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Tasha

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Posts posted by Tasha

  1. 9 hours ago, Massive Metakine said:

     I meant the simplest way, where 18- becomes 3+; please roll that or higher on 3d6.

    Technically you should alter the skill rolls in advance, with a plus sign instead of a negative sign.

    18- becomes 3+, 17- becomes 4+, 16- to 5+ & so on. 20- becomes 1+; 22- becomes -1+, can you roll higher than a negative number?


    That seems VERY over complicated to me. Nothing I can easily do in my head. How I described it is far easier IMHO. It doesn't require a table either. Gives GMs an easier time coming up with Target numbers.

    For Newbies who are likely to be coming from D&D it is very similar to the dominant mechanic there. aka Roll the Dice, add that number to the skill/stat modifer. compare it to the target number ie Armor Class. If you equal the Target number you succeed.

    The only difference between D&D and roll high Hero system would be that you roll 3d6 instead of a D20.

  2. 1 hour ago, Mr. R said:

     

     

    I am going to try this and go one step further into using a variation for skill rolls

     

    Skill + 3d6 >= 21

     

    This will make it easier to calculate Margins of Success but also Difficulty Modifiers

     

    Ex 

    Acrobatics 14 (most martial artist have this)

    Average maneuver 14+3d6 >= 21   

    Means basically role 7 or better.

     

    Ex

    Research roll to find out that Red Death was a reporter whose life was ruined by an industrialist 

    Info is hidden but nothing is ever gone esp on the net

    TN is 25

    Research is at 13 and they are willing to spend 24 hours at it

    13 + 3d6 + 4 (for time) >= 25

    8 or better

     

    Ex

    FH campaign has a RSR on all spells

    Caster is preparing Arcane Bolt 8d6 EB ( usually -1/10 pts, now flipped to +1/10 pts)

    Caster has Power Skill at 17

    SO..

    17+ 3d6 >= 25

    8 or better 

     

    If and when I get a chance to use it, I'll let you know how it worked.

     

     

     

    Skill rolls work different. you change the formula to be (Char/5) which gets added to the roll. ie my character that in base 6e has a 15- roll, turns to a +6 to the 3d6 roll

    Difficulty is Defensive number + 10. ie you have a character that is defending against a skil roll with in RAW 6e has a 15- roll. With this roll high they have a 16 to defend against the person's Skill mod + 3d6 roll.

  3. 1 hour ago, Hugh Neilson said:

    OCV 10 +3d6 vs DCV 10 + 10 requires a roll of 10+ (62.5%, same as 11-).  OCV 10 + 3d6 vs DCV 5 requires a roll of 5+, same odds as 16-.

     

    I don't think halving DCV changes, but I could be missing something there.

    It matters IF you display DCV + 10 as the WHOLE DCV. Which works for everything ex things that half DCV. If you keep DCV as it's own number that people have to add to 10 each time it's less of an issue

    Honestly, I would LOVE to eliminate the last multiplication/Division needed in combat. but that's a different discussion

  4. On 1/30/2022 at 3:20 PM, dsatow said:

    So, I was wondering while driving, which I often do, what if we change the appearance of OCV and DCV.  Your OFFENSE would be effectively by 11+OCV.  The target's DEFENSE would be DCV + 3d6.  If your defense is lower than the attackers offense, you are hit.  

     

    Example:  PC has a hero called Prayer with a OCV 8 and DCV 8.  GM has a OCV 7 and DCV 7.

    PC: "I attack God Monster.  I have an offense of 19."

    GM: Rolls 3d6 = 10 or 10+7 = 17.  "Prayer hits.  Roll damage"

     

    GM: "God Monster is peeved.  He attempts to attack Prayer."

    PC: The player rolls an 8 on 3d6.  "I have a defensive value of 16."

    GM: "God Monster hits you."

     

    Would this confuse you or could you adapt?

    I would love to do this, and Have done this with a branch of the game's rules AKA Fuzion. IF you are going to flip it and want to keep the same spread, it should be OCV + 3d6 vs DCV +10. You would have to change stuff like being stunned (aka 1/2 DCV), and other things that half DCV. Which wouldn't be bad, doing division during combat can be rough for newbies.

    Most arguments against it tend to boil down to "I am used to how it is, don't really want to change. So I don't see the point"

  5. For a Champions game I would give it a -1 limitation or more. As it would be VERY simple for someone to slip behind the character. This is pretty much the same limitation that a hand held shield has. It only covers 3 hex facings.

    A character with minimal leaping could jump over it and strike it from behind. Hell, someone could walk around to the rear of the thing and wack it. A Brick could play "Tank" and keep the robot's attention on her, while the energy proj  and everyone else can alpha strike from behind. This all becomes easier if the party has a higher spd than the Robot.

     

     

  6. The Tags for the XML files are in the Documentation PDF. I suggest using something like Code Writer or Notepad++ if you are using windows. They can show the text in a format that is much easier to understand. That and a GUI HTML editor helped me with a quick and pretty clean code sheet when I did my Combat Record Template. I just added in the data tags where they needed to be. A bit tedious but they worked.

  7. On 4/7/2020 at 6:59 PM, unclevlad said:

    I have this batch file in the same folder as HD6.jar:

     

    javaw -Xmx1024m -cp .\HD6.jar com.hero.HeroDesigner 14

     

    The parameter at the end tells HD to use 14 point font as the default, which I definitely need.  It also allocates a gigabyte of memory;  I have a 16 GB system so that's fine.  It doesn't need that much;  you could change 1024 to 256 readily enough.

    Though with the current versions of Hero Designer you don't have to allocate ram using a batchfile. The program has a setting for more ram, and saves it in the preferences file

     

  8. Yeah, I would love to see this ship soonish. I have seen the characters people have posted here and I think I like the changes I am seeing. It's a much more modern looking game than the way they chose to market it. So I think I am going to buy it for curiosity sake if nothing else.

  9. Corea made an ass out of himself on his website way before he started playing games with the Hugos.

    Last I checked Both Game Kastle in Fremont CA, and Gator Games in San Mateo had the Hardcover in stock. They usually get stocked with other games because there's nothing on the spine to ID it as being Hero System compatable,

    The MHI dice are just big D6's with the MHI Logo on one face. They are nowhere near as functional as the Blue and Black Hero System dice. Also the MHI dice are this shitty looking white and green speckle. UGLY. Probably should have sold my book to Half Price books. I don't think I opened it to look at it after I bought it. So Hero Games got my cash on that one, but I have never bought another book by Corea.

  10. For Session Zero:
    The PCs were riding home on Public Transit and were passing though the Port of Oakland. When a huge explosion of Black energy engulfs the train. They ee a white flash behind their eyes and pass our.

    The PCs awake in a Hospital Room with no windows. Hooked up to IVs and monitoring machines. With a LARGE Kitten on their bed mind speaking with them urging them to awaken. The PCs do so, go out in the hall to meet the other PCs and a Very Large (large Bobcat/Lynx) sized black cat. Who explains to them that they were discovered during a rescue for the Kittens. They were recognized as the survivors of the commuter train accident a year ago and were added to the list of people that needed rescuing. On the way out security robot dogs attack the escapees. The PCs use powers they didn't know they had to defeat the security bots and then leave the facility. Met at the shoreline by and Established Superheroine Fury, who teleports them to a Superteam's base located at the former Alameda Naval Air Station.

    GM comments:
    The players had very sketched out PCs at the beginning of all of this. So what they had was basic and evolving. The experienced players picked up the rules quickly despite not having played since 4th edition. The true noobies picked up the rules quickly. Thanks to "hero in 2 Pages" and someone's Hero System Survival guide. The session was short due to the early character gen and campaign setup.

  11. Yeah, but you have to LOVE fiddling with the math behind allocating pool points to a number of powers.

    Fixed slots you just choose the abilities and that's pretty much all of the math you have to do. Kind of EC that you can only use one power at a time.

    I use fixed slots for characters that have a number of powers that aren't ever used at the same time. Usually thematically linked in their special effect (ie having a Blast, Darkness, Barrier and a Flash that are all based on wind special effects, but nothing that might not want to use together.

     

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