| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

FrontPage

This version was saved 15 years, 10 months ago View current version     Page history
Saved by Axcalibar
on May 14, 2008 at 11:20:51 am
 

Welcome to Heroshi

 

 

Realm of HE who is ROund and SHort... with an I at the end.

 

News

 

Wednesday, May 14, 2008

 

Thought I'd share some thoughts on my next campaign:

  1. There will be dragons. I have a few ideas on how to distinguish Heroshian dragons from the standard set. My dragons will be ready for combat from the get go, without flipping through a plethora of pages.
  2. Some creatures are being exterminated in an effort to cut creatures that are WotC product identity. Some of them will have their niches filled by my own custom creatures. For instance, beholders are replaced by occuli, a creature encountered in the latest d20 Modern campaign.
  3. More of an effort will be made to give non-standard races screentime. Centaurs, ratlings, lizardfolk, vanara, korhai, and the oft forgotten ungiant among others, will pop up more frequently.
  4. The magic items I stock an adventure with, distinct from those that theoretically exist in the campaign world, will be more limited use tools and fewer clothing items (especially those that give permanent mods). Weapons & armor will stay about the same. Expect a lot of potions.
  5. I am going to divorce myself completely from using random tables. Adventures will still be designed off-the-cuff, and stocked with what I feel like should be introduced into the game.
  6. No more "I look for a belt of magnificence". This kind of thing is totally metagame, and I will not stand for it. If you want the thing so badly, at least roleplay it. As a matter of fact, starting this week, if anyone asks metagamely... BBFTH = (1/2 HD)d(HD)!
  7. So, that brings me to my conclusion: the system will be 3.5, and quite possibly using the Pathfinder RPG rules (but, if so, I will not require anyone to purchase this book). I'm not angry that they're coming out with a new system. It is to be expected. I just do not feel that game mechanics are a good enough reason to switch. Now, I don't care what you play elsewhere, but understand that when you play D&D with me as the GM, it's going to be version 3.5. There's no sense in trying to convince me otherwise. Telling me how cool 4e is has the same impact as if you were talking about Exalted, Changeling, Star Wars, or the He-Man RPG.

 
- Adam, malaise

 


 

Thursday, April 24, 2008

 

I love the fact that when I edit the History page, in the All Changes log it is noted as:

 

"Axcalibar changed History".

 

Awesome. EDIT: Well it used to anyway. Now it just says "edited". Lame!

 

Campbell: What have you done? You've changed history. You've created a Time Paradox!

 

STFU, Roy. I put events in their proper order. So now things in the first age go basically like this:

  • The gods make Heroshi, which consequently creates Edenova.
  • Edenova puts out decay waves which make people depressed, pissed, and die.
  • The gods create Erhad and Nuegalon as a mechanism of sorting the souls of the dead. Celestials and Fiends arise from the energies collected in these planes.
  • The gods evolve the Heroshim into the modern races.
  • Ameadaeus gathers followers, kills the titan and ascends. He creates Daema.
  • Several others ascend to maintain the cosmic balance.
  • Daema make trouble on the material plane while the celestials and fiends battle one another.
  • Minmaxar ends the war, imprisoning the factions in their respective realms.
  • Venarri ascends and leads her people across the ocean.
  • Venarri then Sunders the world and dies from it. The barriers are broken and the Wall of Water comes about as a result.

 

- Adam, feeling okay

 


 

Wednesday, April 17, 2008

 

I added the World Geography page to fill out some of the details on the world as a whole. Speaking of the (w)hole, let me draw your attention to the FAQ page. It's become a dumping ground for things I don't at the time know how to categorize, with me making up all the Qs. You know... you guys should AQ more F.

"F! F! F! F! MMF! MMFF! MF! MF! Noise noise noise. 1 2 1 2 3, noise noise noise, D&D D&D, rollin' twenties, rollin' crits. Who backs the crits? We back the crits! Rollin' crits and backin' em..."

 

- Adam, still insane

 


 

Wednesday, April 16, 2008

 

For some reason I spend the morning adding details about animals and how they're used, pretty much straight from the livestock entry on wikipaedia. The second fix of the Pathfinder RPG should be out this week. Hopefully that'll soothe my addled brain. Still don't know what the compass juice is. Cannot sleep yet still the dreams come! What the hell am I talking about?

 

- Adam, quite insane

 


 

Thursday, April 10, 2008

 

One more tribute to Mr. Gygax.. New York Times: link

 

Oh and there's a fun picture: link

 

- Will

 


 

Monday, April 7, 2008

 

Made some awesome changes to the Meteorals and Stellars on the New Creatures page.

 

Starting with the next game, we'll playtest using the following rules for special combat maneuvers. This rule is adapted from that proposed by Paizo in their Pathfinder RPG alpha preview. It's quick, streamlined, and it retains the versatility of the 3.5 rules. When you think about it, these maneuvers have followed common rules the whole time. Here's the breakdown.

 

Combat Maneuvers

Combat Maneuver Bonus (CMB) = BAB + STR mod + Size = Grapple (3.5)

Opposed checks where appropriate.

Use CMB for: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip

 

Steps:

1) AoO? Don't have the feat for this maneuver, get AoO'd.

2) Opposed CM checks.

 

Special:

Bull Rush - Push back 5' + 5'/5 over DC

Disarm - Fail by 10, lose your weapon. Succeed, opponents weapon drops in their square or 5' away for every 5 you beat them by. If you get it to your square and have a free hand you can grab it.

Grapple - Different results based on amount over DC. +5 every round (to +15) they don't break the grapple. CM or Escape Artist to break. -4 to grapple without empty hands. Grappling creatures take a –2 penalty to their Dexterity unless involved in a pin. Grappling creatures do not enter each other’s squares.

DC Held. Cannot move away, but can move around you and otherwise act normally.
DC+5 Grabbed. Cannot move at all, and cannot perform actions requiring two hands. Spellcraft

check to cast.

DC+10 Grappled. Can only take actions that do not require free hands to perform. Spellcraft check to cast,

and then only if the spell has no somatic components.

DC+15 Pinned. Can take no actions except to attempt to break the grapple or actions that require only speech or thought (such as casting a spell with only verbal components). Spellcraft check to cast. The target takes a –5 penalty on checks made to break the grapple. Pinned creatures (both the grappler and the target) are considered f lat-footed.

Overrun - Move thru. If 5 over DC. then opponent is knocked prone. Can choose to avoid instead.

Sunder - Damage damages the object (Broken condition) and may destroy it if the attacker chooses.

Trip - Fail by 10, you are knocked prone. Succeed, they are.

 

So there you are. The differences are light, and the resolution easy.

 

- Adam

 


 

DnD Insider Usernames

Will - Shadowsnipe

Adam - Axcalibar

Clifton - Butcher_Jackson

 

 

 

 

Links

Sluggy Freelance Domain of the Apocalypse Wikipedia GameFAQs RPGamer Newgrounds Hypertext d20

 

Comments (0)

You don't have permission to comment on this page.