or an expansion of current abilities. For example, one of my sons plays a fire mage. After the first adventure, a water spirit granted him the use of all the elements for his magic. This simply expanded his ability to be creative in coming up with solutions to the problems facing them.
2. Pet - This is given as a reward for saving Precious Penelope's Pets during the Fires of Rivenshore adventure. I've slightly adjusted the pet rules as well. I give them 3 parts to their turns which they share between their hero and their pet. So they can either move both and attack with 1 or move 1 and attack with both. (For a more detailed explanation, ask in the comments.)
3. Items - A character specific item that will give the player a creative way to problem solve. For example, I gave my son that is playing an archer a Great Bow. It is a one-hit KO with %100 chance to hit. No roll is necessary. On the negative side, it uses the whole turn (all 3 parts) and does one damage to the character using it (recoil ... it's a BIG bow).
4. Money - I had my players find this in the Mines of Martek. They can use this to buy potions, weapons, armor, and items in town or for bribing, etc. They can find it in any of several treasure chests that can be lying around, in an overturned minecart, or as they search goblin areas.
5. Replacement Dice - This is a bonus die that can be used to replace any 1 die in an attack roll, ability check, defense roll, or any roll of a monster. Once the player decides to use it, it MUST be used to replace a rolled die, even if the roll is worse (it's basically a re-roll). For example, if the player rolls a 5 for an attack and the monster rolls a 6 for defense, the player can replace the 6 with another roll of his or her own. Can only be used once per encounter.
6. Hero Dice - If multiple sixes are rolled during an attack roll or ability check, the player may roll a hero die. It is basically the reverse of the traps in the Maze of the Minotaur. To use a Hero Die, roll a D6. For attacks, if a 1 or 2 is rolled, 1 damage is dealt. If a 3 or 4 is rolled, the player does 2 damage. If a 5 or 6 is rolled, 3 damage is dealt. For ability checks, The higher the number, the more pronounced the benefits are. For example, if trying to leap across a deep ditch, a 1 would have him land safely while a 6 may have him dive across, turning a half somersault in the middle as he catches an arrow fired by a hidden goblin scout and flings it back at the goblin, instantly knocking it out and preventing it from reporting back. As he lands, the impact shifts a carefully placed stone revealing a hidden box beneath it which contains a jewel worth 4 silver coins. Hero Dice can only be used once per adventure, though multiple sixes does not happen very often as is.
7. Mega Dice - Give the player a D10 to roll in place of all attack dice. For example, the player may either roll 3xD6 melee dice for the bear or 1xD10. This can only be used once per encounter.
8. Fourth part to turn - Now both the hero and the pet can move and attack.
9. Add 1 die to a type of attack that is currently empty - Let the warlock add a die to melee, or the warrior add a die to ranged.
10. Same as 9.
At this point, I'm not sure what to do next.
The interesting part is when they figure out how to combine the different effects into superhero-like moves. For example, using a replacement die during an attack roll to get a second 6 which allows them to roll their Hero Die. Or using the Mega Die during a split attack. Or combining the Mega Die with the "gain 1 extra die for melee attack if less than full health" ability.
My goal is for them to be able to do massive attacks by the time they reach Zimarim the Grim. I currently have him spec'd with 10 hit points and plan to give him a heal ability and 2-4 "pets" as appropriate to their power. They get excited when they do big heroic things.
Above all, I temper these boosts with storytelling and extra costs when they become overpowered. For example, when the fire mage wanted to create a rock pillar large enough to lift the chandelier off of Roger (Fires of Rivenshore), I made him tap into the life force of his brother (which had to be willingly given) because of the difficulty, time crunch, and because of all the distraction of the fires burning around him. He had to roll 4 dice, getting at least 2 5's or 6's. A success let him accomplish it; a failure lashed back and did 1 damage to his brother. Remember, make it up.
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