{"id":375,"date":"2012-01-28T15:00:00","date_gmt":"2012-01-28T15:00:00","guid":{"rendered":"http:\/\/www.heroforgegames.com\/2012\/01\/heroes-against-darkness-development-update\/"},"modified":"2012-01-28T15:00:00","modified_gmt":"2012-01-28T15:00:00","slug":"heroes-against-darkness-development-update","status":"publish","type":"post","link":"https:\/\/www.heroforgegames.com\/2012\/01\/heroes-against-darkness-development-update\/","title":{"rendered":"Heroes Against Darkness: Development Update"},"content":{"rendered":"
Now that the alpha rules of Heroes Against Darkness<\/i><\/b> have been publically released for a few weeks, it’s a good time to let you guys know what I’m working on at the moment and what I’m thinking<\/i> about working on.<\/p>\n Stuff I’m Working On:<\/h2>\n
Filling Out the Martial Powers<\/h3>\n
As I mentioned in this blog post, I’ve collapsed all of higher level variants of the martial powers into the single base power and added details of the changes at higher levels, like this:<\/p>\n
Careful Strike<\/b> (Warrior Level 1)<\/p>\n Level 4:<\/p>\n Level 8:<\/p>\n Level 12:<\/p>\n<\/th>\n This has had the desirable effect of reducing the length of the power list for the martial characters (yay for the trees!), but it’s also thinned out the powers at higher levels. Previously, martial characters had a couple of powers listed each level for every level up to 10 and higher. Now, the new powers gradulally fall off between level 6 and 7. I’d really like the martial characters to have unique powers all the way to level 10, so I’ve been working on filling out those higher levels with appropriate powers.<\/p>\n For example, at level 10 Barbarians have a unique interrupt power:<\/p>\n Hard to Kill<\/b> (Barbarian Level 10)<\/p>\n One of the things I think I’ll try to do for each of the classes is give them an appropriate interrupt power at higher level, like the Barbarian’s Hard to Kill example. I think that these are interesting powers to play, and players of high level characters should have had enough experience with the game to be able to handle the intricacies of Interupt martial powers.<\/p>\n The goal is ultimately to have all of the martial classes have five powers at level 1 (including Melee Attack and Ranged Attack), 2 powers each at levels 2-5, and 1 new power each level from 6-10. This will give each martial class a total of 17 powers once they reach level 10.<\/p>\n So another thing I’ve been working on is a short solo adventure, along the lines of the Ghost Tower of Witchling Fens<\/i> adventure by Robert J. Schwalb from Dungeon Magazine issue 182.<\/p>\n The idea of this solo adventure is to allow people who are thinking about running Heroes Against Darkness with their play groups to try out a short adventure on their own to familiarize themselves with the underlying principles of the rules. The adventure will come with a few pre-generated level 1 characters, presented like those in the Pathfinder Beginner Box. The Pathfinder characters are printed on a landscape sheet, with the character sheet itself in the middle, and then the left and right margins include relevant rules information and powers for the character.<\/p>\n\n\n
\n Condition<\/th>\n Target in melee range<\/td>\n<\/tr>\n \n Attack<\/th>\n d20 + Melee Bonus + 2<\/td>\n<\/tr>\n \n Against<\/th>\n Armor Defense<\/td>\n<\/tr>\n \n Damage<\/p>\n Weapon Damage + Melee Bonus – 2
2d Weapon Damage + Melee Bonus – 4
3d Weapon Damage + Melee Bonus – 6
4d Weapon Damage + Melee Bonus – 8<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n\n\n
\n Action Time<\/th>\n Interrupt<\/td>\n<\/tr>\n \n Interrupt Condition<\/th>\n When the character is hit with an attack that would reduce his or her HP to 0 or less.<\/td>\n<\/tr>\n \n Power Effect<\/th>\n Character immediately reduces the damage by Constitution Bonus. The power cannot be used again until the start of the character’s next turn.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n HAD SOLO 01: A Solo Adventure<\/h3>\n