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Simon

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Posts posted by Simon

  1. Re: Hero Designer 3 die roller ported to Android?

     

    Dan' date=' I checked the browser setting and JavaScript is enabled but it still won't work. It may be something to do with Amazon's dragging their feet to integrate the Kindle Fire with the web because they want everyone in their "walled garden." As of the moment they won't even allow alternate browsers but only their own Silk browser.[/quote']

    Just had a coworker pull up the die roller (http://www.herocentral.net/dieRoller.htm) on their Kindle Fire (using the default Silk browser) and it works just fine.

     

    You're either not going to the HC die roller, have something seriously off in your configuration/settings, or are not entering normal/accepted strings for the die roller.

  2. Re: Hero Designer 3 die roller ported to Android?

     

    It doesn't work, Dan. I tried it repeatedly.

     

    Besides, I have a tolerable die roller. I just want one with all the bells and whistles for Android to run on my Kindle Fire. :)

    It works and has been verified under iOS (iPhone, iPad) and Android.

     

    If it is not working in your browser on your Kindle Fire, then you will want to check your browser settings -- you likely have JavaScript disabled. Note again that JavaScript is not Java -- JavaScript is simply a scripting language that the browser can use for dynamic content. Many current sites will use a combination of JavaScript, CSS, and HTML to create dynamic/interactive displays -- having JavaScript disabled in your browser will prevent you from using a large number of sites (like this one).

  3. Re: Hero Designer 3 die roller ported to Android?

     

    Interesting.

     

    In any case, I can't use it as is because my tablet won't run Java. That's why I'm hoping for an Android port.

    It's not Java, it's JavaScript. Huge difference.

     

    Your tablet will run it just fine. Go to the URL I gave above within your tablet's browser.

     

    You don't even need to be online to use the roller, just save the page (or have it open in your tablet's browser) -- all calculations are done in the browser and do not go up to the server.

  4. Re: Hero Designer 3 die roller ported to Android?

     

    You just add a "k" after the number of damage dice.

     

    It's not particularly elegant, but it is simple.

    That's because the underlying code used for the roller was taken from the dieRoller in use on HC (linked earlier, though the version used in HD was taken from the Java code that runs server-side on HC in processing rolls in posts rather than the die roller page) -- BC Holmes had wrapped the UI around it.

  5. Re: Hero Designer 3 die roller ported to Android?

     

    I can't even see a dice roller in HD3, but maybe I have the wrong version. I do recall seeing it before but I have not used computer aids to role playing much in the past.

     

    We could add in all sorts of stuff like character phase sequencers, OCV v DCV calculators and Damage Taken Calculators...but I'd settle for a decent little app that just did xd6+y and calculated Body and stun for killing and normal attacks and sorted rolls for explosion damage. That would be cushty.

    http://www.herocentral.net/dieRoller.htm

     

    Click on the "Instructions for Use" bar to toggle the instructions.

     

    That will run on iOS, Android, and most other mobile systems (though JavaScript does need to be enabled in the browser).

     

    Supports standard rolling, killing attacks, explosions (and combinations of these), hit locations, to-hit rolls (with OCV/DCV figured in), skill rolls, etc.

  6. Re: Hero Designer 3 die roller ported to Android?

     

    Try the die roller over on HC -- it's JavaScript-based, so it will run on any platform with a browser (for the most part). Handles all HERO syntax and rolling, shows the STUN and BODY, does explosion calculations, etc. Main drawback (if you consider it one) is that you enter what to roll each time...for example, a 6D6 Killing Attack with a +1 STUN multiplier as an Explosion that fades at 1 die per 2" (or 2m, if you prefer 6E notation...just replace the " with m):

     

    [6d6k+1ex2]: 6, 4, 1, 3, 6, 6

    0": 26 BODY, 104 STUN

    2": 20 BODY, 80 STUN

    4": 14 BODY, 56 STUN

    6": 8 BODY, 32 STUN

    8": 4 BODY, 16 STUN

    10": 1 BODY, 4 STUN

     

     

  7. Re: Hero System Charater Creation Cheet Sheet...Would You Like One?

     

    Just to reiterate what others have said:

     

    You're looking to create a product that is based directly on HERO Games' IP (heck, you're basically just summing up the rule books -- the core of the entire system). You need to get the proper permissions before you do this. Ideally, you would want to get permission (in writing) from HERO Games before you start working on the project. Legally, you need to get permission (in writing) from HERO Games before you print, copy, or otherwise distribute the project.

  8. Re: Are there ANY good plant/wood powers names?

     

    Tons.

     

    The Giant Redwood.

    The Larch.

    The Fir.

    The mighty Scots Pine.

    The lofty flowering Cherry.

    The plucky little Apsen.

    The limping Roo tree of Nigeria.

    The towering Wattle of Aldershot.

    The Maidenhead Weeping Water Plant.

    The naughty Leicestershire Flashing Oak.

    The flatulent Elm of West Ruislip.

    The Quercus Maximus Bamber Gascoigni.

    The Epigillus.

    The Barter Hughius Greenus.

  9. Re: "Neat" Pictures

     

    Really? Wow' date=' I've never seen that happen before -- when the "properties" on the link show not the URL, but the actual image data. Any ideas on how that happened?[/quote']

    Sure -- someone chose to include raw image data as base64-encoded content of the src attribute of the image tag. Perfectly allowable under HTML, just not something that I like to see on the forums.

  10. Re: "Neat" Pictures

     

    FYI' date=' the broken link in your post (link removed for brevity) is broken, and happens to be [b']900,173 bytes long[/b]. I see that it is a herogames site link -- perhaps the DB/SQL hiccuped/choked on something when you posted.

    FYI, it wasn't a link, it was image data.

  11. Re: Google Doc's Templates! Hero System templates: Character Sheets, Combat Record, E

     

    I'm really failing to follow your logic here.

     

    The argument that most folks are making is that they can create characters faster and more "accurately" (within the rules) with HD than with PNP.

     

    You seem to be of the belief that they can then only use those characters within HD, which is just not the case. Creating a character with HD has nothing to do with requiring a computer during gameplay. You create the character and print it out in any of a multitude of formats. Don't like working with HTML? No problem, use any of the myriad RTF templates available. Or plaintext. Or the new(er) PDF exports that give you character sheets that are about asclose to those in the back of the books as you're likely to get. Want a picture with the character? Great! Just assign it to the character and it will print out with the character (depending, of course, on the export format you prefer).

     

    You show up with a piece of paper (or multiple papers) representing your character. An HD user does the same. The primary difference is that theirs is more likely to be "rules-legal" (or for them to know where they've chosen to deviate from the rules) and to look a bit better. They will have also completed it in less time, as a general rule.

     

    Is HD for everyone? Absolutely not. Many folks simply prefer to do things by hand. No arguments here. Say you prefer to work by hand and be done with it. But don't sit there making claims that using HD somehow changes your gameplay or prevents you from getting away from the computer during gameplay -- that's just plain wrong.

  12. Re: About hero Central and PBEM

     

    I should also point out that your original registration was not for a gmail address (it was a hotmail account). The hotmail address used on your first registration was completely different from the address used for your second registration...so I suspect that you entered an invalid address on the first attempt.

  13. Re: About hero Central and PBEM

     

    Sounds like you registered with a bogus/incorrect email address.

     

    Again, the email is sent immediately upon submission of the registration (or forgot password) form.

     

    You will need to re-register with the site with a new username. I would recommend verifying the email address that you enter.

  14. Re: About hero Central and PBEM

     

    Email is sent immediately upon submission of the registration form. Primary areas where things can go wrong:

     

    1. Typo when entering your email during registration (i.e. you don't enter the right email address)

     

    2. Spam filters or other blocks on your account by your ISP

     

    That's really about the extent of it....it's a pretty simple system.

  15. Re: Why doesn't 6e use hexes as a unit of measurement?

     

    Except that the folks (like Gideon and Balabanto) who appear to think that the change affects things like AOE and movement are fundamentally wrong/misguided in their interpretation of how things work on a map. This is not a debate of rules -- there's really nothing to debate. It's not a "well....maybe we're just not seeing eye to eye" -- there really _is_ a right way and a wrong way to do things....at least, according to the rules and according to common sense, which is what the system is supposed to be all about.

     

    Gideon seems to be stating that someone with 35m of Running will move to the closest full hex on a hex-grid map. Regardless of scale. So if the scale was, say, 1"/10m, the character would run 4" on the map...or 40m. This is fundamentally (and logically) flawed/incorrect. To take a more extreme example, if you have a map that depicts the country with a scale of 1"/10,000m (note: still a freakishly huge map), characters do not suddenly get AOE attacks that cover an entire state. Nor can they leap across the state in a single bound.

     

    A character with 35m of Running is able to run.....35m. On a map with the scale set to 1"/1,000,000m, that character can still run 35m. It will take them a LONG time to move across a single hex, if the map has a 1" hex overlay.

  16. Re: Why doesn't 6e use hexes as a unit of measurement?

     

    Not quite. I never actually said what it is I own and use for gaming. In fact I first mentioned using a map over 5 feet long.

     

    The truth of the matter is that in the past, if my gaming group ended up having a fight with such a big scale we would generally play it without a map. Now before we get into arguments, I said we always use the rules for turn mode, not always use a map.

     

    We also once or twice broke out the huge map (its actually larger than the table we were playing at), and used it, but characters and objects still ended up off the table and we needed to use markers to indicate distance and direction off the edge of the map (read as: edge of the table).

     

    In general these things worked, but not always well. In fact, one fight on the big map resulted in an expensive mini getting knocked off the edge of the table and shattering . And one of the fights we played mapless ended with a PC's death partially due to confusion over the GM's description of the area.

     

    Because of things like this, I was hoping to figure out a way to scale a map above 1:2, but of course, it seems I'm having problems figuring out the logistics of some of it. Which bothers me, because of just how severe a minority that puts me in.

     

    You are right, none of the stuff has changed mathmatically. Its just that for some reason when scale was tied down to hexes we never really thought of trying to scale a map up or down. It just never seemed to occur as an option. Now that it is, I would like to try using it.

     

    yes we have let more than one person occupy a hex, but that's with grabbing. Regardless of how many "hexes" you take up, if you are grabbed you effectively occupy the same space for rules mechanics. If a person is always assumed to take up a 1m space, then you can fit 2 people in a 2m space, but you can fit 16 people in a 4m space.

     

    Try this: take out a piece of hex paper, keeping each hex on the paper as 1h=1m, DRAW a hex that is 2m. You need to keep the middle of a pre-drawn hex as the middle of your new larger hex. The result is a hex that occupies half a hex more space in all directions.

     

    Now try it with a hex that is 4m. You end up with 13 full hexes and 6 half hexes (f you don't accidentally rotate the hex 90 degrees).

     

    My question becomes again: how do I represent this on a map at my table. We are not talking about people grabbing and wrestling with each other which means they are TRYING to occupy the same space. We are talking about somewhere between 2 and 16 people standing around, not necisarily coming into physical contact all being represented as occupying the same map space.

     

    Oh, and your right when it comes to AoE at 8m, it doesn't matter on a 1h=4m map you hit two hexes in all directions. But it does matter if you have a 1m or 2m radius it suddenly matters.

     

    If I have a 1m AoE attack we can simply assume that I can put it in the center of the 2m hex and effect any normal size person because no matter what you occupy at least half of the center hex. 2m AoE just occupies the whole space so it doesn't matter.

     

    With a 4m hex though it matters because I no longer fill the whole area. No matter where I put my 1m or 2m AoE radius blast inside the 4m hex, there is significant space I will miss. Space large enough to fit 12 people in fact. So how do I determine who I affect?

     

    You're once again confusing yourself with scale on the map, grid length, and accuracy.

     

    1. You can have more than one "item" in a given unit area (hexes, squares, etc.). You're going to need to in order to even come close to reality, PARTICULARLY when you increase the scale of your map.

     

    2. You can note movement, area, length, distance, etc. independently of the grid on the map. The grid is there as a guide, nothing more. You can have a blast that covers 1/4 of a particular hex....just like trees, buildings, and other objects frequently cover partial hexes (or whatever you're using for a grid).

     

    3. Increasing the scale on your map tends to take you out of the range that you can measure HTH combat, if you're looking to keep things with the level of accuracy denoted in most RPGs. You can still do it, but you'll likely need to make a very fine grid (e.g. 1"/4m on the map with grid pattern of 1/4" or less).

     

    ONCE AGAIN: this has nothing to do with a change from "inches" to meters within the game's notation. The only effect that has is to double the degree of accuracy you can attain in defining abilities.

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