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Ragitsu
Mar 9th, '10, 07:23 PM
Can HERO handle PCs in the setting of Morrowind/Vvardenfell?

Nolgroth
Mar 9th, '10, 07:40 PM
If you are trying to emulate the mechanics, I would say go elsewhere. Perhaps Basic Roleplaying System would suffice for your needs.

If all you wanted to do was run the setting using other rules, sure. Each school of magic (Alchemy, Mysticism, Illusion, etc) would probably be separate schools with separate Magic Skills. The rest is easy. Improvement would be longer, as skills in Morrowind are improved with use. You can plug in appropriate monsters from the Bestiary (converted to 6E if necessary) and name them after the ones in game. For example, the Cliff Diver can be approximated by adding a size template to some avian critter or using the pterodactyl entry. Mostly a matter of getting the feel right.

The Suave
Mar 10th, '10, 06:16 PM
"Seen any ELVES?!

Bahahahaha!"

+10 EGO, Only To Resist Smiting NPCs Constantly Making Bad Jokes

Ragitsu
Mar 10th, '10, 06:21 PM
If you are trying to emulate the mechanics, I would say go elsewhere. Perhaps Basic Roleplaying System would suffice for your needs.

If all you wanted to do was run the setting using other rules, sure. Each school of magic (Alchemy, Mysticism, Illusion, etc) would probably be separate schools with separate Magic Skills. The rest is easy. Improvement would be longer, as skills in Morrowind are improved with use. You can plug in appropriate monsters from the Bestiary (converted to 6E if necessary) and name them after the ones in game. For example, the Cliff Diver can be approximated by adding a size template to some avian critter or using the pterodactyl entry. Mostly a matter of getting the feel right.

I think you mean Cliff Racer, and the entire species is pure unadulterated evil. "Realistically", they would need the fastest Flight speed in the campaign, as they are even capable of keeping up with a character wearing the Boots of Blinding Speed :(.

How would you handle some of the races' immunity to certain elemental damage? Also, would the NPC interaction/influence rules need changing?

Nolgroth
Mar 10th, '10, 06:24 PM
Nords and Cold for instance? Either Damage Reduction or Damage Negation. The APG has an option for full Damage Reduction, but it is mucho expensive.

And you are right about Cliff Racer. And they are unadulterated evil. Of the small, pestering variety.

Lucius
Mar 12th, '10, 09:11 PM
Improvement would be longer, as skills in Morrowind are improved with use.




The GM can also give out Experience Points
for specific Skills or Characteristics the characters
used or learned during the adventure. Each player
may state at the end of the adventure one Skill
(new or old) he believes his character used a great
deal during that particular adventure (alternately,
you can require the player to designate at the
beginning of the adventure a Skill or Characteristic
he’s working hard to develop, and then justify
that statement by using the Skill or Characteristic
frequently during the adventure). If you wish, you
can give the character an Experience Point to be
used only for that specific Skill. Assigned Experience
Points are usually a bonus, over and above
the Experience Points given out for the adventure,
but you may substitute them for regular Experience
Points if you prefer.


Something like this was in prior editions too. A little houseruling and you can probably approximate a use-based experience system like Basic Role Playing, if that's important to the flavor of the game you want.

Lucius Alexander

KS: Palindromedaries

Nolgroth
Mar 13th, '10, 02:05 AM
Good point and one that I would not argue. I personally would not go that route. I would rather just try to convert the history and feel if I were to try anything at all.

But, I have copious amounts of house rules myself, so I cannot begrudge a suggestion to do the same. :)

AnotherSkip
Mar 15th, '10, 05:50 PM
Shouldnt this be HERO Elder Scrolls incorporating everything from Arena to Oblivion?

Nolgroth
Mar 15th, '10, 10:42 PM
There were enough differences between the mechanics that it makes even more sense to streamline them into something like HERO, GURPS, or BRP. I can't remember enough about BRP to recall if combat mechanics were percentile based. At any rate, I think BRP is the closest mechanics system I can think of off the top of my head. Not sure what other percentile systems are still around.

With HERO I would (again) suggest ditching any attempts to convert the subtle mechanics. You could still emulate things pretty well with individual spell colleges to reflect the types of spells in the Elder Scrolls universe. A skill roll for each college. Weapons are easy too. The default HERO weapons could be the Steel weapons. Subtract 1 DC for iron and add 1 DC for each material above Steel. Silver would add Affects Desolid for those pesky spirits and stuff.

Alchemy would be tricky. Without delving too deeply into it, I would say that a successful roll means you make a potion that does the minimum effect you are looking for. Each +1 you make the skill roll by increases the effect by 5 Active points. You would obviously need the ingredients chart for which ingredients mix together to do what. Chameleon would probably be some sort of CE -x to PER rolls. Invisibility would be just that. Maybe with some sort of limitation to prevent interaction without ending the spell.

Those would be some of the suggestions that I came up with. If I didn't have a bunch of other projects going on, I could probably delve into the concept more. I hope anything from that mess is helpful. Just not focused enough to go into great detail. Good luck.