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Drohem

HERO Member
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About Drohem

  • Birthday 05/24/1967

Profile Information

  • Gender
    Male
  • Location
    Thornton, CO
  • Interests
    Fantasy and Science-fiction media. RPGs have been my hobby since 2e Gamma World in 1984.
  • Biography
    Single father of four small children.
  • Occupation
    Cook at a Daycare Center

Drohem's Achievements

  1. Good song. I have no idea how it relates to the discussion though.
  2. Well, let me try to add some clarification to the situation. It's clear from the rules that skill bonuses/penalties are applied to the Skill Roll rather than the actual dice roll. My group plays online via Roll20 and the use of Macros. These macros are written and used when a roll is needed. The whole reason for this discussion because of the nature of online play and macros. Now, this isn't really an issue with combat rolls because of the formula for combat rolls and how modifiers can be applied in the macros. With combat macros, it's non-issue because the net modifier is applied to the base 11 and the actual 3d6 dice roll remains untouched. However, due to the nature of writing macros for Roll20 it is easier to apply the net modifier to the actual 3d6 dice roll rather then having to manually adjust the Skill Roll needed for every single attempted skill roll. I just had some doubts if there was a mathematical equivalency between applying the net modifier to the Skill Roll or applying the net modifier to the actual 3d6 dice roll. I suspected that the percentages of success or failure between the two approaches might be different and not match up. However, from Lucius' responses above it appears that there is a mathematical equivalency between the two approaches and I don't have to re-write the macros for our games.
  3. Let me see if I can explain this in any meaningful way, LOL.... Example 1: Character has PER 12- Skill Penalty to roll is -2 Before dice are rolled, his roll for success is at 10- 3d6 are rolled and result is a 7 The degree of success is 3 Example 2: Character has PER 12- Skill Penalty to roll is -2, but it is applied to dice roll 3d6+2 are rolled, and the result is 9 [7 (raw dice roll) + 2 (penalty)] The degree of success 3 OK, you're right, it does seem that there is no mathematical difference between the two approaches. Thanks for the help!
  4. LOL! Well, it's not the first time, nor will it be the last time, my gut has been wrong. However, does this account for degrees of success? I mean let's say in both examples that the raw dice roll is a 7. In the first example the degree of success would be 3, and in the second example the degree of success would only be 1.
  5. I need help from a math wizard to explain to my group the difference between how Skill Bonuses/Penalties are being applied by currently in our game play. Certain members of my group believe that there is no relative difference between applying a Skill Bonus/Penalty to the Skill Roll Needed or applying it to the actual Dice Roll. Let me explain with an example: Let's assume that my character has a normal Perception roll of 12- and he needs to make a roll with a -2 penalty. My group believes that making the Perception roll of 10- is mathematically equivalent as... Rolling 3d6+2 against a PER 12-. My gut tells me that they are not mathematically equivalent, but I don't know how to explain it properly. Or, I could be totally off base and they are mathematically equivalent, LOL! Either way, I would appreciate help from someone to parse it down for us math laymen.
  6. Hi Steve, How does Reduced Penetration work with odd dice? I have a Wolf-Folk character (Fantasy HERO, p. 64) with the Claws option and a 15 STR so he does 1-1/2d6 damage with STR added. Also, we use the Hit Location rules to determine STUN damage. Would the dice be broken up into 1d6 and 1d3 for the attack? Also, how would the STUN damage be determined with using the optional Hit Location rules? Cheers, Drohem
  7. Re: Mass Combat System and Archery Units The GM and others in my group are more reactionary and are looking for a 'solution' to this 'problem' immediately even though we only played the Mass Combat system once. I, on the other hand, would like to give it some more time before changing things around. Upon reflecting on this issue, I came to the conclusion that the system is, somewhat, representative of how this units operated. I am of a mind that the system is fine and that's just the way it works in large combats. I was hoping that someone had some concrete insight regarding the numbers for OCV/DCV for the units presented in the Mass Combat system. My first blush was that maybe the DCV listed for units is too high. Setting aside all the historical battle discussion for a moment, it seems that my gut reaction is the general consensus here: archery units just weren't terribly effective in large scale combats. Does anyone see it terribly damaging if archery unit fire was switched to target a square instead of the unit's DCV?
  8. My group used the Mass Combat system presented in 6e Fantasy HERO book for the first time on our last game night. We were dissatisfied with how missile fire played out: not one volley hit an opposing unit due to range penalties (even with the Brace and Set maneuvers utilized). We are considering changing missile fire so that it's an area of effect, and, therefore, only needs to hit the hex (DCV 3) of the opposing unit instead of hitting the unit's DCV rating. Has anyone else used the Mass Combat system for the 6e HERO System? If so, what are you thoughts on it? Did you run into the same issue? If it was an issue, how did you resolve it in your games?
  9. Re: From 4E D&D to 6E Heroes: The Intimidation Factor In all honesty, if you've made the time commitment and invested in mastering 4e D&D, then mastering HERO will be roughly the same. As far as instant monsters, others have already suggested the Bestiary. Each monster also has some packaged options that you can apply quickly to make them different and not so cookie-cutter, and, of course, once you get the hang of the HERO System then you'll be able to make a few tweaks in a couple of minutes.
  10. Re: Dungeons, suitable for crawling or delving? Can't go wrong with the dungeon staple of Giant Rats!
  11. Re: Unarmed Damage Cap? Well, I am ruling that using the manacles is close enough to either Clubs or Fist Loads that I am not imposing the -3 unfamiliarity penalty. (Trying to cut them a small break since they're in dire straights, as it were.) However, most of there current opponents do have Long weapons, so reminding about this rule was great. Thanks!
  12. Re: Unarmed Damage Cap? Well, not a damage cap strictly, but I like it! I take it that it is intended to simulate the skull, correct?
  13. Re: Unarmed Damage Cap? Thanks for the responses! There are several things I left out originally since they seemed moot to my question, but I realize now that they might helpful to other readers: 1. I am using the optional rule where damage over double the base DC of the weapon goes to the weapon; and could break it. 2. The PC in question doesn't have access to other weapons at the moment. 3. The character is no longer bound by the manacles, but is using them as a makeshift weapon (i.e, clubbing people with them). 4. It's a Heroic, gritty, fantasy game. OK, so do any GMs out there cap Unarmed damage dice, or is it a non-issue for you?
  14. OK, so weapon damage is usually capped at double the base DC of the weapon. Is there a cap for unarmed STR damage with a punch or kick? If this is discussed somewhere in the rules (6E), please direct me to the appropriate page. For example, a PC in my current game is a recently freed slave and the only weapon he has are manacles. I have decided that this does 2d6 Normal damage; therefore, he is capped at 4d6 damage with the makeshift weapon. However, the PC does more than 4d6 damage with just his normal punch and Martial Strike so he's discarded the weapon for just punching people. Is there a cap as to how many dice of damage an Unarmed attack can do?
  15. Re: Help with the Zombie template Oops, sorry, I didn't mean that the power Takes no STUN wasn't in the 6E1 book, but, rather, that the part about armor being cut in a 1/3 isn't in the 6E1 book and is only in the APG2 book.
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