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nexus

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Everything posted by nexus

  1. Well, not in one second, but I can walk up to someone and hit them in a couple of seconds easier than I can hit someone then turn around and walk away before they can hit me. I've seen alot of fights and, honestly I haven't seen that happen unless the first punch knock the person on their ass OR they were just too shocked or didn't plan to respond. Usually they take a swing almost instand. Trying to walk away would just get your punched in the back of the head. If Hero was going to add that ability, I would hope there would be some kind "Attack of Opporunity" added to keep Speedster types (and teleporters) from being almost untouchable in Hand to Hand combat. Or at least keep combats between fast and slow HTH combatants from being endless "I'll wait for him to walk up to me, so I can back off" compeititions. Slaughterj says he's never run into those problems (or at least not much) and I would deny his (or her) experiences, but I can see it happening far too easily and its just not that big a deal. If you just HAVE to move after you attack there are ways to do it. They're just risky to various degrees, but risk is what makes combat exciting.
  2. Actually, come to think of it. Action Points might be a cool replacement to the Speed Chart and eliminate little things like this. Hm, I think I wil work on that.
  3. I always thought an attack action ended your phase because you stopped a moment to aim and it took some degree of concentration. Thats what consumed your phase. Like most of the "attack and move" option have OCV penalties because your effectively "rushing" to move afterward, like Snap Fire and Move By. The character stops a moment to level his hand or ready a proper punch. Making a Half move in combat used to reduce your CV for just the same reason I think, but that rule was dropped. Its very abstract because Hero doesn't have "action points" like some combat systems beyond half and full phase action. Making it "Impossible" without using a Move by/thru or something similar is just a matter of simplicity. Alot of people already bitch that Hero combat is two slow or complex. In any event if I were institute a Move after you attack rule, I would have it inflict a CV penalty. If I punch someone with the intent of turning completely around and dashing iff, its not going to be as effective as a solid attack, IMO. Defensively, turning my back on the target wouldn't be a good idea either. When you see someone really do that, in my experience, its a quick slap or playfull jab not a all out attack.
  4. All right. I will say I find it weird to picture to people starting in hand to hand combat, one punching the other then turning and running flat out, some 20 feet before the first can respond with the fleeing character being a speedster of some sort. But thats really beside the point I guess. But is whats being talked about this: Character A and B are adjacent. A punches B and can still make half move or Character B is a half move from Character A. B can half move to A, attack, then half move again?
  5. Here are some of my conversion notes: So far I can see alot might be lost in translation. I think I can preserve the general feel of the game though. For attributes I think I am going to use a straight conversion system. Storyteller attribute *5 giving a range of 5 to 25. That seems to fit the almost superheroic level of Exalted. White Wolf -> Hero Strength Strength Dexterity Dexterity Stamina Constituion Health levels Body (10+1 for every additional Health Level) Int+Wits/2 Intelligencee Perception +1 Per roll per dot over 2 Man+Cha/2 Presence Willpwer*2 Ego Apperance Comeliness Stamina Physical Defense Stamina Energy Defense Dexterity Speed As figured Recovery As Figured Endurance Health Levels Stun (As Figured +5 per health Level above 7) Abilites General Notes:For Attribute based abiltes the following conversion stands: 1 8- 2 As figured 3 +1 4 +2 5 +3 For General Abilites 1 8- 2 11- 3 Attributge level or +1 whichever is greater 4 +2 5 +3 Storyteller -> Hero Dawn Caste Brawl Every dot is 3 points of manuvers (Brawling)or Skil Levels Martial Arts Every dot i 3 points of manuvers (Martial art) or Skill levels Archery Every Dot is 3 points of Skill level with bow or manuvers (ranged) Thrown Ditto Melee Every Dot is 3 points of Levels or manuvers of choice. Zenith Caste Endurance Each dot is +1 to Constitution Rolls and +5 Endurance Performance A PS in a performance. Each dot can be a +1 or new PS Presense Each dot is one Pre based skill or a +1 Resistance Each dot is one level of Resistance Survival Each dot is 3 points of Survival Skills Twilight Caste Crafts A PS of some Craft skill. Each dot can be another skill or a +1 Investigation Deduction, Crimineolgy, Forensics (Medival) Lore KS based on areas of academic study and learning. +1 or new KS Medicine PS:Chirugeon/Healer normal conversion Occult Sci Skill:Occultism Night Caste Athletics Climbing, Acrobatics and Breakfall Awareness Each dot is +1 on General Percecption Rolls Dodge Each Dot over 2 is +1 level with DCV Larceny Streetwise, Sleight of Hand (Pick Pockey), Lockpicking Stealth Stealth, Concealment Eclipse Buracracy Buracractics Linguistics Each dot is 3 points of Language Skills Ride Riding normal conversion Sail PS:Sailer Normal conversion Socalize High Society Specalties must be converted on a case by case basis. Ususally they will dicate specific manuvers purchased or complimentary skills. Ex:Occult 2 (Specality:Summoning +1) would convert to Sci:Occultism and KS:Summoning Rites:8-
  6. I'm leaning toward a Desolification Kludge for the perfect defense. Perfect attacks, well I might have to use a non cannonical advantage or an Ungodly OCV bonus.
  7. Hello. I play Exalted quite a bit and have been planning a conversion for awhile. I can't tell you how excited I was to see this thread.I have all the Exalted books currently printed. If you would be interested in corrosponding and sharing ideas, please contact me at Nexus@qx.net One thing I would toss up is that all Exalted suffer from the Curse. The Dragonblooded version is just much weaker than the Solar. It effects them only when their Temporary willpower is 0. I haven't come up with a way to represent this in Hero yet. I'd call the anima banner the visible SFX of Charm use and give Solar charactrs a Social limiation and a Hunted. Essence I was thinking would be represented for an Endurancee Reserve with a -1/2 limitation that it causes anima flare the more it is used. And a brought down recover time since Essence only regenerates over the course of hours naturally. One of the problems I have run into is I have no idea how to represent some of the so called Perfect Effects that Solars have like Seven Shadows Evasion and Heavenly Guardian Defense. Looking forward to hearing from you.
  8. I hope this isn't off topic. But if anyone could point me in the direction of a good solid Champions PBEM, I would appreciate it immensely. I've been in a few but they always seem to go belly up quickly. I'm fairly open to any type of setting and have alot of experience with the Hero System.
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