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Simon

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Everything posted by Simon

  1. Re: Hero Designer 3 die roller ported to Android? 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.
  2. Re: Hero Designer 3 die roller ported to Android? 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.
  3. 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
  4. 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.
  5. 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.
  6. Re: On boar Holographical computer/HUD I'd think that the main trick would be getting it mounted onto the boar.
  7. Re: "Neat" Pictures FYI, it wasn't a link, it was image data.
  8. Re: Google Doc's Templates! Hero System templates: Character Sheets, Combat Record, E You do not control threads. You do not get to make demands of other posters regarding what they can and cannot comment on. I would strongly suggest you keep that in mind.
  9. 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.
  10. Re: Hero Maker-getting a power linked Linked Powers do not equate to a single slot in a framework (or list in general). If you want multiple Power constructs to be part of the same (singular) overall Power and represented as a single slot, then you want to create a Compound Power.
  11. Re: About hero Central and PBEM The gmail address was not blocked -- it was never entered. ALL registrations for your account were for one of various hotmail accounts.
  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: Any 6th edition Spreadsheets? It does -- it will work on any system that has Java6 (or better).
  16. Re: 5E Cost to double equipment You'll find it in HD by using the "Quantity" field that is included on all powers/constructs.
  17. 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.
  18. Re: Why doesn't 6e use hexes as a unit of measurement? 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.
  19. Re: Why doesn't 6e use hexes as a unit of measurement? No, it is not. It is a change in the cost structure of the ability that has absolutely nothing to do with a change from "hexes" to 1m increments.
  20. Re: Why doesn't 6e use hexes as a unit of measurement?
  21. Re: Why doesn't 6e use hexes as a unit of measurement? Let's go back to extreme basics, shall we? Forget roleplaying -- mapmaking 101: Maps are scaled representations of "reality". Typically drawn from a "top-down" perspective (as if you were overhead, looking straight down on the subject of the map). Why are they scaled? Because the world is a tad too big to represent conveniently on paper. So you scale it down when you draw it. Now, let's talk for a moment about scale. Does scale matter? Of course it does. Pick too big of a scale, and you'll never be able to view the entire map. Think of a 1-1 scale drawing of a single US city -- it would be the size of that city (obviously). Not terribly useful. Amusing to watch someone try to fold it back up, but not really useful. Likewise, too small of a scale may make the map useless for what you're attempting to do with it. If you're looking to locate someone's house, looking at a map of the U.S.A. won't help you too much. The scale of the map coupled with the precision of the drawing and the precision to which the user is willing to measure distances and plot changes determines the accuracy. People are generally willing/able to track changes on a map within 1/4" or so pretty easily. Much finer than that, and we tend to get lost in the noise of our own errors. For a map which is meant to track a hand to hand combat in a storytelling setting, you're looking to have accuracy on the order of about a foot or so. If you draw the map to the scale of 1" (on the map) equals 2m (in reality), you're pretty close to this limit (1/4" = ~1 1/2 feet). So...there's the origin of 1" = 2m on a map for combat. Now note that at no point have we talked about grid overlays. This is just a map drawn on paper. Grid overlays on maps exist to make gauging distances easier. Instead of hauling out a ruler, I can eyeball the map and see that point A is roughly 1/2 of the way through this grid....and point B is about 1/4 of the way through this other one. Counting the grids between them, I can come up with how many grids there are between point A and point B. Now, if a grid is 1cm and the scale of the map is 1in/1m then this doesn't help me too much. If a grid is 1in, however, this helps me quite a bit in determining the "real world" distance between point A and point B. What shape are the grids? Whatever you like. Any repeating, interlocking pattern works, though regular shapes are best. Typically equilateral triangles, squares, or regular hexagrams....though even a nice houndstooth pattern would technically work out for you. So...we draw our map to scale, overlay a grid to help assist with eyeball measuring, and head into roleplaying. It sounds like you're running into trouble because you're setting the scale of your map and then making the added approximation that only one "thing" can be in a given grid on the map. Or you can only move in whole grid increments. This ties the granularity/accuracy of your combat to the scale of your map and the size of the grid pattern that you choose. If you scale your map to 1"/2m and then draw in 1/4" grids....this isn't too bad (due to previously discussed limits/margins of error). If you scale your map to 1"/2m and then draw in 1" grids....then you've roughly quartered your accuracy. You start approximating. You have stated a tendency to "round in the player's favor" for these approximations, skewing the numbers still further. That's your lookout.....and it has absolutely nothing to do with changing the units of measure on Powers from inches (map scaling) to meters (real world). Changing the units of measure on powers from inches to real world meters has one effect and one effect only: it gives an implied increase in accuracy of mesurements -- assuming that previously you could not purchase a 1/2" increment.
  22. Re: Why doesn't 6e use hexes as a unit of measurement? I think you're still utterly and completely failing to actually think this through. How do you measure turn mode? The same way you always did. Use a hex map if that floats your boat. Or just eyeball it. "That's about 60 degrees -- 1/6 of a circle" is just as valid a measurement as hex facings or anything else you care to come up with. You're creating hard rules in your head that you dare not violate lest you somehow make things unrealistic/unbalanced....when it's those very "hard rules" that you're creating that's doing the unbalancing and making things unrealistic. Why would you EVER restrict an arbitrary unit of measurement (a hex) to contain only one character/person? What happens if your map is on a grand scale (say, the entire US)? Only one person can fit in a given hex....making the total population of the US about 2500 people (assuming a 50x50 hex map). That's....sad. Why would you round somebody's movement (or AOE) to fit on your arbitrary hex? "Each hex on this map is 10m. My character has 25m of Flight, so I'll move 3 hexes." No. Your character has 25m of Flight. You'll move 25m. On the map, that will be approx. 2 1/2 hexes. If this bugs you from some OCD perspective and you simply MUST put characters in the center of each arbitrary hex on the map, then by all means, go ahead....and keep track of their movement, either going up or down a hex as appropriate to even things out. Rounding rules affect character creation. They have absolutely nothing to do with units of measurement on a map. Stop confusing yourself. Just use a map. If you want to have a map that shows a large area and still deal on a fine level of detail when needed, then do what has been suggested above -- which just happens to be the way things work in the real world (take street maps, for example): You have the large-scale map to show everything at a high level and then individual finer-scale maps to handle the individual actions.
  23. Re: Why doesn't 6e use hexes as a unit of measurement? You work in a fundamentally different mode from just about everyone else. And you seem perplexed that everyone else doesn't want to follow your method...or that things are setup based on what the rest of the world tends to favor. I cannot even fathom BEGINNING to play with a GM that set the area of an attack or the speed at which a character could run based on the scale of a map in a given battle. That's inane. You seem to favor that method -- good on you. But don't act surprised or affronted when the system changes to accommodate those of us (who comprise the VAST VAST VAST majority) who prefer internal consistency within our system rather than an arbitrary changing of the scales and power of abilities based on the level of detail that a GM wants to work into their map.
  24. Re: Why doesn't 6e use hexes as a unit of measurement? And internal consistency has nothing to do with realism. Everything to do with good storytelling, however.
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