Jump to content

neaceul

HERO Member
  • Posts

    14
  • Joined

  • Last visited

neaceul's Achievements

  1. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec I understand where my players are coming from. Subtraction is normally more difficult to perform than addition. I teach math and therefore understand why they don't like the subtracting to find DCV hit when an alternative which you add to your dice roll is available. Also, I understand the confusion of roll low to hit and skill checks and roll high for to hit and damage. It reminds of AD&D when you rolled high to hit and damage but rolled low for saving throws. In addition, a lower AC was better than a higher AC. For me a system of mostly adding is easier for most people to understand and quickly resolve dice rolls. Also, a system that is all high is good or all low is good is more intuitive than one where sometimes rolling high is good and sometimes rolling low is good. But these are just my thoughts. I wanted to make the gaqme work for my players so they would enjoy it and want to continue to play Hero System. Happy Gaming
  2. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec
  3. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec Well I had my first session with my players trying the rolling high method. It turned out better than I thought it would. The players understood the system so much better and there was very little questions asked once I explained it and they changed things on their character sheets (new DCV, new modifier for skill checks, etc). Combat went very smoothly also. The players rolled the dice and added their OCV and told me what DCV they hit. I changed the DCV if modifiers applied so the players wouldn't have to worry about it. In addition, skill checks were easy. I had a number in my head they had to equal or beat with their skill checks. For example, the party was camping in a forest by a path. Some of the party members were sleeping. The ones that were awake had to make a perception check of 12 while those asleep had to make a perception check of 17. The nice thing about this is I can keep the number they need secret or tell them. It was very easy to keep track of. I think that if I introduce anyone new to Hero System I might just start with the roll high method. It seems less confusing to new players. I can then, if I feel they are ready or they would like to, I can introduce the current method of Hero System's combat and skill checks. Happy Gaming
  4. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec The reason I did the remake of the table is to help explain why I started with 12 for skill checks and what the made by half number would be. Your table is great but could be a bit confusing for some people. I needed to explain step-by-step how I came up with the numbers I did. So I had to break down every step of the process down in a different table. Happy Gaming
  5. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec Let’s use this inverse relation to make a reference chart to see about what it would take to “Made By Half” if you change the rolls to needing high instead of low. Hero System Target Number--------Made By Half Target Number---------Made By Half Difference----------New Target Number---------------New Made By Half Target Number 5--------------------------------------------3------------------------------------------------2-----------------------------------------16--------------------------------------18 6--------------------------------------------3------------------------------------------------3-----------------------------------------15--------------------------------------18 7-------------------------------------------4-------------------------------------------------3-----------------------------------------14--------------------------------------17 8-------------------------------------------4-------------------------------------------------4-----------------------------------------13--------------------------------------17 9-------------------------------------------5-------------------------------------------------4-----------------------------------------12--------------------------------------16 10-----------------------------------------5-------------------------------------------------5-----------------------------------------11--------------------------------------16 11-----------------------------------------6-------------------------------------------------5-----------------------------------------10--------------------------------------15 12-----------------------------------------6------------------------------------------------6------------------------------------------9---------------------------------------15 13-----------------------------------------7------------------------------------------------6------------------------------------------8---------------------------------------14 14-----------------------------------------7------------------------------------------------7------------------------------------------7---------------------------------------14 15-----------------------------------------8------------------------------------------------7------------------------------------------6---------------------------------------13 16-----------------------------------------8------------------------------------------------8------------------------------------------5---------------------------------------13 17-----------------------------------------9------------------------------------------------8------------------------------------------4---------------------------------------12 18-----------------------------------------9------------------------------------------------9------------------------------------------3---------------------------------------12 Hero System Target Number: This is the target number of the roll needed for success. A player must roll equal to or less than this number. Made By Half Target Number: This is the target number of the roll needed to get the made by half bonus. A player must roll equal to or less than this number for the “made by half” bonus. Made By Half Difference: This is the difference between the Hero System Target Number and the Made By Half Target Number New Target Number: This is the inverse of Hero System Target Number. This is the new roll high system target number. A player must roll equal to or higher than this number to be successful. New Made By Half Target Number: This is the target number of the roll needed to get the “made by half” bonus for the roll high system. This target number is figured out by taking the Made By Half Difference and adding it to the New Target Number. A player must roll equal to or higher than this new number for the “made by half” bonus. If the skill check was 12- you needed a 6 or less to make by half. In the roll high system you would have to beat the 9+ by 6 which would be 15 to "made by half". If the skill check is 14- you would have to make 7 or less to make by half. In the roll high system you would still need to beat the roll by 7. The 14- converts to 7+ so you would need to make a 14 or higher to "made by half". If the skill check is 18- you would have to make 9 or less to make by half. In the roll high system you would still need to beat the roll by 9. The inverse of 18- is 3+ so you would need 12 or higher to "make by half". Seems like strange math but by using this chart for my conversions I tried to make sure the odds have not changed when converting from roll low to roll high. Again my players will never have to look this up. I will have a target number they need to reach and I then have the reference as to what is needed to "made by half". Happy Gaming
  6. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec Here is what I think I'll use for "made by half". Since I will know the target number needed for success my players will not have to memorize the chart or look anything up. I can put this on my GM screen or keep nearby as needed. Target Number----------Made By Half Target Number 12 -------------------> 15 13 -------------------> 16 14 -------------------> 18 15 -------------------> 19 16 -------------------> 21 17 -------------------> 22 18 -------------------> 24 19 -------------------> 25 20 -------------------> 27 21 ------------------> 28 22 ------------------> 30 23 ------------------> 31 24 ------------------> 33 25 ------------------> 34 Happy Gaming
  7. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec I didn't think about the beat by half. I will have to work on that. Thanks for the suggestions. Happy gaming
  8. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec Please let me clarify my situation. The players are not liking the subtracting to find DCV and roll low to hit but roll high for damage. I am trying to accommodate them so they will enjoy playing Hero System instead of being frustrated. By me making the changes I suggested in the first post the system becomes more intuitive to them and more familar to them. They enjoy Pathfinder so why not modify Hero System to something familiar that they enjoy but doesn't change how Hero System works for the most part (the odds remain the same to succeed or fail). If the players become too frustrated they will decide Hero System is not worth playing. That is something I don't want. In addition, they won't want to keep looking at charts during combat to see if they are successful. I understand Hero System and have no problem with it. However, keep in mind what my players want: No charts, no subtracting to find DCV hit, and no roll low to hit and roll high for damage. This is what I am trying to fix so they will enjoy the game and we will continue playing it. Please keep suggestions with the players' wishes in mind. If my players don't like the system they won't play it after a while. I mainly wanted suggestions to see if what I posted in the first post is viable. I may have made a mathemetical mistake. I put it there for others to check. I want to go with this or similar if there is a mistake. I need to change Hero System to fit my players so they will enjoy it but not changing Hero System's odds for rolls or generally how it works. Happy gaming
  9. Re: Changing the roll low to hit and skill check to a roll high to hit and skill chec I would rather keep the chart keeping/looking up to a minimum. This is their first time playing hero system and I am trying to make it easier for them. Keeping a chart and looking it up will not make it easier for them. The less they have to look stuff up the better.
  10. My players are having difficulty with the roll low for attack and roll high for damage (kind of reminds me of AD&D: roll low for saving throws, roll high for attack and damage). They are also getting somewhat confused with the subtracting to find the DCV they can hit. It would make more sense to them to have roll high is always good, rolling low is not so good, and limit the subtracting to find the DCV hit. So I was thinking of a way to make it easier for them. Here are my thoughts on how that can work: COMBAT 1. Instead of the OCV being added to 11 why not have the DCV added to 10. This then becomes the target’s DVC (I think this will help because this is similar to figuring AC. My player’s have played D&D 3.5 before and we are presently playing in a Pathfinder campaign right now. So this will be familiar to them). For example, if the defender has a DCV of 3 they add that 3 to 10 to get their new DCV. Their new DCV will be 13. 2. The attacker rolls 3d6. Adds the dice roll together with any modifiers. Finally the attacker adds their OCV to this total. For example, an attacker’s OCV is 5. The player rolls 10 total on the 3d6. Adding the 5 from the OCV to the dice total will give this attacker an attack roll of 15. 3. If the attacker’s OCV total (from 2 above) is equal to or higher than the defender’s DCV (from 1 above) the attack hits. If the attacker’s OCV total is lower than the defender’s DVC the attack missed. For example, the attacker from above would hit any DCV of 15 or lower and would miss any DCV of 16 or higher. The way I figured it would not change the odds that much is if you inverse the results. In the case above the character needed to roll an 8 or higher to hit the DCV of 13. That is 11 difference between the minimum and maximum total the dice could have rolled to successfully hit the target (8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18). In Hero Systems present way of doing it the player would need a roll of 13 or less. That is 11 difference between the minimum and maximum total the dice could have rolled to successfully hit the target (3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13). SKILLS 1. The player will add his stat bonuses and skill levels together. This is the character’s mod for the skill roll. For example, a character with a 10 strength would have a +2 modifier to his roll. 2. The player rolls 3d6. Add the dice together. Finally, the player adds the modifier total from 1 above. This is the character’s skill check for that roll. For example, if the player rolls a 12 total on the dice and adds the +2 from above the player’s total for the skill check will be 14. 3. The GM has a target number the player must be equal to or beat in order for the character to be successful at the skill. The starting target number will be 12. The GM will also modify this starting target number with modifiers as needed. For example, a character wants to climb up the side of a building. The building modifier is +2 for 90 degree incline however it has many handholds for a modifier of -2 and it is slippery because it is raining for an additional +2 modifier. The total modifiers are +2-2+2=+2. The modifiers’ total is added to starting target number of 12 to find the target number the character needs to climb the building. In this case 12 + 2 = 14. The player needs 14 or higher (from 2 above) to have his character successfully scale the building. The way I figured it would not change the odds that much is if you inverse the results. In the case above the character needed to roll a 12 or higher to hit the skill target number of 14. That is 7 difference between the minimum and maximum total the dice could have rolled to successfully hit the target (12, 13, 14, 15, 16, 17, 18). In Hero Systems present way of doing it the player would need a roll of 9 or less. That is 7 difference between the minimum and maximum total the dice could have rolled to successfully hit the target (3, 4, 5, 6, 7, 8, 9). So these are my thoughts on making it easier for my players without drastically changing the odds. From what I have tested so far nothing has really changed the odds too much by doing it this way. Let me know your thoughts and suggestions. Thank you. Happy gaming
  11. Re: How To Build: Gibbon Here is my update. I have changed it from a gibbon to a spider monkey. I used the Dimunitive Mammal (from Bestiary pg 477) as a template. Speed needs to be 2 right now because I don't want to give an advantage to the player right now unless he wants to increase it thorugh experience points (we have only played a few sessions and everyone is speed 2 (Pulp genre)). I tried to make the cost a multiple of 5 for the Follower cost (1 point for 5 points used for Follower). [ATTACH=CONFIG]39574[/ATTACH]
  12. Re: How To Build: Gibbon Here is what I came up with. See what you think.[ATTACH=CONFIG]39539[/ATTACH]
  13. One of the player's in my 6th edition campaign wants a small primate (like a gibbon or similar primate). The gibbon will be a pet that he can train to tricks (one trick is to go and fetch things). I was going to have him purchase the perk: follower. I have the 6th edition bestiary but I really only find a chimpanzee in there that was close to a primate. However, the chimpanzee will be too big and powerful for this purpose. How would you stat out a gibbon-type follower for a player character. This is for pulp campaign setting. Thank you. Happy gaming
×
×
  • Create New...