blumberg@ihuxw.UUCP (Marc R Blumberg) (07/30/85)
> I remember seeing a posting about Fantasy Hero earlier here, but I can't > find it now that I am interesed. A friend of mine purchased it, and seems > to be a VERY good game. It seems well designed (that is, it doesn't have > many of the problems that AD&D etc. suffer from.) Does anyone else have > any comments about it? I also have some questions to ask someone about it, > if they think they have a firm grasp of the system... Well, I just arrived home from ORIGINS'85, here is the "convention report." . . . Releases: This convention saw the long-awaited release of two Hero Games products, FANTASY HERO and LANDS OF MYSTERY. The former is their fantasy game, based on the now-famous Hero Games System, and fully compatible with Justice Inc., Danger International, and Champions. The latter is a full-length campaign supplement for Justice Inc., also usable with the other games. To all those people who have been wondering about Fantasy Hero, stop wondering and buy it! It is wonderful. Many of the inconsistencies/ complications found in playtest copies have been corrected, and there is a special "GMs kit" sections for developing campaign material. In AD&D(tm), we are given a finite list of monsters and spells, and God help us if we have the imagination to stray from it. The real problem with AD&D is that a beginning DM has no concept of balance. Countless articles in the Dragon and RPGA newsletter talk about what a balanced monster is/isn't, but never do they talk about how to actually CONSTRUCT a new, balanced monster. This feel for spell and monster balance comes with years of experience, and by then, munchkinism has set in. The "GMs kit" section in FH gives numerous examples of monsters (Demons, Dragons, Undead, Trolls, Orcs, etc.) Magic Items, and many spells. More important, there are guidelines for developing NEW material. There is even a section for creating new Package Deals! The Magic rules have been simplified (still not simple enough if you ask me, but oh well) and the combat section has been expanded to included special weapons maneuvers. These maneuvers can be performed only if a character has paid a few points to learn them. These include things like Double Sling Fire and Prepared Arrow Fire (allows TWO missiles per phase). The Combat Maneuvers chart has been expanded to include things like Charge (basically a Move Through which does 2x Horse's STR + movement damage) and Lance Pin (STR is considered Armor Piercing, and the Lance is dropped after the first charge). There is a section on money, equipment, and armor (including SECTIONAL ARMOR rules! Now more than ever, placed shots are important!) as well as some beginning scenarios. It's $15, and available by the time you read this (ships ~July 5). Almost forgot. There is also a section on how to convert RUNEQUEST and MERP to FH. In addition, membership to the Hero Games Adventurer's Club will get you a copy of their newsletter, the latest issue containing an article on how to convert AD&D to FH!. All that money you invested in other systems will not go to waste. . . . Marc Blumberg AT&T Bell Laboratories Naperville, IL ihnp4!ihuxw!blumberg