Good morning!
I have part-two of a one-shot coming up (one-shot in this case being a closed campaign, as opposed to my normal epic length material) and I have to finish converting the Babau from d20 into HERO terms. Well, part of that was really easy; stats didn't change, HP went into BODY (as Killer Shrike suggests) and the bulk of it was pretty straight forward. I'm looking for help with some specifics.
The creature has some nasty innate abilities, including a Dispel, a TP, and what have you. In d20 terms, it has all of these powers as part of being a Demon, so I grouped some of them into its 'Demonic Talents' as a Multipower. Because it's a 7th level caster, I know using Killer Shrike's recommendation and my own math that drew me to the same conclusion, the Multipower is worth about 60 points (which is significant). And, since it can use any of the abilities within the Multipower at will, there's no need for Charges, and I may even slap "Cost 0 END" on it, as it has no 'combat' manuevers.
So that's a 60 point Dispel Magic (ow), a Teleport to Darn Near Anywhere (used generally for spying and bailing out of combat situations, it reasonably can't Teleport & Dispel in the same phase, that made sense to me), Darkness in a 4" radius, and it also has a Damage Shield, and can see the Invisible. Yeah, it's absurd. But hey! I need to build it. Almost exactly. So here's the bits where I'm stuck:
- Immune to Poison (LS, easy) and Electricity (I'm going to buy this as an rED vs. Electricity only and apply the FH Absolute Effect rule).
- Resistance to Damage Acid/Cold/Fire 10; in d20 terms, this is an Armor. What's the most efficient way to add specific elemental resistances (not the Damage Reduction percentage, but literally, armor against that attack type) in HERO terms. I was just going to buy Armor and give it a -1 Limitation, "Only against specified energy attacks" and call it good. But there has to be a more mechanically preferred way of doing it.
- See Invisible. Obviously this is Enhanced Senses, and I'm assuming its worth 15 pts (Sight, Important to Combat). That seems really cheap, but if anyone knows better, please let me know. I think it was late when I tried to build this, and I was going nuts.
- Vulnerability, Cold Iron. That's easy. It also gets past its natural Damage Reduction (Armor, in this case). This is another math question; in d20 terms, the sumbish shrugs off any melee weapon (rPD) dealing 10 or less points of damage. Your average tank class is swinging 2d6, plus STR or magic bonuses (in HERO, probably around 2+1/2d6) which is an average of 9 points of BODY. Should that number then stand, representing its ability to shrug off any normal persons attack form?
This ties into the question directly preceeding it; it has a LOT of basic variations on Armor defenses, and the numbers (oddly enough) seem to carry correctly from system to system without too much effort, but how do I make sure I'm expressing it correctly in mechanics?
- Damage Shield I should be able to work out on my own, but suggestions are welcome. It deals 1d6+1 directly to weapons (or people who touch it), and it specifically ignores the weapons DEF.
- If you look on the skill list for the creature, you'll see a whole bunch of plus yadda yadda (about a +15 on average) and that's on a d20 roll, which means that without being under significant duress, it's an automatic success, and on average, the creature will succeed admirably (every +5 is impressive in and of itself). d20 uses a "Difficulty Class" system, or "DC" (which means something totally different in HERO terms). So I'm looking for some skill advice here:
* 1st, how do you (as players/DMs) adequately portray skills? In d20, the roll is always "DM sets a difficulty, player rolls d20 and adds modifiers to meet or exceed difficulty." In HERO, you already know what you need to roll - the GM simply assigns modifiers based on circumstance then, yeah? Do I have that right?
* 2nd, if that's true, how do you properly 'challenge' a PC? Only via conditional modifiers? For example, let's say we're dealing with something basic. A computers check. It must be harder to crack into the IRS Dbase than it is to crack past a small sized corporate Firewall using out-of-the-box hardware. How do you represent that shift? By assigning a penalty? How big? If my player has a 14 INT (12-) and buys a level in Computer Programming (13-) and then busy a couple more for good measure (15-) he's got a great chance at any basic task. How do you modify those challenges within the math of HERO without making things impossible? Do you:
+ Set a threshold of success (must succeed by X or more?)
+ Preset the diff (must roll under X, and then succeed by Y or more from there)
+ Assign a flat penalty (-X to all rolls).
Multiattack I'm going to set up as a TWF variant using Sweep. Do I need to buy Sweep? I'm assuming it isn't a standard combat manuever judging from the TWF thread I saw earlier, but again, Killer Shrike went right over my head, so I'll reread the rules.
Cleave I have the rules for in Fantasy HERO.
How would y'all handle Power Attack? Susano has a method, but I'm curious what other folk think.
It's DEX is garbage, which means that it's ability to smack people (+7 to hit in d20, which is excellent - it means you're likely to hit a normally equipped opponent) and it's good at avoiding blows (armor = harder to hit) but I can see in HERO I don't need to worry so much about people not hitting it - I need to worry about them hurting it. Would you simply improve its combat abilities via CSLs? What would be considered 'dangerous?' OCV 5 (natural weapons)? OCV 7?
Lastly, it has Sneak Attack but that's a normal Deadly Blow in FH, that was the easy part. I've gotten through vast amounts of this believe it or not, I'm just putting everything up here to get feedback and suggestions.
Thanks!



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If I just let you do all the work for me, it defeats part of the purpose.

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