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djkester

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Posts posted by djkester

  1. Who knows what the future brings. Maybe all the HERO System assets will fall into the hands of someone with a completely different vision for the system. *shrug*

     

    Reprints (softcover) of the 6e core library would be trivial from a pure production standpoint; the only thing lacking is a willingness to make the books available through a place like RPGNow. And I'm mostly speaking about the two main rules volumes 6E1/6E2. Clearly there is a demand, even if only a modest demand, for them despite the transition to the Complete line as the official path fowards. I don't see a compelling reason to deny them to a hungry public, particularly seeing how making them available costs nothing in terms of overhead.

     

    I've solved this problem by having my own softcover volumes printed from the PDFs. A reasonable alternative for those desperate for hardcopy who aren't obsessed with hard covers and who are willing to sacrifice color iterior pages to keep costs down (just like all the other softcover volumes).

    @zslane,

     

    Where did you get the POD done? I'm looking at getting some POD on some other RPG products and looking for a solid place/reliable etc. to get it done. 

     

    Thanks. 

  2. ok, Finally I have good news, what we need is help putting together the conversion document for 5E to 6E,  otherwise were good to go it looks like, I have now seen the slip case and cover art for the CD itself, and it looks pretty nice,

    so i would appreciate any help I can get on this, I am going to start a new thread on this today

    Shadowcat, I'll look for the new post. Thanks for keeping this alive.

  3. In generating a planet using the Star Hero published rules I have run into a snag.

     

    I don't see any rules for generating the age of the planet but the Life determination section needs the age of the planet to decide what life is present. 

     

    Any ideas on how to generate the age of a planet? 

     

    I'm leaning towards 

     

    Age of the Star - (2D6 * 10,000,000)

     

    Did I miss something in the rules? Anyone else solve for this problem already?

     

    Thanks in advance for any help. :)

  4. Re: Combat Armor that requires having a skill.

     

    FWIW, when we converted the Traveller weapons for Traveller Hero, a TL 12 Laser Rifle came out as 3½d6, AP, AF3.

    All of the lasers are Armor-Piercing, and the Rifles have Autofire where the pistols and carbines do not.

     

    TL10 Combat Armor is 7 rPD/rED Hardened, while Battle Dress starts at 8 PD/ED at TL 10 and goes up to 16 PD/ED at TL 12.

    Those were just our numbers; YMMV.

     

    Thanks for the support and information.

     

    Dave

  5. Re: Combat Armor that requires having a skill.

     

    Are the characters paying points for this armor or is it equipment. I can't quote, don't have my book in front of me, but, if the characters purchase the piece of equipment with points they are automatically skilled in its use. If it is equipment, who cares if it is a -1/2, -1/4, or even -0...as long as it is balanced in the game. When I am building equipment for characters to use (usually in low-powered fantasy games) I often lay out what it abilities are and make sure it is balanced with the game and if something is rather "who cares" about whether or not it needs a skill or not, then I won't assign it a value.

     

    I don't want you to get discouraged or anything and you should always make sure that what you are using is balanced, but something as trivial as needing a skill to use is..well...trivial in this instance and should just be your call as a GM.

     

    If it is equipment, the I agree that is should use TF as just armor, but can also use other skills if you add in radar, radio, etc.

     

    Sepia, I agree. In this case I'm modeling this based on the Traveller RPG which requires a skill to use this equipment. Oh and yes this is equipment. I also totally agree that some of this doesn't actually matter since they aren't paying points. Its just my own desire to explore this that is driving it. :)

  6. Re: Combat Armor that requires having a skill.

     

    Another option which may or may not be useful to you:

     

    In my campaign, the "skill" for using armor is Penalty Skill Levels. Wearing armor imposes penalties to DCV due to its bulk, anywhere from -1 to -3, and a character skilled in the use of armor will have PSLs to mitigate the penalty.

     

    I like that as model for Heroic especially in Fantasy. I'm always looking for ways that "feel" more real. This kind of thing that represents different ways to model "training" is great.

     

    Thanks for the idea I just may steal it.

  7. Re: 1000 Star HERO Weapons

     

    A little Traveller to Hero conversion action. This is a large 2 handed Laser Rifle for use in cutting through heavy Combat Armor.

     

    #0044 Laser Rifle TL11

    Edition 6e

     

    Killing Attack - Ranged 3 1/2d6, Half Range Modifier (+1/4) (69 Active Points); OAF (-1), STR Minimum 9-13 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 21)

     

    Powered off of an Backpack (END reserve)

     

    Endurance Reserve (700 END, 0 REC) Reserve: (175 Active Points); OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) (Real Cost: 64)

  8. Re: Combat Armor that requires having a skill.

     

    Mark,

     

    Thank you for the thoughts. They match a lot of my own thinking. One thing about Equipment builds. I"m not that worried about point costing RP vs AP. Since no one is paying CPs for the gear. I'm just looking at modeling the equipment down to this level so I can be sure how they should compare.

     

    Regarding scaling up the wpn damge and armor value. This is the hardest part of the conversion. Traveller scaled its weapons from HURT YOU BAD to KILL YOU. Armor values also scale from 2 up to 18. Which makes for a wider range that I allow in my Fantasy Hero campaign. So I'm doing two things:

    1. Making Combat and Battle Dress Armors between 8 and 10 Defense.

    2. Allowing the bigger guns to scale higher. I normally use a non linear leveling system for determining AP. I'm going to use that leveling system to calibrate but allow some of the bigger rifles to go as high as 70 and maybe even up to 90pts. But we'll see who actually has these weapons. :)

     

    Again thanks for the write up good to enforce some of my thinking and to get some new input.

  9. I'm building some Combat Armor based on the Traveller RPG Combat Armor descriptions. The Combat Armor in Traveller requires VaccSuit skill. I'm assuming that means that using Combat Armor is similar to operating in a VaccSuit.

     

    In Hero I either require Vacc Suit as a Skill or as a Proficiency. I'm still going back and forth with this overall.

     

    Here is what I have determined I need to build for.

     

    1. VaccSuit Skill is a proficiency.

    2. Manuevers in a VaccSuit under gravity would be normal with encumbrance.

    3. Manuevers in Zero-G will require Zero-G Skill rolls.

     

    So now how do I build the armor so that it requires proficiency? Right now I"m modeling it off of "Limited Power" limitation. I haven't been able to locate a more appropriate limitation. Here is what I've done so far.

     

    +10 PD, Hardened (+1/4), Resistant (+1/2) (17 Active Points); OIF (-1/2), Requires Combat Armor Training (-1/2), Real Armor (-1/4) (Real Cost: 7)

     

    If anyone knows of a another Limitation besides Limited Power that applies that would be great.

  10. Re: 1000 Star HERO Weapons

     

    I was thinking about a concealable Needler (Gaus) Pistol. Slow to reload it since the device has to be pulled apart and reloaded by hand.

     

    #0043: G-2 Gaus Pistol

    Edition 6e

    Killing Attack - Ranged 1 1/2d6 (Custom Adder:Easily Concealed +2 to concealment (2 active points), Armor Piercing (x2; +1/2) (40 Active Points); 2 clips of 2 Charges (Increased Reloading Time: 2 Full Phases; -1 1/2), OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), -1 Decreased STUN Multiplier (-1/4), Real Weapon (-1/4)

     

    A compact fairly flat gun. Compact size and materials made it easy to hide and keep hidden. Fires single shot with two rounds. Bullets are meant to puncture light armor easy but with the extra puncture the rounds tend to not distort upon entry reducing STUN damage.

  11. Re: MYTHIC HERO Kickstarter

     

    If this kickstarter fails I believe its 100% based on the size of the Hero System community. There is no lack of support from this community and Steve's made his position very clear and he's done the work to promote the product. I do not believe it will fail but if the final support does not come in it means we the community need to turn our attention at attracting people to this system. And products need to be focused on growing the consumers of the products.

  12. Re: New Hero System Players And Game Masters

     

    Spend time with younger generations of your family and friends. Go out and do stuff with younger people. Of my current gaming group 2 are in their 20s, 1 30s and 3 40s. Being older than 40 means you remember what it was like to play these games and can show others how much fun they are. I suggest hosting a game. Also, go to conventions and run games.

  13. Re: Pdf

     

    I have just realised (doh!) that reading a .pdf is much less convenient if the page is in columns with sidebars as you get less of what you are actually looking at in the viewing area. OK' date=' it isn't about the rules except in a meta-sense, but I thought I would mention it.[/quote']

    I missunderstood the question. I understand better now. :) I agree. The sidebars actually don't help when reading the content. What would be nice is a reader that has that content available on slide in tabs. :)

  14. Re: Dungeons, suitable for crawling or delving?

     

    "Think about every tomb we've ever broken into. When has it EVER been just a monument to someone's greatness instead of doing double duty as a CONTAINMENT UNIT for something that could destroy half the world?"

    I have done this several times and have planned yet another one of these. The players in my campaign will one day be very surprised when they break into a tomb and find a dead body. :)

  15. Re: Dungeons, suitable for crawling or delving?

     

    Another source of inspiration for those just starting out is video games. Skyrim is one I'm drawing from. When converting from a video game to a table top RPG you can just run with ideas the video game can't for hopefully obvious production cost issues.

     

    Also another way to go is to find an old dnd module and convert it up for you hero game.

     

    Whatever you come up with I'm sure if you put some fights that are interesting creatures with good descriptions your players have fun.

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