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KX_Mushashi

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Everything posted by KX_Mushashi

  1. Re: Hero-D&D system merge? In hero the closest thing I can think of to a D20's AoO is am attack with the trigger advantage set to "Opponent moves in range of attack".
  2. Re: Hero-D&D system merge? From what I am getting you are looking at taking elements of Hero and use them in the DnD system. The major issue I see is that DnD and D20 for that mater are not tool kit systems and despite a healthy selection of house rules don't take well to most anything. To be honest the skill systems in DnD and Hero are not all that different when you look at the formulas (base roll + skill level -/+ modifiers) the attribute roll being in Hero based on the type of skill ([9*(attribute/5)] or [8-, 10-, 11-] depending on the points spent to buy the skill) and in DnD the base roll is (D20 + attribute Modifier) so if you are looking to keep the Polyhedral Dice then there isn't much you can change there other then maybe make DnD a roll under system and that will have problems of it's own. For the marital maneuvers you could make a new feat for each style that gives you most if not all the Maneuvers and treat a each +1DC as a +2 on your damage rolls and each +/-1 to OCV as a bonus to hit and a +/1 to DCV as a bonus to your AC. As for the powers in DnD I think you are flat out of luck since DnD has nothing that general.
  3. Re: Hello for as bad as it sounds 80% or more of the math during the game is simple addition and subtraction, just like with any other pen and paper game. There are a few times when you will halve something or do something similar. Character creation Gurps actually uses a similar method to hero's fractions they just note it as a percentage as apposed to converting it into the fraction for you. If the math in Gurps isn't bad the math in hero won't be too bad, if the math in other games isn't too bad then most of the time the math in Hero won't be any different at all.
  4. Re: Hello I am actually playing in a Gurps 4th game right now. For me it is Hero all the way and there are a few reasons for it, though if you only look at the surface of the two they are very simular though as you start to look into them the diffrences will start to show. Here is a list of things I think Gurps could improve on and is why I pick Hero. 1) Skills: They assigned a base negative to your roll based on how many modifiers are in the game already and how important the skill is. Lock Picking is an easy so it gets just a straight Attribute roll, I don't think lock picking should be an easy but since there are lots of modifiers in game for this they decided not to make it hard or very hard. Accounting on the other hand is a very hard skill since there are few if any modifiers defined in game. The list goes on and on with skills like this but these are the easiest to see. They have skills spread out over a attribute -0 to attribute -4 spread so you can't really buy skills with out the book. Hero has a few different groups of skills set at different cost but all are attribute -0, and the groups are more based on how they are used in game, like "active", knowledge, and skills without a skill roll. Also Gurps has a scaling cost per level that you then have to subtract what you have spent already where hero has a base cost and then a set cost per level for most skills. 2)Damage: In Hero you roll your dice and then the target subtracts his defenses that apply and loses that many Body Points. Gurps you roll the dice, the target then subtracts his defenses, and then multiplies the remainder buy the damage type and then loses that many Hit Points. This to me is over complicated and I like the Hero system Much more since it is a simpler method. 3)Defense Skills: In Gurps each character has three defense skills that when they take a successful attack they can roll to negate the attack. The core system runs an all or nothing case here, meaning you make your defense roll you take no damage, so this forces attackers you use moves that have some negative they have to deal with to over come the defense rolls since they start out at normally 12-(or higher) for an average character. Hero has D(M)CV as a set number and moves that can be used so if the attacker rolls well they are not upset if the defender rolls ok and takes no damage at all. 4)In Game Mechanics: This is more about powers I just like calling them Game Mechanics. Hero does a good job I think explaining the powers that can be used and what can modify them. In Gurps the more complicated ones are left with a short description or they don't fully explain everything. A good example is Illusion in Gurps power book (with modifiers you can apply to it the power only gets a page and a half) and Images and Mental Illusion in hero (Mental Illusion on its own gets five pages including it's special modifiers, and Images has easily that many if not more in the core book alone. You asked the most complicated calculation you do in Hero, and I think that is calculating bonus DCs from maneuvers and what not. This is something you can do outside of play then you have but the reason I think it is one of the more complicated calculations is that not all advantages apply to the calculation of the base value that you then find on a table and see how much each DC is worth to that attack. If you do that out of game then there are not many complex calculations and the most common ones you will be doing is seeing what your CVs are and adding up damage.
  5. Re: basic rule book I have only briefly looked over the basic book and I hold to the idea that you should have at least one copy of Volume 1&2 in your group. I noticed that shape shift and a few other powers where not as detailed as they maybe should be, and if I remember right Summoning wasn't included at all. This probably isn't a big deal if you have experience in 5ed or an earlier version, you could probably get by though with out having played an earlier version with just the basic just not as easy I think as if you had the full two volume set.
  6. Re: Persuasion vs Oratory Looking over Oratory, it also states a modifier for the target's receptiveness of the message. If you are at a conference or a town hall meeting you probably want to hear what the person is talking about so that would be a bit of a bonus. If you are a speaker at a protest then you probably are talking to people that don't want to hear you as much but since it also says in the oratory skill description, that if you want to be an effective persuader or liar you should take persuasion, I would probably say they you get to roll persuasion as a comp roll.
  7. Re: How to convince a hero group that they should be registered and work for governme They are mercs, or so they think. Offer them a job from a new source that is a villain but the job is to gain their trust so nothing illegal in it (again or so they think. Maybe they have to deliver a small time hero to the villain.) The government finds out and comes to their base to see where one of their newer members went and well since they have a key to the front door (either through the contact or literally) they question the heroes and threaten Jail time. If the heroes want to work for the government they can have a rescue mission, game goes on as planed. If they don't want to work with them they go to jail or have to escape the authorities and the game changes and they have a new hunted capture disadvantage for free.
  8. Re: compatibility question From what I have seen more along the lines of 3 to 3.5 though with a bit more changes. Somethings get removed, others get consolidated and renamed, as well as the cost changes others have already mentioned
  9. Re: 6th Edition Books on eReader? I don't have the Sony reader(went with the iPad instead). The PDFs them selves load fine for me, though to test the display on the Sony I would look to see if you can find any free PDFs (PC games typically ship the manuals on disc now in PDF format and with steam you only get them from the PDF).
  10. Re: How to emulate a smothering power. Blast with no normal defenses (self contained bereathing) at the dice count for sufficating would work right? Edit: forgot you could add constant or duration to make so you only have to bubble them once or once every so often unti they are Knocked out.
  11. Re: Floater Disk The thing that comes to my mind is the naga beam. More specifically summon the disk and give it flight at what you want and growing. You can also tie a strength boost to it so it can carry more as it grows. As for capacity I would say follow the standard rule for how many people can occupy the same spaces and how many space it covers. Could be wrong but that is what came to mind.
  12. Re: 6e questions - still no move after attack, expensive movement, defense favored, e I am still somewhat new so forgive me if some of what I am about to say is a little off (still haven't been able to find a group to play in), though I do have experience in other systems as well. As for the deffense being more expensive, I will use DnD 3.5. A +1 to armor is 1,000 gold where a +1 to your weapon is 2,000 gold. Though the +1 for armor is equivelent to a +1 to your DCV or 5 character points, and the +1 to your weapon is +1 Damage class and a +1 OCV also 9 (5 for the OCV and 4 for DC(12 point Weapon Master / 3 since it gives you 3 DC per 12 points) character points total. These are both ignoring the OIF/OAF that the items would get. So if we ignore the +1 OCV of a dnd weapon Defense is more expensive. Now for armor, there isn't a good way to caltulate this out since Damage Ristitance isn't a magical effect for armors it is a Feat or inhearint to the armor, though Adamanite Breast(2 damage reduction for all non spell attacks) plate is 10,200 gold where the normal breast plate is ~350 gold. This equates to about 6 points (3 points per -1 to over all damage and actually cheaper then the +1 DC.) For the movement, the thing is movement is defense as well. If I attack and then move back I can do one of three things next round; move in and attack, half move back and wait, or wait. If I can get out of your range with a half move for two rounds then I can stay out of your range infinitely and since there is no OCV or DCV that I can find for a half move then I can keep hitting you from the extream range of my power and never fear being hit, assuming I have the room to do so. In Shadow Run walking makes your target harder to hit by 1 and running by 2, Battle Tech is about the same. DnD moving doesn't make it harder to hit but then again we are talking 30 in six seconds not 6m (19 feet) in one second and (38 feet running 12m and speed 2 or with speed three 57 feet.) So in DnD you can move 60 feet and attack twice but that 60 feet is a full sprint and not a nice jog. That is how I look at it and personally I like how the hero system did all of these three of these. Though if you want movement after attack house rules always work I just think it requires more tactical to move and then attack all the time then to allow attack and then move with out giving a penalty for moving after you attack.
  13. Hello all I had a question on a character I have been building using 6th edition. What I am looking for is an power similar to Power Down, Power Up power in 5th edition's Until Superpowers Database, basically a drain that dumps the points into my characters Endurance reserve. How ever I don't see Transfer in the two core books, the advance book, or the Champions Source book. Anyone have any good options for this effect in 6th edition or can point me to something I missed?
  14. Re: sticky electric bolt I am not sure if this has been mentioned yet, so sorry if I missed it and am re-mentioning it. People are not 100% conductive. I have started to work on my electric master and I found the Reduce by range. I was putting this on an electric entangle effect but the physics still apply. I am new to the system so I don't know how to fully handle this, but I would modify the AoE affect with a modifier that reduced over the number of people or the distance traveled through non-water/non-air/non-conductive metal materials. Though we could just call it over distance increments to keep it simpler. Explosion already has this functionality built in though there is another element that I don't think has been brought up. I would also say if someone in the chain reduced the damage to 0 then that chain is broken regardless if you do AoE or Explosion, though any other independent chains would still be active. Also I read that there was fear about rain transmitting the charge, and I didn't see it mentioned so I think I will mention it. When there is thunder and lighting it is not the rain drops that carry a charge but the actual bolt arching to the ground. A rain droplet is too small to carry a strong enough charge to arch drop to drop to people. I hope this helps generate a few ideas.
  15. Re: Bleach Conversion Project So I am actually working on Toshiro Hitsugaya (10th captain). I almost have his zanpakutou done I think but I wanted to know how some of you would handle the multiple levels. Right now I have it set up as a multiform with the sealed form as the base and the most expensive as the Bankia. I am using the Hero Designer so I just left everything blank other then the powers, is there a special modifier that I need to have it affect the weapon only or would I need to buy the character for each level of his weapon (This is how Marvel Universe RPG would handle it, and that is the only other system I have touched that is more open then not). I was going to do Kido as a multi power, or possibly as a variable power pool. Shunpo as a deportation that you can see more or less, and spirit pressure as a multi power as well.
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