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Rapier

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  1. Like
    Rapier got a reaction from tkdguy in AD&D (1st Edition) Spell Conversion Proof Reader Wanted   
    It's mostly all in the title.
     
    I'm running a bunch of 1st Edition AD&D ports for GenCon this year. Instead of doing it piecemeal and not having what I need, I've decided to go to the extra effort and convert all the spells into Hero (eventual goal is to upload everything to the library so everyone can have it). My goal is to have a master spellbook with the descriptions and particulars of each spell (that will probably also contain the Hero build) and a Prefab for HD. I'm going to have one prefab for Cleric Spells, one for Druid Spells, and one for Magic-Users. I'm skipping Illusionists because no one ever liked them anyway.
     
    My plan is to provide each spellcasting character with their own physical copy of their personal spellbook with all of the spells they know. I believe I'm also planning on having an export format for JUST their spells so that they have a copy of the Hero builds for their character sheet. So each player would receive a bound/stapled physical copy of a spellbook that may/may not include the Hero builds of all of their spells. They will get their character sheet that will have a Custom Power called Spellbook that costs as much as the spells they have. They will also get an extra sheet (or two) called Spellbook that will be an export format that includes nothing but their spells. So if anyone has/would like to also help with an Export Format I wouldn't turn away help (there is probably one in the Vault, but I haven't spent too much time digging around in there just because I'm not to that point yet). I haven't played with Export Formats in (quite literally) years and I'm rusty. I can do it but it will be slow going for a while. I'd also like to have some kind of fancy cover for each caster, but that's if I find the time or find someone to mock something up for me (or I can find something to steal).
     
    I'm rapidly closing in on the point that I'll be done with the Cleric Spells (I just started 5th level today and there are only 7 levels of spells) and I could use another set of eyes to compare the HD builds to the descriptions/details in the master list. I'd also the builds looked at, to ensure I haven't neglected an AoE or a Time Limit or something (or miscalculated the Magic Skill modifier). Any helpers would get a mention in the file and my eternal gratitude. Obviously we have some time (since GenCon is in August), but the sooner I get this done the sooner I can move on to other things.
     
    So, what I'm looking for is a few people willing to read through some spell descriptions (and find typos and spots where I neglected to remove reference to Levels, etc) and compare them to an HD file (so you will need HD), and while you are proofreading double check the builds and let me know if I have missed something or (in some cases) if my build is just whackadoodle and you have an idea of a better/easier way to do it. I'm doing all the heavy lifting but after a while I'm finding that I am missing some things and not everything is consistent in build/methodology. I'm going to go through and proofread them myself again (obviously) but you don't always do a good job proofing your own work.
     
    Thanks in advance.
     
    -r
     
    EDIT: Samples below, first is spellbook, second is HD.
     
    Cure Critical Wounds
    Range: No Range
    Casting Time: 1 Minute
    Components: V, S
    Duration: Instant
    Magic Skill: -3
    College: Necromantic
    Area of Effect: 1 Creature
    Mana Cost: 2
    Brief: 4d6 Simplified Healing
    Description: This spell is a very potent version of the Cure Light Wounds spell. Upon laying his or her hand upon a creature, the cleric causes 4d6 points of healing on a wound or other injury damage to the creature's body to be healed. This wound will not affect creatures without corporeal bodies, nor will it cause wounds to creatures not living or those which can be harmed only by iron, silver, and for magical weapons.
     
    Cure Critical Wounds:  Healing BODY/STUN 4d6, Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Extra Time (1 Minute, -1 1/2), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Magic Skill, -3; -1/4)
     
    EDIT EDIT: It might also be helpful to compare the spells to the original AD&D versions. If you don't have a first edition players handbook, I have a PDF I can loan you.
  2. Thanks
    Rapier got a reaction from Amorkca in GenCon 2019   
    In City of Heroes, Rommy and Requiem are Archvillains (kind of the biggest of the big bads).
     
    Cimerorans are citizens of Cimerora (a region patterned after ancient Greece). Nictii or the plural or Nictus, which are beings of dark energy.
  3. Like
    Rapier got a reaction from Chris Goodwin in AD&D (1st Edition) Conversion - The Thread   
    That's kind of why I'm going at it from the other side. What I'm doing is, basically, creating a Fantasy Hero campaign that has all the IP/Lore of AD&D. For instance, I looked at things like Backstab. It's a multiple or, in Hero terms, a damage increaser. So I made it part of Skullduggery (the Thief Martial Arts package) and its +4 DCs (must be behind target). I could also build it with some + HtH DCs with Must Follow Suprise (-1/2) and Only from the Back (-1/4).
  4. Like
    Rapier got a reaction from SteveZilla in DEF Builds Hell   
    I really like what you've done with 6E. I made SO much sense to get rid of FF and Armour because (as you've said) they were just other powers with modifiers and it made no sense to clutter up the rules with silly things. I really like the changes. However (you knew a however was coming, didn't you?), there is one problem (and it's not a Hero problem but more of a problem with HD).
     
    I'm building a Shield Spell (basically a Force Field). So instead of buying FF or Armour (like in the old days), I have to build a Compound Power. Then I have to add PD, add Resistant, Gestures, Incantations, IAF: Turtle Shell, Extra Time: 2 Phases, 1/2 DCV Concentration, Costs End Only to Activate, Time Limit: 5 Minutes + 1 Minute/Success, Requires a Magic Skill roll at -1, No Range, AoE: 4m Radius.
     
    THEN I have to add ED and do all the same again. Not only am I finding that it can be difficult to keep track of all the modifiers and make sure they all match, it REALLY sucks up some real estate on the character sheet to have to have double the modifiers listed.
     
    I honestly, love the concept behind the change to 6E but in this one instance it is a HUUUUUUUUGE pain in the tuchus. I don't expect Simon to go off and start coding things to make my life easier, but this has GOT to be something that is bothering others. Would it be at all possible to work in some kind of DEF power that is just a short cut for PD/ED (or if you wanted to go totally crazy and add Power DEF/Flash DEF, but those are rare so PD/ED are the real problem) so that they could be purchased in the same power and have the same modifiers applied without going through all the hassle of a compound power?
     
    I know that when building a character you normally purchase PD and ED together and they usually have the same modifiers, and if you wanted to purchase them separately with different modifiers you could still do that with the current structure. It is just that I am constantly building PD/ED armour/force fields builds and the current implementation is really sub-optimal.
     
    I figured it can't hurt to ask. The worst that can happen is you say no.
     
    EDIT: Response
    Well slap my ass and call me Sally. That is EXACTLY what I wanted. I just KNEW there had to be a way to do it, it was just WAAAAY to cumbersome otherwise. I'm going to go hide my head in shame for missing the obvious now. Don't mind me, nothing to see here, move along. 
  5. Like
    Rapier got a reaction from scoolio in Extra Time, 1 Turn   
    So, I'm converting AD&D spells into Hero for GenCon next year. It's been fun, but I've made some mistakes along the way that have forced me to go back through what I've already done. 
     
    I've finished the Cleric and Druid spells and am getting into the Magic-User spells and suddenly I'm coming up against a bunch of spells that have 3 Segments (1 Segment = 6s) casting times. I'm assuming that everyone is going to be SPD 2, so it works out nicely to a 3 Phase casting time (ezpz). There are some spells that are 2 Segment (which I've given Extra Phase) castings. So I'm trying to draw the distinction between 2 Phases vs 1 Turn. At SPD 2 they are kind of the same thing (I think).
     
    My understanding is that (again, assuming SPD 2), Extra Time (Extra Phase) means that it would take two phases and the spells would trigger/cast at your DEX on the second phase. But what about if it is an Extra Time (1 Turn)? If you start casting on Segment 12, it would take your two phases and cast at post-12 the next turn. What happens if you start to cast on Segment 6? I would think that would mean that it would cast at the VERY end of segment 6 of the next turn. But then I argued myself into a tizzy, telling me that it specifically says "Post-Segment 12) so that if you start casting on Segment 6 on Turn 1, the spell would cast at post-12 on Turn 2 (effectively taking 3 phases).
     
    I've completely argued myself into a circle. I imagine the real quandary is because they are SPD 2 and an Extra Phase is, in effect, an entire Turn. I'm not sure going on your DEX vs post-segment is worth much of a Limitation. So before I dig myself in deeper and create a situation where I want to go back through and revisit all my previous work...can you weigh in before this argument with myself devolves into a fist fight?
     
    --r
  6. Like
    Rapier got a reaction from Brian Stanfield in Hero Designer Character Pack: Fantasy Hero—6th Edition   
    I totally hear you.
     
    I used to have an old copy of Davinci's (Vitruvian) Man that I could list sectional defense on. It would be pretty awesome if it could be overlaid on that image (or just the old BBB character outlines). I'll have to look at the XML and see if there are even fields for hit locations.
  7. Thanks
    Rapier got a reaction from Chris Goodwin in AD&D (1st Edition) Conversion - The Thread   
    SPELLS ARE FINITO!! 
     
     
    At least the entry. There is still some proofreading and such that needs to be done but they are all entered. Phew!
  8. Like
    Rapier got a reaction from Amorkca in AD&D (1st Edition) Conversion - The Thread   
    Crickets: Hearing Group Flash 12d6, Area Of Effect (12m Radius; +3/4) (63 Active Points)  
    I'm just going to assume that silence is agreement.  
     
    I believe option c (above) is the best. I briefly considered putting the mini columns in alphabetical order (casting time, magic skill, range and AoE, DCV, Mana Cost) but decided that was the OCD Demon and not an actual good idea. I'm pretty happy with that layout and it's pretty close to the one used in AD&D. Because of the conversion to Hero I needed to add a couple of fields, but I think this works. At the end of the day, I don't think it REALLY matters. People who use this will get used to seeing AoE at the bottom of the right column and it won't be strange. I'm just obsessing (partly because I'd prefer to get this locked down before I start filling in fields! :)).
     
    I've got the framework (in 2 columns) for the Illusionist spells done and all the description are in. There are only 65 spells (plus the ten magic-user spells) and even a LARGE number of those (eyeballing it says 1/3 to 1/2) are just version of magic-user and a couple of cleric spells. So building should be VERY quick.
     
    I've also started to let me brain chew on the classes and how I am going to handle 'levels' in Hero and I think I have found a pretty elegant solution. I think you will like it. See that teaser? It's to make you come back for more!
     
  9. Like
    Rapier got a reaction from Chris Goodwin in AD&D (1st Edition) Conversion - The Thread   
    8th level spells are done!! Heading for shower! I hope to finish 9th by Friday. I've decided to keep on with the Illusionist spells (since I'm thinking of a source book and it will be easier to do while I'm in the groove instead of starting up again). Sourcebook also means I will want to reformat my layout a bit into 2 columns instead of 1. Won't take very long but it's a bit of a pain in the butt. If I had known I was going to be tinkering with format this much I would have put all the info in a database and done a merge. Oh well. Maybe next time! LOL.
  10. Like
    Rapier got a reaction from tkdguy in AD&D (1st Edition) Conversion - The Thread   
    6th level spells are done! Going to bed.
  11. Like
    Rapier got a reaction from Duke Bushido in AD&D (1st Edition) Conversion - The Thread   
    I lazed about a bit today, but I polished off level 4 magic-user spells. That means I only have 92 spells left!
     
    Clerics and Druids had about 100 each (102 and 94, respectively iirc). The first 4 levels of magic-user spells had 102. This means I am just about officially 75% done! WOOHOO! Of course, there is all the proof reading and tweaking and play testing and such, but the heavy lifting will be DONE! I had hoped to get it all done before school starts back up on Monday, but I don't see that happening. We are going to take the tree down this weekend and we've got bowling on Saturday. So maybe not this weekend but definitely by this time next Friday, I'll be done. Then I'm gonna have me some drinks.
  12. Like
    Rapier got a reaction from Amorkca in AD&D (1st Edition) Conversion - The Thread   
    Oh this one is juicy. 
     
     
    I've already edited the AD&D duration language into Hero, but here is a spell that does nothing except buy up some Time Limit advantage. So instead of getting silly with Transforms and trying to figure out an AP average for spells so that I can correctly pay off an advantage and repurchase it at a new level or some silliness...I'm just going to grab a custom power for 40 AP and give it no description or anything. Just have it be a point sink to hang some modifiers on. I did this once before. There was one spell that (IIRC was some kind of trap a wizard would set on a spellbook or something) didn't have a predefined effect buy would allow the caster to determine what they wanted from a long list. Ideally I would have created a VPP with all that nonsense. Instead I created a custom power that represented 40 AP worth of spell effects. It's tempting (because Hero is so crunchy) to want to build everything out (eg the old 'how do you build a flashlight' argument), but it's unnecessary. I'm not building torches out of points. I'm just saying here is a 2pt item and it is a torch and it extends light (just like a Change Environment) for 40m. End of story.
  13. Like
    Rapier got a reaction from Chris Goodwin in AD&D (1st Edition) Conversion - The Thread   
    Oh this one is juicy. 
     
     
    I've already edited the AD&D duration language into Hero, but here is a spell that does nothing except buy up some Time Limit advantage. So instead of getting silly with Transforms and trying to figure out an AP average for spells so that I can correctly pay off an advantage and repurchase it at a new level or some silliness...I'm just going to grab a custom power for 40 AP and give it no description or anything. Just have it be a point sink to hang some modifiers on. I did this once before. There was one spell that (IIRC was some kind of trap a wizard would set on a spellbook or something) didn't have a predefined effect buy would allow the caster to determine what they wanted from a long list. Ideally I would have created a VPP with all that nonsense. Instead I created a custom power that represented 40 AP worth of spell effects. It's tempting (because Hero is so crunchy) to want to build everything out (eg the old 'how do you build a flashlight' argument), but it's unnecessary. I'm not building torches out of points. I'm just saying here is a 2pt item and it is a torch and it extends light (just like a Change Environment) for 40m. End of story.
  14. Like
    Rapier got a reaction from Doc Democracy in AD&D (1st Edition) Conversion - The Thread   
    Bold is mine. One of the real problems with the text of the Player's Handbook (and spells in particular) is that they appear to be written by a few different people because the diction, verbiage, punctuation, etc seems to change drastically from spell to spell. One of my frustrations is the seemingly random switch between units of measure. They frequently use inches (") to refer to map inches. Then they will talk about a Detect being stopped by 1" of metal or 2" of wood. Obviously, they are talking about real inches there, but it makes reading this stuff very difficult and slow to read through and convert.
     
    I actually read through the description three times and just now noticed the distance. Two feet is < 1m. A hex is a 1m radius (2m diameter). So this Blink, while doing it's rando teleport thing, only moves them <1m which is still within the hex. I was planning on doing a NCC (Effects Only) 4m Teleport. Even though the text seems to back up my initial idea of doing just +DCV, I'm really kind of digging the thought of the mage blipping about the battlefield uncontrollably. For now, I think I'm going to go full on Rando Teleport. I mean, I can always change it later and it's not like it would take long to build a +4 DCV spell.
     
    You guys are really helping. Sometimes there are considerations I hadn't thought about (and some of this is pretty boring conversions). Thanks!!
  15. Like
    Rapier got a reaction from drunkonduty in AD&D (1st Edition) Conversion - The Thread   
    Working on GenCon conversions, yadda, yadda. 
     
    SO I've gotten all the cleric spells converted. I've got all the descriptions done. Things are going pretty well and I am happily months ahead of schedule. However, I was pre-proofing the HD builds and I have a quandry, so I'm tossing it out to y'allz for feedback.
     
    So obviously 1st Edition AD&D had it's issues. As much as we loved it, we also hated it. The concept of THAC0 never sat well (why does armour stop you from getting hit?) and the balance issues around race (elves can only go to level 10 because they are too flightly to progress beyond that level...errr what?), but one of the biggest problems we always had and hated was how magic was dealt with. I loved the concept of magic-users. But I very quickly stopped playing them because the system just hosed them so hard.
     
    Memorising spells was ok as a concept, but the number of spells were so limited that you either blew your spells in the first 30 minutes of the game and sat around playing a boat anchor around the team's neck or you saved them for "that big boss" and never ended up casting half your spells. However it went, you were never good for magical weight. Your HP was so low and you had that 8 or 9 AC. You were limited to dagger, dart, and staff. If you were in dagger range you were dead. You had no armour and no hp. 1v1 with a kobold and you were cooling meat. Staff was a little better but one guy with an actual sword (and the chance that he could actually use it) left you as...cooling meat. So you were stuck in the back of the party hiding behind a rock tossing in darts. 1d2. WOOHOO! Same damage as a punch...except you can't hit anything because your THAC0 is so bad. As a package you were useless. You couldn't do anything in normal combat and your spells were so limited in number that you never had a chance to use them. Which brings me to the actual point of all of this:

    One of the house rule changes we made was to throw out the casting time for spells. Casters were already so hampered with the number of spells that it seemed overly punitive to have a spell take an entire minute to cast when a combat segment (the rough equivalent of a phase) was 6s. An entire round of combat (10 segments) to cast a spell? If you used casting times there would be many times when you would begin casting but by the time your spell was ready to fire the target was already dead. Lets not even consider spells that required careful aiming (lightning bolt, stinking cloud, fireball, web) to avoid impacting your party or to maximise your effects. And take damage at any time and your spell was interrupted. So even if everything went your way and everyone stood in the exact spot you wanted them to, you still had to avoid damage for an entire minute (and remember you have an AC of 8 so Helen Keller could hit you).
     
    One of the big reasons I wanted to convert this is because AD&D sucked as a system. But I wasn't sure how much to change things so I tried to convert the spells pretty much as directly as possible for a baseline. But it doesn't make sense to keep the aspects that made it suck (like casting time). So my conversion allows casters to cast as many spells as they want to (so pretty standard Fantasy Hero) and everything is powered by an Mana Pool END Reserve. The Mana Pool can only be refilled through Meditation (the analogue to memorising your spells every night). All spells cost Mana and I'm figuring that the average caster is going to have 75 - 100 mana in their pool. WIth an average of 3 END per spell we are talking about somewhere in the neightbourhood of 25 spells a day. Which would max (with half/full phase activation times) would be 12 turns @ SPD 2. That seems pretty reasonable. We all know combats for the night are going to take more than 12 turns so they would still have to husband spells (and I can lessen the armour/weapon restrictions so that they would actually have the option of engaging in combat to fill in the gaps). But this brings me back to Casting Time. Cause Light Wounds takes 30s to cast. It's built as a 1/2d6K, 10 AP. Should that REALLY take 2.5 turns to cast?
     
    I'm thinking that normal effect combat spells (those roughly equivalent to weapon damage, 4 or less DCs) should be Full Phase (note, everyone is going to basically be SPD 2 with an occasional SPD 3). Large effect combat spells (either 5 - 7 DCs or particularly devious effects) should be Extra Phase (for SPD 2, extra Phase is a Full Turn, but keep them Extra Phase just in case we do get a SPD 3?). Huge effect combat spells (8+ DCs or disgustingly effective effects) should be Full Turn, but how do I make the distinction between Extra Phase and Full Turn for a SPD 2 guy? Do I instead go 3 Phases? For out of combat spells I'm perfectly happy with 1 minute casting, 5 minute casting times, etc since most of those are kind of ritualistic anyway.
     
    But I'm concerned with the casting times for combat spells (and what about heals?). I've only done cleric spells so far and druids are next so the combat spells are fairly limited in number, so it isn't too onerous right now to make changes to casting times, but i definitely need to work this out before I get to magic-user spells.
     
    So, heroes, what do you think? Small combat spells = Full Phase, large combat spells = 2 Phases, and huge combat spells = 3 Phases? Obviously I can make adjustments after play-testing but if I can get a little closer to the ideal before then it will make tweaking easier.
     
    Check back often, since I'll be asking for lots of advice as I go through this!
     
    -r
  16. Like
    Rapier got a reaction from tkdguy in Hero Ports - AD&D/ShadowRun/DragonLance/CoH   
    So I'm running a few games at GenCon in 2019.
     
    I'm basing all my games off a sense of nostalgia. I'm converting a bunch of different games into Hero.
     
    My first game is going to be a Gary Gygax AD&D module. I'm not sure yet, but one/two of the GDQ series (Against the Giants, the Drow, and Queen of the Demonweb Pits).
    My second game is going to be a ShadowRun adventure.
    My third game is going to be a DragonLance module (maybe DL1 or DL2).
    My fourth game is going to be a City of Heroes Task Force (not sure which one yet, but I'm looking).
    My fifth game is going to be on of the classic Hero System adventures, maybe even with the Champions (cuz who doesn't love Seeker?).
    My sixth game is going to be a replay of an adventure from my home campaign.
     
    I've got a lot of conversions to get done in the next few months. A lot of it is pretty straight forward. I don't need to convert an AD&D hill giant into Hero, I can just grab a Hill Giant out of the Bestiary and move on. I'm busy creating prefabs (and using the prefabs in the Library) for AD&D 1st Edition spells, and equipment. So the point of all this is I'm looking for any prefabs/characters/lists you might have that has already done some of the legwork for me. Even if they aren't perfect ports, having something I can edit into what I need is a bit easier than creating everything from scratch.
     
    I appreciate all your assistance. FYI, this is a cross-post to the FH board. Not exactly polite of me, but I'm not exactly polite.  Right now I'm concentrating on the AD&D games (since there are 2 of them and are going to require the largest amount of work with spells etc). I'll then work on either ShadowRun or the CoH TF. The Hero stuff isn't going to need much of any work. I have all the characters and materials and what I don't already have is going to be pretty straight forward and quick.
     
    -Rapier.
     
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