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ronpyatt

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  1. On page 140, in Volume 1, the following sentence confused me. Which appears to contradict this rule: Since 40 is greater than 30, am I missing something obvious here?
  2. As described in Champions Powers, it's a tricked up DEX Drain. The description indicates this power makes the character clumsy and less accurate in attacks. Is this accurate based on 6th edition rules, because I thought OCV was not affected by DEX?
  3. Re: Healing power beyond re-use limit Then I must really have a bone to pick with this power. The arbitrary re-use limit of 1 per Turn is a campaign based limitation and should not be a basic rule for all game worlds. It's not too powerful, as I've see it used in Hero games, and it's worked just fine. Even other gaming systems allow for healing of faster than once per turn where even cumulative healing is allowed. I'm not going to worry about the world ending by introducing an effective healer. Most of the GM's I've gamed with don't even worry about this limit. So, you're right. I should just ignore the rule entirely, as I can imagine a world where such things happen, if if others cannot. Thanks for the feedback.
  4. I'm attempting to build a character that can heal once per phase (including re-use). What are some of the ways to get around the limit set by the rule "cannot buy healing use more frequently than 1 turn"? I was thinking of using partially limited scaled dice, 1d6 normal, +1d6 extra phase or maybe using delayed effect, but it's seems clunky. (6th Edition)
  5. Re: Free Champions Online Weekend! I tried it out... I think for about an hour. It's fun. I might like to continue playing now that the freebie weekend is up. However, I'm at a loss as to how to actually take the next step. When I launch Champions online and get the News, Bloodmoon - Find Out More, and a greyed out Patch pow! with a track-bar that says "No shards found". I'm not sure what that means. I clicked account and logged in. It wants a key (I assume for getting access to the game) or something for the cryptic store. Is there an easier way to actually get access to Champions Online? I know I'm missing something and feeling like my brain has density increase turned up way too high. The game is fun, but if it's this hard to get to, I'm not sure it's worth the trouble. I could use a big clue like a button that says {To PLAY After The Freebie Click Here}.
  6. Re: From THAC0 to HERO Very good stuff. Thanks for all the feedback. I'm not looking to change the system's math or types of rolls. I'm looking for ease of use. With the 11+OCV being constant per character, the other constants such as Half OCV or 0 OCV, should also be pre-calculated with the +11 and sitting on the sheet ready for use. If those pre-calculations have a proper name then all the better. If there are any modifiers that are not constants they can be added on the fly to the Base Attack, which makes it easier as those variables are outside the player's sense of character-self. I'm looking to introduce the system to new players, and the moment I throw out the To-Hit, I want lights to go off with one of those "AH-HA!" moments and not groans to fill the room. Something like these Virtual Stats: Base Attack = 11 + OCV Half Base = 11 + Half OCV Un-Prepped = 11 + 0 OCV With the caveat: Virtual Stats cannot be directly affected by powers. This is at least until I can get them to know the system enough to find out how it all works... if they want.
  7. Re: From THAC0 to HERO That 11+OCV really kills it for a lot of players. I've see the same thing happen in D&D when calculating the DC for resisting a spell, where players are constantly repeating, "how do you calculate the DC?" It's better to include the constants like we do with Skill Rolls, because constants are not going to change. No need to keep adding 11 when it's already added into the value.
  8. Re: From THAC0 to HERO Exactly. I mentioned THAC0 because it represents the terror old D&D players feel when they encounter the HERO System's to-hit formula. I've witnessed it too many times to deny it. And, yes, I'll be trying the Base Attack - 3d6 = DCV or less method.
  9. Re: From THAC0 to HERO I really like the flipped die rolls method. It's intuitive and familiar, but I want to stick with the HERO convention. Once the players get used to the roll low they'll be in line with the rest of the HERO community. That way, if they go to another HERO game they won't get laughed at.
  10. Re: From THAC0 to HERO Yeah, taking out the 11 from the calculation every time is exactly what I'm looking for. Combat Skill (which I will call Base Attack) of (11+OCV)- would work great. It's the opposite of what my players are used to seeing with the defensive value calculated like Armor Class, which was where I was going with Combat Defense, but your suggestion has the advantage of avoiding a negative defense value. I'll try using this Base Attack value. It still feels a bit clunky, but if I can just get them around that we should be fine.
  11. My group recently starting playing with the HERO system (6E), and I've been teaching them how to play. One of my players recognized the attack roll pattern as too similar to the dreaded THAC0. When I broke out a chart, eyes rolled. I know there are several methods to presenting the formula, but I'm looking for an easy way to present the values by simplifying the process and removing some element of the formula without relying on a chart. The number 11 is the only universal constant in this formula. Since I have a lot of players with D&D background, I thought I'd use the 11 to create a pre-calculated Combat Defense number (similar to Pathfinder's CMD or AC), which would be 11-DCV = CD, and making that CD a regular part character sheet. Since the target number would be CD or less, the attacker's to hit would be simply 3d6 - OCV. Positive modifiers increase the CD, and negative modifiers decrease the CD. Am I calculating this correctly?
  12. Re: Damage Negation Hi/Low You could optionally remove the "middle" dice from an attacker's roll for standard DN.
  13. I'm really enjoying the sharp edged effect of the Damage Negation power. Very sweet. I thought of a variant that might be exciting for rollplay (because I haven't figured out an in-game reason for it, yet): High Damage Negation and Low Damage Negation. 3 DC of Low DN, where the full damage dice are rolled and the lowest 3 damage dice are removed. I know it's a total twink job, but I could have fun with it. I might give it a -1/4 limitation, but I also might give a +1/4 advantage for a 3 DC of High DN, where the highest 3 dice are removed.
  14. I really like the alternate form of desolidification found in the 6E Advanced Players Guide. It makes it easier to create certain special powers that I found to be a bit clunky with standard desolid. I'm thinking of making it a standard power for my games.
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