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Thread: Mike's Quick and Dirty 1st Ed. AD&D to HERO

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    Mike's Quick and Dirty 1st Ed. AD&D to HERO

    I'll be posting some AD&D to HERO monster conversions and wanted to post the file I'm using that explains my methodology.

    <ALIGN=CENTER><B>A ROUGH GUIDE FOR CONVERTING AD&amp;D 1ST AND 2ND EDITION TO HERO</B>

    Converting First (and Second) Edition Advanced Dungeons and Dragons characters and monsters to the HERO System is not the easiest task in the world, primarily due to AD&amp;D's Level, Hit Dice (and Points), Armor Class, and Saving Throw system. However, it can be done, it just takes work. The conversions presented here are (admittedly) rough ones. I am attempting to capture the flavor the original creature, with most of the powers and abilities intact, but I'm not trying for a perfect translation.<BR>

    The basic format for translation was taken from Second Edition <I>Fantasy Hero</I>. It works as follows (with some additions from me):

    <TABLE>
    <TR>
    <TD>STR</TD>
    <TD>Based off of the creature's Size (see The HERO System Bestiary, pages 26-27). Note that HERO STR goes much high then 1st & 2nd Edition AD&D STR (which tops out at 25). For the most part, AD&D STR = HERO STR. However, large creatures should get their STR per their size. Thus, we avoid the problem of 20' tall Storm Giants having a "mere" 25 STR and being unable to lift their own body weight.</TD>
    </TR>
    <TR>
    <TD>DEX</TD>
    <TD>10 + Hit Dice. Note this means large creatures are also fast creatures. While that works well for demons, devils, and the like, it doesn't work so well for whales and dinosaurs (both of which would have DEX scores of 20-46 using this system). If all else fails, base the DEX off of creatures of similar size found in The HERO System Bestiary.</TD>
    </TR>
    <TR>
    <TD>CON</TD>
    <TD>Based off of the CON of creatures of similar size found in The HERO System Bestiary.</TD>
    </TR>
    <TR>
    <TD>BODY</TD>
    <TD>8 + (HP / 10). Also based off of the creature's Size (see The HERO System Bestiary, pages 26-27).</TD>
    </TR>
    <TR>
    <TD>INT</TD>
    <TD>Listed Intelligence. This is often modified per creatures listed in The HERO System Bestiary.</TD>
    </TR>
    <TR>
    <TD>EGO</TD>
    <TD>Usually equal to INT. May be modified per creatures listed in The HERO System Bestiary.</TD>
    </TR>
    <TR>
    <TD>PRE</TD>
    <TD>Based off of the creature's Size (see The HERO System Bestiary, pages 26-27).</TD>
    </TR>
    <TR>
    <TD>COM</TD>
    <TD>Based off of the COM of similar creatures found in The HERO System Bestiary.</TD>
    </TR>
    <TR>
    <TD>PD</TD>
    <TD>Usually 2 x Figured.</TD>
    </TR>
    <TR>
    <TD>ED</TD>
    <TD>Usually 2 x Figured.</TD>
    </TR>
    <TR>
    <TD>SPD</TD>
    <TD>Round up from Figured.</TD>
    </TR>
    <TR>
    <TD>REC</TD>
    <TD>Figured.</TD>
    </TR>
    <TR>
    <TD>END</TD>
    <TD>Figured.</TD>
    </TR>
    <TR>
    <TD>STUN</TD>
    <TD>Figured.</TD>
    </TR>
    <TR>
    <TD>Movement</TD>
    <TD>Move / 2. Note -- this makes many creatures fairly slow, at least in HERO terms. Movement is often modified per the creature's Size.</TD>
    </TR>
    <TR>
    <TD>Resistant DEF</TD>
    <TD>8 - Armor Class (minimum of 0). This tends to lead to resistant DEFs in the 3-6 range. A negative Armor Class should simply add to the base 8. So an Armor Class of 0 = 8 DEF, an Armor Class of -1 = 9 DEF. Be aware that AD&D Armor Class also accounts for the creature's DEX. If a low Hit Dice creature has a high Armor Class, then consider increasing the base DEX. If a DEX is listed in the text, then use that value as given.</TD>
    </TR>
    <TR>
    <TD>Damage Classes</TD>
    <TD>Max Damage / 3. Be aware this can led to some high Damage Class attacks. For example, the remorhaz's red-hot back does 10-100 points of damage in AD&D. This would be (100 / 3 = 33) either 33 dice of Energy Blast, or 11d6 of Killing Damage. Way more than is needed for the typical game.</TD>
    </TR>
    <TR>
    <TD>OCV</TD>
    <TD>3 + HD. This can lead to extremely high OCVs, however.</TD>
    </TR>
    <TR>
    <TD>DCV</TD>
    <TD>(10 + HD) / 3.</TD>
    </TR>
    </TABLE>

    While this usually leads to some workable stats there is obviously room for customization, common sense, and general editing. Most other creature powers can be created based on what the text has to say, what we know about AD&amp;D (<I>i.e.</I> all monsters have Infravision), and what similar creatures are capable of in such books as <I>The HERO System Bestiary</I> or the <I>HERO System Asian Bestiary</I> (due in fall of 2005). Finally, don't forget the various Creature Templates found on pages 21 to 30 of <I>The HERO System Bestiary</I>. They can help fill in various powers and abilities a specific creature many have.<BR>
    <BR>
    <B>Defenses:</B><BR>
    Defenses in AD&amp;D can be tricky. Many creatures are immune to certain attack forms. The best way to simulate this is to give the creature Physical or Energy Damage Reduction, Resistant, 3/4, and place a limitation of &quot;Only Versus X&quot; per page 78 of <I>HERO System 5th Edition.</I> Add in 20 DEF Armor, only versus the same sort of attack and you should be all set.<BR>
    <BR>
    <B>Distance:</B><BR>
    When converting breath weapons and spell effects, I went with a formula of 1&quot; = 10 yards (AD&amp;D's &quot;outside&quot; scale). Thus, all I had to do was divide any numbers in two to get HERO game inches.<BR>
    <BR>
    <B>Time:</B><BR>
    Remember, in AD&amp;D, 1 Turn is 10 Minutes, 1 (Melee) Round is 1 Minute, 1 Segment is 6 Seconds. Creatures who can cast a spell &quot;Once Per Round&quot; technically can cast said spell once per Minute, which makes said powers virtually useless in HERO's combat system. For the most part, I presume any spell-like ability to be castable once per Phase, while anything that takes 1 Turn to actually take 10 Minutes. This is best simulated as follows: One Recoverable Charge (takes 10 Minutes to recover; -1 1/4). If you wish, make the power recoverable every Turn, thus preserving the AD&amp;D intent while making the power a bit more useful in HERO.<BR>
    <BR>
    <B>Magic Use:</B><BR>
    When converting specific spells, I checked the<I> Player's Handbook</I> and did my best to adapt from there. Creatures who have magical ability (<I>i.e.</I> Clerical, Druidical, Illusionist, or Magic User spell levels) simply get an allotment of points to spend on spells and the like. Some creatures, such as the kir-in and it's 18th-level magic user ability, might be better served with a Variable Power Pool.<BR>
    <BR>
    <B>Magic Resistance:</B><BR>
    Probably the biggest problem in translating AD&amp;D to HERO is magic resistance. Simply put, magic resistance is the chance of a spell from an 11th-level character failing outright when used on the target creature. This chance goes down by 5% for each level above 11, and up by 5% for each level below 11. Thus, a creature with 50% Magic Resistance has a 50/50 chance of a spell cast on it by an 11th level character failing outright, before any saving throw is needed. For a 10th level character, the chance is 55%, for a 12th level character, 45% (and so on). How does one convert this to HERO? I honestly have no idea, since it would require some sort of level system for magic to be adopted, which sort of defeats the idea behind HERO's game mechanics. However, I have attempted to capture the basic spirit of the idea with the following:<BR>

    Magic Resistance in HERO is defined as Dispel. As most spells seem to center around 60 Active Points 20d6 of Dispel would work fairly well for 100% Magic Resistance (the average roll on 20d6 being a 70). 12d6 is 50% Magic Resistance, and so on. Variations on this are possible, of course. The first would be to use the Set Effect Rule. Thus, 20d6 of Dispel always rolls 60 points of Dispel, making the character immune to anything of 60 Active Points or less. However, this does mean that anything 61 Active Points or greater will do full damage! If that seems unrealistic, consider using Suppress instead (this does require the &quot;Suppression Field&quot; option, however). With this method, 100% Magic Resistance is 12d6 of Suppress, 50% is 6d6, and so on. Suppress works well with the Set Effect Rule, however, this also requires one to buy 20d6 of Suppress to get 100% Magic Resistance.<BR>

    Here is the write up for 100% Magic Resistance using Dispel:<BR>

    <B>Magic Resistance: </B><I>Dispel Magic Spells 20d6, any magical spell one at a time (+1/4), Area of Effect (One Hex; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (285 Active Points); Always On (-1/2). Total cost: 190 points.</I><BR>

    As you can see, the Advantages of Damage Shield and Area Of Effect (One Hex) have been used to create an anti-magic field. Incoming spells hit the field, activate the Damage Shield and are (hopefully) Dispelled. As it is a Continuous power, you should only need the &quot;any magical spell one at a time&quot; Advantage as the Dispel will automatically switch from spell to spell as they arrive. You might want to bump that up to &quot;all magical spells at once&quot; (+2) in order to deal with the question of Linked and/or Multiple Power attacks, however. Finally, the &quot;Personal Immunity&quot; Advantage allows the character to cast spells on themselves, while the &quot;Always One&quot; Limitation means friends cannot use Healing spells and the like to assist the character when ever needed.
    Last edited by Susano; Dec 5th, '04 at 05:58 AM.
    Michael Surbrook
    susano @ guisarme.net
    Visit Surbrook's Stuff for all of your HERO needs.

    "Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."

    Johannes Kepler

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    Very interesting. Thank you for sharing.
    Patron saint of sore feet, fury, and breaking things


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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    Yeah, thanks, looks neat.
    ...and that's when the destruction began.

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    some nice ideas Mike, I've based my monsters on 3rd Ed stats though
    but if you want some help with your project, I'd happily crank some 1rst ed out too if you want the help
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    one problem I see with the magic resistance ability.
    Magic Resistance only affects spells cast directly at the caster, if your caught in the area of a fireball for example, you may resist it just fine, but your friend standing right next to you doesnt gain any benefit from your magic resistance.
    so I'm not sure the AE 1 Hex is a good idea.
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    Quote Originally Posted by shadowcat1313
    some nice ideas Mike, I've based my monsters on 3rd Ed stats though
    but if you want some help with your project, I'd happily crank some 1rst ed out too if you want the help
    Sure, if you want to send me some 1st or 3rd edition monsters, that's fine either way.
    Michael Surbrook
    susano @ guisarme.net
    Visit Surbrook's Stuff for all of your HERO needs.

    "Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."

    Johannes Kepler

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    Quote Originally Posted by shadowcat1313
    one problem I see with the magic resistance ability.
    Magic Resistance only affects spells cast directly at the caster, if your caught in the area of a fireball for example, you may resist it just fine, but your friend standing right next to you doesnt gain any benefit from your magic resistance.
    so I'm not sure the AE 1 Hex is a good idea.
    I think in this case one has to presume the AOE Hex only benefits the caster. Sort of like a reverse of AOE: Hex, Accurate.

    I also had another idea for MR....

    Basically, give the creature sufficient Dispel to make it virtually immune to spells (say 20-30d6). Apply all Advantages and Limitations as per before. Then, give the power an Activation Roll somewhat in tune with the original MR percentage.

    I was given this chart some time ago, and I think it works:

    3- = .46%
    4- = 1.85%
    5- = 4.63%
    6- = 9.26%
    7- = 16.20%
    8- = 25.93%
    9- = 37.50%
    10- = 50.00%
    11- = 62.50%
    12- = 74.07%
    13- = 83.80%
    14- = 90.74%
    15- = 95.37%
    16- = 98.15%
    17- = 99.54%

    Now, since I'm fairly sure MR in AD&D goes by 5s, you can skip the 16- and 17- rolls and presume 18- = 100%, and 15- = 95%. Now, if 8- = a -2 Limitation, then I presume a 7- is -2 1/4, a 6- is -2 1/2, and so on. IIRC, you can ignore a 3-, as the lowest MR I can think of is around 5-10%.

    What do people think?
    Michael Surbrook
    susano @ guisarme.net
    Visit Surbrook's Stuff for all of your HERO needs.

    "Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."

    Johannes Kepler

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    the only time I've ever seen MR go below 5% was for some character classes or races

    Drow and Barbarians come to mind, they got something on the order of 1 or 2% per character level
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    from now I will note in the creature name if its 1rst ed or 3rd Ed
    by 1E or 3E

    you might want to look at Killer Shrikes most excellent High Fantasy Hero site
    I've looted extensively from there, and also contributed a lot of material to it
    between spells and magic items, along with building on the feats chart from there
    Captain of the Free Trader Beowulf

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    ere are some alternate ideas for magic Resistance. Personally, I think I am going to use these instead, I think it's more like what AD&D is trying to do.

    Revised Magic Resistance Concept:
    Since the basic idea of magic resistance is that a spell will fail outright, regardless of how powerful it is, the amount of dice of Dispel shouldn't be varied. Instead, we give the Dispel an Activation Roll instead. This will capture the percentage chance of AD&D magic resistance fairly well. In order to simulate total spell immunity, I am using 30d6 of Dispel and the Standard Effect Rule so that you always Dispel 90 Active Points of any spell or spell-like power. This should make the creature immune to most any spell thrown at it. Of course, you can still use Suppress instead, if you want. In this case, replace the 30d6 of Dispel with 18d6 of Suppress.

    Here is a percentage to Activation Roll table:

    3 - = .46% (round to 1%)
    4 - = 1.85% (round to 2%)
    5 - = 4.63% (round to 5%)
    6 - = 9.26% (round to 10%)
    7 - = 16.20% (round to 15%)
    8 - = 25.93% (round to 25%)
    9 - = 37.50% (round to 40%)
    10 - = 50.00% (round to 50%)
    11 - = 62.50% (round to 60%)
    12 - = 74.07% (round to 75%)
    13 - = 83.80% (round to 85%)
    14 - = 90.74% (round to 90%)
    15 - = 95.37% (round to 95%)
    16 - = 98.15% (round to 100%)
    17 - = 99.54% (round to 100%)
    18- = 100%

    The "round to" is for use in translating from AD&D to HERO.

    The Limitation table in 5th Edition only goes to 8-, an expanded Limitation table is as follows:

    Roll Bonus
    3- -3 1/2
    4- -3
    5- -2 3/4
    6- -2 1/2
    7- -2 1/4
    8- -2
    9- -1 1/2
    10- -1 1/4
    11- -1
    12- -3/4
    13- -3/4
    14- -1/2
    15- -1/4
    16- -0
    17- -0
    18- -0

    When converting from AD&D to HERO you should round the creature's magic resistance roll to the nearest 5%, and only use Activation Rolls from 5- to 15-, as anything lower than 5% should be rounded to 5%, and anything higher than 95% is simply rounded to 100%.

    Here is the revised 100% Magic Resistance power:
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Always On (-1/2). Total cost: 285 points.

    And for completeness sake, Magic Resistance for the rest of the activation chart (i.e. 95% to 5% or 15- to 5-):

    95% (15-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 15- (-1/4), Always On (-1/2). Total cost: 244 points.

    90% (14-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 14- (-1/2), Always On (-1/2). Total cost: 213 points.

    85% (13-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 13- (-3/4), Always On (-1/2). Total cost: 190 points.

    75% (12-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 12- (-3/4), Always On (-1/2). Total cost: 190 points.

    60% (11-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 11- (-1), Always On (-1/2). Total cost: 171 points.

    50% (10-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 10- (-1 1/4), Always On (-1/2). Total cost: 155 points.

    40% (9-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 9- (-1 1/2), Always On (-1/2). Total cost: 142 points.

    25% (8-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 8- (-2), Always On (-1/2). Total cost: 122 points.

    15% (7-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 7- (-2 1/4), Always On (-1/2). Total cost: 114 points.

    10% (6-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 6- (-2 1/2), Always On (-1/2). Total cost: 107 points.

    05% (5-)
    Magic Resistance: Dispel Magic Spells 30d6 (standard effect: 90 points of Dispel), any magical spell one at a time (+1/4), Area of Effect (One Hex, Accurate; +1/2), Continuous (+1), Damage Shield (+1/2), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (427 Active Points); Activation Roll 5- (-2 3/4), Always On (-1/2). Total cost: 100 points.
    Michael Surbrook
    susano @ guisarme.net
    Visit Surbrook's Stuff for all of your HERO needs.

    "Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."

    Johannes Kepler

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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    I think this might be a better case for Desolid, Immune to Magic Only. Buy it as inherent, and then apply your limitation to it.

    <table border=1><tr><td bgcolor="white"><br><table border="0" cellpadding="0"><tr><td align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <b><font color="Black">Cost </font></b></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b>Power</font></b></span></td><td align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <b><font color="Black">END</font></b></span></td></tr><tr><td align="right" valign="top"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">22 </font></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b><font color="Black"><i>Magic Resistance: </i></font></b><font color="black">Desolidification , 25%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Activation Roll 8- (-2), Only To Protect Against Magic (-1)</font> </font></span></td><td valign="top" align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">0</font></span></td></tr><tr><td align="right" valign="top"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">28 </font></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b><font color="Black"><i>Magic Resistance: </i></font></b><font color="black">Desolidification , 50%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Activation Roll 10- (-1 1/4), Only To Protect Against Magic (-1)</font> </font></span></td><td valign="top" align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">0</font></span></td></tr><tr><td align="right" valign="top"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">33 </font></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b><font color="Black"><i>Magic Resistance: </i></font></b><font color="black">Desolidification , 75%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1), Activation Roll 12- (-3/4)</font> </font></span></td><td valign="top" align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">0</font></span></td></tr><tr><td align="right" valign="top"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">40 </font></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b><font color="Black"><i>Magic Resistance: </i></font></b><font color="black">Desolidification , 95%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1), Activation Roll 15- (-1/4)</font> </font></span></td><td valign="top" align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">0</font></span></td></tr><tr><td align="right" valign="top"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">45 </font></span></td><td><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black"><b><font color="Black"><i>Magic Resistance: </i></font></b><font color="black">Desolidification , 100%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1)</font> </font></span></td><td valign="top" align="right"><span style="font-size: 8pt; font-family: Arial, Helvetica, sans-serif;"> <font color="Black">0</font></span></td></tr></table><b><font color="Black">Powers Cost:</font></b> <font color="Black">168</font></span></td></tr></table>

    It is much cheaper, so you may want to apply an arbitrary cost multiplier to it. Otherwise you can accept that within the scope of special effects it is as balanced as anything else.
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    The problem with this form of Desolid is that by-the-book it requires one to buy all your attacks and STR with "Affects Physical World" (+2). Unless you declare that in your game it's not needed (GM's Permission and all that...).
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    But as a special effect it works very well and handles the issue elegantly. I certainly wouldn't allow a character to have it, but a monster is another issue entirely.

    If you are going to use Dispel, then 30d6 is not enough. Many spells from the Grimoires and elsewhere have far more than 90 active points. To use the absolute effect rule, if you are trying to adhere to the guidelines as much as possible, then 180 active points is more appropriate (page 250 FH).

    Death is 8d6K, NND Does BODY. That means it is 360 active points, meaning you would have to have 360 active points of dispel to stop it.

    If you applied the HERO standard of 10 pts = 2 BODY damage, 3 pts = 2 BODY DEF, then you could extrapolate and say 120 active points should be enough for 100% immunity. However, I agree that Dispel has the appropriate scope... 90 active points is just too few. Additionally the way you've built it would result in the creature suffering the effects of a second spell in a single phase, since the power can only affect a single spell at a time.

    Yes desolid requires GM approval, but this is for monsters and it is to simulate a particular game effect. Add a VPP with enough active points to accomodate the creatures largest power + Affects Physical World. However, if you do that then you need to add the limitations such as "Can't pass through objects" and so on since it isn't truly desolid. I think this option, as presented in the main book, handles MR easily. Is it too cheap? Maybe, but that's easily fixed.

    Another option would be to use Damage Reduction as a model, but interpret the percentage as an all or nothing. So, 25% is 15 pts, 50% is 30 pts, 75% is 60 pts, and 100% is 120 pts (uncanny). You could define "magic" to be enough of a special effect that it is effectively the same as physical/mental/energy; while it can be any of those as appropriate by spell type, each of those forms isn't necessarily magical. By all or nothing I mean that 75% gives a 75% of stopping all effects or it lets 100% of the effect through. 8-/10-/12-/18- for 15/30/60/120 pts. Casters could by skill with reducing this (Find Weakness, success = -1, + -1/2 pts of success).

    120pts just seams about right for the active point cost. 400 some seems too much... defenses should be cheaper than attacks.
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    I think you also need to add No Range -1/2 to your Dispel.
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    Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO

    Quote Originally Posted by mudpyr8
    I think you also need to add No Range -1/2 to your Dispel.
    Nope. Damage Shield does that for you.
    Michael Surbrook
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