greypaladin_01 Posted May 22 Report Share Posted May 22 HERO: Skill Mechanics Rework v0.1 Goal: The goal of this document is rework and streamline the dice mechanics for HERO System in order to simplify and increase ease of use for new players. It is not looking to recreate systems from scratch but to use existing systems in slightly different ways to facilitate faster and smoother gameplay. However later versions my offer alternate system methods, but for how looking for something that can get into game usable states quickly. Thank you for @Doc Democracy for the inspiration for many of these ideas from the examples character sheets posted and to everyone on the boards in earlier discussions on this! Core Mechanic: In order to keep in current gaming trends and to streamline how dice rolls work in play, changing from Official HERO rolling to an additive system needing to equal or exceed a target number. New Roll: 3d6 + Relevant Skill + Modifiers VS Target DC. (Base DC = 10) 11 or less on 3d6 is the same as 10 or higher on 3d6 Combat Rolls (old): 11 + OCV – DCV = Number or Less on 3d6 - alternate this could be viewed as 11 + OCV – 3d6 = Target DCV hit. Combat Rolls (new): 3d6 + OCV + Skill Levels + Modifiers = Target DCV for this system DCV is calculated as normal but added to a base of 10 example: DCV 5 character would be DCV 15 Skill Checks: Perform skill checks by the core mechanic (3d6 + Skill Level + Mods vs Target DC) Difficulty Class: Base DC 10 modified by difficulty. Character needs to equal or exceed the target DC in order to succeeded. DC By Task Difficulty: (these numbers need review, may need to modify by genre?) Routine: 5-7 Easy: 8-9 Average: 10-11 Hard: 12-13 Extreme: 14-15 Folly: 16+ Skill Conversion from normal HERO: for sake of conversion, the skill information will be converted from standard HERO System rules. Purchase as normal, then convert over to the new format after. Skill rolls in the new system start at +0 for the equivalent of an 11- roll (BASE), each point under BASE roll is the equal to -1 on the skill roll and each point over BASE is equal to +1 skill roll. Examples: Everyman Skills: Standard HERO skill is 8- roll, new system is -3 skill rollStandard Skills: Standard HERO skill is 11- roll, new system is +0 skill roll Experienced Skills: Standard HERO skill is 13- roll, the new system is +2 skill roll SKILL MODIFIERS: As in standard HERO there will be circumstances that will modify the skill DC or Skill Roll itself. Bonuses: as per HERO – extra time, positive circumstances, etc – this are bonus that adds to your existing Skill Roll. GM will inform the player of the bonus at time of roll. Penalties: as per HERO – rushed attempt, lack of proper tools, poor circumstances, etc – these penalties will increase the Target DC by their amount. Example: Randall the Rogue is trying to pick the lock on the back door of shop during the middle of the night. Unfortunately his lock picks were confiscated earlier by the guards and so he is having to wing it. Randall's base Lockpicking (security systems) skill is +2 (13- in classic HERO) and he is taking taking extra time so the GM gives him +1 bonus. The lock is decent but nothing special, Average quality, so the GM decides the base DC is only 11, however due to the lack of lockpicks there would be a -2 penalty causing the final Target DC to be 13. Therefore Randall's player will be rolling 3d6 + Skill of 2 + Extra time bonus of 1 for a total of 3d6+3 and will need to get a total of 13 or higher. Obviously all of this shakes out to being the same as classic hero expect that the players only have to worry about any bonuses they are given not the total of the penalties and will only have to roll and add. Looking this over I note that perhaps I need to rework the standard Skill Modifier chart to just make it all additive as well for ease of use. I am open to feedback there. UPCOMING ADDITIONS: Characteristics Contests: based on how STR rolls use BODY totals for Grabbing in combat. Working on expansion of this for dealing with things that would normally be handled by CHA skill rolls. Currently looking over things like Forcing Open doors, Initiative Ties, Reflex checks when two characters are both trying to grab same items. Presence Attacks: This is another stand alone system that is not utilized elsewhere. Not I am looking to see if there is a way to give this more weight... or at least way to use other stats the same way. Perhaps (for older editions) a way to make Comeliness Attacks in a similar vein. Open to ideas here. Also trying to decide if PRE and EGO are defense or if that is too easy for Egoists to ignore PRE attacks. --One last note: I would like to update this in the future without spamming new topics. Is there a way to edit the starting post just later on, or can I only add new posts down the chain? Cloppy Clip and Doc Democracy 2 Quote Link to comment Share on other sites More sharing options...
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