Hey all--long time no post. ;D I was wondering if anyone's crunched the numbers on getting a CoH-to-HERO conversion for all of the hero powers in CoH? If there is any info out there and someone could share, that'd be super. Thanks!
---Me
Hey all--long time no post. ;D I was wondering if anyone's crunched the numbers on getting a CoH-to-HERO conversion for all of the hero powers in CoH? If there is any info out there and someone could share, that'd be super. Thanks!
---Me
COH is doing a pencil and paper RPG game, I have signed up for it at GenCon. I will be interested in how they do it, and of course I will post my impressions after GenCon.
Barton Stano
GM of Meyerson Academy Teen Champions games at Origins, GenCon, and other conventions
PulpHero GM and Champions GM
Champions and FantasyHero player
Rat Rancher (rat ranching had better be fun, it sure ain't profitable)
Lombard, IL USA
Yeah thanks Barton---I'm looking forward to that too. I was wondering if any of the crazy Herophiles/CoH players out there have converted any of the powers to the HERO system specifically. Anyone?
Considering who will make the game, much of the conversion could already have been done. At least someone, must have converted Armageddeon, All Flesh Must Be Eaten, Witchcraft or Buffy.Originally Posted by Barton
I haven't seen an adaption of CoH the Computer Game, and I just started looking at the game yesterday (so I haven't got much to add directly).
Is there a specific thing you're searching for? If you describe it, I can try to help you.
I guess I wan't looking for only a specific power or powerset that's been converted, just a handy chart of a conversion of all powersets and powers. I'm just too lazy/busy to do it myself.I suppose I could look for a conversion of the system once the P&P game comes out.
From what I've seen of city of Heroes, most characters are pretty archtype driven. You have various ways of hitting for damage, avoiding damage, and moving around. These are so simple to write up in hero (Energy blast, armor/forcefield/Resistant PD/Damage reduction, Flight/leaping/running) that there really isn't much of a need for a x=y conversion.
The leveling concept doen't appear in Hero at all, which makes a conversion even harder.
To go off on a tangent, I think that the hero community is fairly wary of x=y conversions for most games. Hero's basic mechanic is to reason from effect. You look at what someone can do then figure out how to simulate that using Hero.
So while there have been D&D/D20 to hero conversions, SAS to Hero conversions, and so on there haven't been many others that are widely accepted.
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Again, I was requesting it because I was sure that someone in the Hero System community had converted some of the CoH powers into Hero powers, complete with stats and all. I thought I'd ask to save myself the toil of doing it. I don't have a lot of time on my hands, so I thought I'd put the call out there. Thanks for all of the replies, though!
FYI: I'm a noob. Anyway, here's my conversion for the Blaster (Assault Rifle) power set. Note, I didn't apply any values to each power. I'm just showing you how I would convert them. I'm open to suggestions. The lethality of each power really depends on how much character points you are willing to allocated for them based on a GM-given quantity. Also, I didn't apply Focus since in CoH the "focuses" are really special effects. Finally, I didn't apply Framework. I want to keep it simple until I could figure out how to use it.
BURST
Energy Blast (Physical), Decreased Stun
plus
Drain PD, Linked
SLUG
Energy Blast (Physical), Does Knockback
BUCKSHOT
Energy Blast (Physical), Does Knockback, Area of Effect (Cone); Range Limitations (Reduced by Range)
M30 GRENADE
Energy Blast (Physical), Does Knockback, Area of Effect (Radius)
BEANBAG
Energy Blast (Physical), Extra Time (1 Turn)
SNIPER RIFLE
Killing Attack (Range, Physical), Range Advantages (Line of Sight), Does Knockback; Extra Time (Extra Phase)
FLAMETHROWER
Killing Attack (Range, Fire), Area of Effect (Cone), Duration Advantages(Continuous), Uncontrolled (removable with water or sand); Range Limitations(Reduced by Range)
IGNITE
Killing Attack (Range, Fire), Area of Effect (Radius), Duration Advantages(Continuous), Uncontrolled (removable with water or sand); Range Limitations(Reduced by Range)
FULL AUTO
Killing Attack (Range, Physical)
I play CoH and I have a basic adaptaion of my Tanker (SS/Invul). It's not exact (not a simulation) but it sort of gets the feel across. I'll post it over the weekend sometime...
"Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?
I did it thirty-five minutes ago.
The CoH RPG game was supposed to be out ages ago I believe.
You'd think they'd have had AEG do it, as they made the CCG.
Anyways, back on track, it shouldn't be too hard to convert most of the ATs to Hero System. Some are obvious (Most Tankers and Brutes = Bricks, Masterminds are Summon specialists, the Khledians have multiform, Stalkers have invisibilty), some would require some thought.
The real fun would be working in the passive AT powers. Ironically I see the Blaster ability being MORE useful in Hero System.
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Here's some thoughts on converting a CoH character to Hero. I'm going for flavor and playability here. I'm not trying to mimic every power. The GM and the player can agree to hand wave, or change to some other effect, some of the more subtle powers like Gauntlet. I think an exact RPG simulation of a computer RPG with out the computer would be too painful to play.
Some conversions:
City of Heroes ---> HERO System
Defense ---> CV, DCV
Resists ---> Physical Defense, Energy Defense, Mental Defense, etc.
Lethal attacks ---> Killing Attacks
Energy ---> Energy SFX Energy Blast
Accuracy Enhancement ---> CV, Skill levels
To-Hit Buff ---> CV, Skill levels.
City of Heroes Tanker: Jonny Super
Powers: Invulnerability
Resist Physical Damage – In City of Heroes, this provides a small amount of resistance to Smashing and Lethal Damage. We'll go with 5 points of Physical Defense (PD) and 3 points of resistant defense (rPD), which costs a total of 10 character points. This costs no endurance to use.
Temporary Invulnerability – Provides a lot of resistance to Smashing and Lethal Damage. I'm going to go with Force Field at 10 points PD and 10 points ED, which costs 20 character points. This power draws 2 point of endurance per phase it is active.
Dull Pain – Increases hit points and regeneration for about two minutes. This is a toughy because there are both several ways to go and also some system related gotchas that might not work well for this power. I'm going to go with +10 Body and + 15 Stun, bought with the Limitation Costs Endurance. This doesn't work mechanically like the CoH version, but I think it's the best way to simulate it with out getting overly-complex, or breaking the rules.
Resist Elements – Fire/Cold Resistance. + 5 ED.
Unyielding – Resistance (toggle) to all status effects (except mental). Has a Defense Debuff. I'm going with -6" of Knockback resistance, and +10 CON, Only to Resist Stun (basically No Figured Characteristics). Both powers with the Lim Costs Endurance. Not sure what to do about the Defense Debuff. Maybe -1 to -3 to DCV as a Side Effect.
Resist Energies – Provides Energy and Negative Energy resistance. I'm going to go with straight +5 Energy Defense and +3 resistant Energy Defense, just like Resist Physical Damage. The cost is the same as for Resist Physical Damage. I'll talk in a bit about how I handle Negative Energy.
Invincibility – Provides a bonus to all defenses, and a constant Taunt to all enemies with-in a short radius. I'll talk about Taut in a moment, but I'll stat Invincibility up like this: Force Field +10 to both Physical Defense and Energy Defense, plus 5 points of Power Defense (“all defenses”), plus 5 points of Flash Defense (“all defenses”), plus 5 points of Lack of Weakness, plus 5 extra points of Presence. The extra Presence makes sense to me: being invincible is pretty darn impressive, and it' also helps Taunt. All powers Costs Endurance.
Tough Hide – Provides a small bonus to all defenses. This time, because I want the defenses to be very tough indeed, I'm going to go with all resistant defense: 6 points of each for Physical and Energy Defense, resistant, plus 3 points each Power Defense, Flash Defense and Lack of Weakness. As bought these cost no endurance to use. Total 29 character points.
There's a lot less here than I thought. I have some other notes, but they're pretty disorganized. I'll try to work on this later.
Last edited by gojira; Jun 30th, '07 at 09:47 AM.
"Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?
I did it thirty-five minutes ago.
Almost forgot. I did some very basic conversions of CoH controllers a while ago. They aren't great but they might inspire some ideas.
http://www.herogames.com/forums/show...ight=contoller
"Do it?" Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome?
I did it thirty-five minutes ago.
So far, I've only based City of Heroes characters on Champions characters, not the other way around. The mechanics are SO fundamentally different, a hard and fast "this = that" conversion seems almost meaningless.
I love City of Heroes. I only wish you could build your powers better there, to make them more like Hero. Maybe Hero should look into coming out with a Champions Online.
Worked a little bit on inspirations earlier today.
Think I've worked up a mechanism for sometimes you get them in combat, usually you don't.
As for the inspirations themselves, Luck and Insight are levels to DCV and OCV respectively; Respite and Catch a Breath Aid to STUN and END, respectively, only to starting value.
Awaken wakes you back up when you've been knocked out. Guess that could be a massive STUN aid with the limitation it cannot take you above 1 STUN 0 END.
Sturdy gets kind of expensive. Extra defenses, Aid defenses, or 25% damage reduction, physical and energy.
Enrage also expensive, Aid all attacks +25%. Might run into active point limits on some campagines.
Break Free does a lot of things. Sort of a penetraiting damage shield vs entangles only plus knockback resistance plus mental defense for 30 seconds.
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