Jump to content

Tasha

HERO Member
  • Posts

    5,346
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Like
    Tasha reacted to HeroGM in Names of Compound Powers in a template   
    Honestly, like HTML, you can only do so much with it. An exported table will have a lot of the same code, or if you want to do X....
  2. Like
    Tasha got a reaction from HeroGM in Names of Compound Powers in a template   
    This sheet was a group effort. Looking through a bunch of the Export Formats, I realize that ALL the character sheets have code yanked from Dan's original sheet.
  3. Like
    Tasha got a reaction from Cygnia in Dealing with players who leech off the others   
    I am used to this in EVERY game I am in. I don't want to give everyone orders, but when I ask for opinions we spend a lot of time not making a decision. It IS frustrating, but if you have the Leader personality, then it's something you will see forever as you game.
  4. Like
    Tasha reacted to bjbrown in Perception   
    Intelligence measures ability to process information, and perception rolls are often made for characters to notice something inobvious, which sounds like processing information to me.
    Animals and creatures with low intelligence and good senses of course have this simulated with Enhanced Senses. The bumbling genius could be simulated with a Disadvantage.
    Your argument for CON makes some amount of sense, but you're still going to have situations in which a high CON character should have low perception, and cases in which a low CON character should have high perception. While INT doesn't necessarily perfectly correlate with the level of perception desired, no stat will.
    Based on the way that INT and PER are defined, I think they fit pretty well. Also, another reason not to base PER on a stat like CON or DEX is that those stats already have so many combat benefits, additional benefits don't need to be associated with them. (Especially DEX- it's already useful enough.) My thoughts fall into the not broken, don't fix category.
  5. Sad
    Tasha reacted to Cygnia in Dealing with players who leech off the others   
    At this point I'm sadly left wondering if the GM will "solve" this by flaking off and ghosting now... 😕
  6. Like
    Tasha got a reaction from drunkonduty in Reversing the roll to hit   
    The reason you should care about this is that it's hard to find players that will shift from D&D to other game systems. They aren't 'stupid', we should just be looking for ways to make the transition from D&D to Hero as easy as possible.
  7. Thanks
    Tasha got a reaction from Massive Metakine in Reversing the roll to hit   
    I agree, With the x or less notation, it gives the feeling that there is a cap to skills etc. With a skill being a bonus to the roll, it feels more open-ended and not constrained
  8. Like
    Tasha reacted to tayliffe in Names of Compound Powers in a template   
    Thank you Tasha, I will. In honesty, it's a hatchet job at the moment. Needs some clean up. 
    I would like to take the opportunity to say thank you to you for the work you put into the template. I've looked at it, I would have no idea where to start in trying to create my own. 
  9. Like
    Tasha reacted to unclevlad in Reversing the roll to hit   
    More importantly, I think it's clearer and simpler.  Building a character doesn't have to be complex if the player's not trying to squeeze out every dime.  (I will grant that having help with scale considerations, until you're used to them, is VERY useful.)  It takes more mental effort to work through the X-...most of us have simply gotten used to it so it feels reflexive, but IMO it isn't at first;.  When you have to think about the mechanics...the mechanics have problems.
  10. Like
    Tasha reacted to Simon in Names of Compound Powers in a template   
    The name field is always optional...and the export tag always requires the surrounding IFNAME container.
  11. Like
    Tasha reacted to tayliffe in Names of Compound Powers in a template   
    Simon,
    Thank you - it works. I have better idea on the logic now. Your and Tasha's assistance have been very much appreciated.
     
    Now banging my head on something else, but I have more info to work with. If I can't figure out this next situation - you might hear from me again,
  12. Like
    Tasha got a reaction from HeroGM in HD Setup (not an issue Q)   
    My Hero Designer install lives in my private Dropbox folder. That way, any machine that is connected to the internet can launch and use the the app.
  13. Like
    Tasha got a reaction from drunkonduty in Reversing the roll to hit   
    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"
  14. Like
    Tasha got a reaction from Hugh Neilson in Reversing the roll to hit   
    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
  15. Like
    Tasha reacted to Hyper-Man in Area of Effect Defense ?   
    Bonus DCV won't work any more than a regular or martial dodge. Dive For Cover and Flying Dodge both allow for movement as an Abort. If the character can move far enough or behind cover they can escape the Area of Effect.
     
    HM
  16. Like
    Tasha got a reaction from Scott Baker in Best Export for Printing   
    I am very partial to the Tasha's Ultimate Sheet. Though I may be biased.
  17. Like
    Tasha got a reaction from HeroGM in Names of Compound Powers in a template   
    You would have to open the Export Template and add the tag that includes those other tags. It's how I made that part of the sheet.

    It's not really a question that Dan can Answer.

    Yes, I am the Tasha who created that sheet,
  18. Like
    Tasha got a reaction from HeroGM in Names of Compound Powers in a template   
    Looking at it now. It's been YEARS since I looked at the code.

    The Compound Power thing is kind of an ugly hack(mine). I need to look over documentation to see if I can fix that stuff.
     
    If you are the editing XML person and if you use Notepad++ the line you need to look at is 1211
  19. Haha
    Tasha got a reaction from Amorkca in Best Export for Printing   
    I am very partial to the Tasha's Ultimate Sheet. Though I may be biased.
  20. Like
    Tasha got a reaction from Pattern Ghost in My character building technique (How to build Hero System Characters)   
    Creating Hero System Characters 101

    I am tired of posting pieces of this in other threads. This is the process I go through when I create a character. It includes the "campaign reality check" stuff to check your stats, defenses and other stuff to make sure that you aren't a total wimp or too powerful

    http://tashasbraindump.blogspot.com/2010/09/creating-hero-system-characters-101.html Where I posted this first.

    ---
    Creating Hero System Characters 101
    It is pretty common for someone to look at the Hero System rule book and be totally overwhelmed by the options inside. Usually first characters are a mish mash of powers of wildly varying powerlevels and are not really suited for play. After seeing this come up time and time again on the Hero Games forums I thought that it was time for me to try and answer this question once and for all. So I created this little tutorial and guide.


    1) Learn everything possible about the campaign.
    ie What Genre, What kind of adventures will be run (ie Action, Political, soap opera etc). Does it take place in one spot (ie one city) or will there be travel? How often will characters be engaging in combat? How serious is the game (is it comedy, Tragedy, high drama or something in-between?)These questions give you a direction for the design of your character. It will allow you to make a character that will fit within the GM's campaign.

    2) Come up with a basic idea of what the character is beyond adventuring.
    ie Marine Corps Sniper, High Society Socialite, College Professor, News Reporter etc. This gives your character a life outside of adventuring and gives greater depth to their background. This step also can give you ideas for people who may be attached to the character both for good or bad (ie a Dependent or a person Hunting the PC) Write these ideas down.

    3) Now work on the character's Adventuring side.
    Wizard, Healing Priest, Person turned into metal, Thief/Rogue, Person who can create fire effects, Warrior. Be general at this point, specifics come next. Also think about quirks that will make this character different from any other character of your type(s)

    4) Take those generalities and be more specific.
    Write out what the character can do in plain english (don't even worry about opening a rule book yet). This step is VERY important for Super Heroes and for Spell Casters. Done right this will both help with writing up powers and will suggest weaknesses.Make sure that this list shows what you want your powers to DO. Fiery Body from being possessed by flame elemental is a good start, but you need to write down specifics of what the Character does with that Fiery body. The more specific and detailed the writeup the easier it will come to write up powers.
    ie Fireperson the flaming superhero
    a. Can project bolts of fire
    b. Body's fiery aura can vaporize bullets and is resistant to heat effects
    c. Being made of fire makes character lighter than air and allows her to fly
    d. can see heat (ie Infrared Vision)
    5) Discover the power level of the campaign.
    You need the Point levels of the campaign (ie 350pt supers, 150pt Heroic normals).
    Find how powerful should your attacks be (ie 10d6, AKA DC10, AKA 50pt attacks) and also the average and maximum Active Point values allowed for any power. Then find what the Dex and SPD range is and what the average number for both of those are. Average and maximum OCV, DCV, OMCV, and DMCV (for 5e players the last two are Mental combat values). Maximum and average PD and ED also maximums for unusual defenses (ie Power def, Mental def, Flash Def). The average is important as it tells you what most PCs should have for that ability, so you can decide whether your character should be above or below that value.


    6) Start writing the character up using the rules.
    This is where you open your Rule books and Genre books. I recommend starting with skills. See if you can find a writeup of your profession in the genre book. Most of the professions have some sort of package that lists out skills (and complications) that are appropriate for that profession. You may think of more. Next work on Perks (things like favors, contacts and licences), Go onto Talents, then Powers. When you start to write up powers go back to your list of what your powers should do, then find the power in the book that best fits that writeup. Start with the abilities that translate easy. (ie Can project bolts of fire; sounds like either a Blast or a Killing Attack Ranged or it can be both if you like).
    b. This is also a good time to buy Int and Presence. Keep in mind that 3s and 8s are breakpoints and will save you points.

    7) Now balance the character so they fall within the points budget.
    This is a great time to see if some of the powers can be purchased in a Multipower. Also think of limitations on your powers. ie"Power requires a Roll" is a good limit for beginning heroes. Also think of weakness in those powers. ie Fire powers probably don't work under water or in Vacuum. This a good time to lower stats that you were kind of wishing for but don't break the character's concept to lower (ie Presence can be a good stat to lower). If you cant come under budget, then go onto the next step. You might find ways to save more points in the proofing stage

    8) Proof the character vs campaign limits and power levels.
    These question are to reality check the character so they aren't a total wimp or over-powered.

    a. Do I have at least 1 attack power that is straight up dice of damage? (ie Strength, Energy Blast or Ego Attack). This means one attack power that has no advantages like NND, Armor Piercing, Penetrating etc. If your powers all have gimmicks you can find yourself in situations where the character cannot damage their opponent(s) at all, which can make for a frustrating gaming experience.

    b. Are my defenses = 2x to 2.5x the average damage dice (AKA Damage Class) being thrown in the game? (ie if the campaign is based on 50pt (10d6 powers), then I should have from 20-30 Defenses.

    c. Can the PC take one attack at campaign average Damage Class with an average damage roll and not be stunned? (ie have my Con Score exceeded by damage taken after defenses) 1d6 does 3.5 average stun. so 3.5 x 10d6 = 35 stun on average - PD or ED (lets go with 20) and you take 15 stun which means that you need 16 Con to not be stunned by an average hit (round to 18 to take advantage of figured chars).

    d. Do I have enough STUN to take 2 - 3 average attacks? ie using the numbers above the character takes 15 STUN per hit and should have 30 STUN to 45 STUN

    e. Do I have enough End to use my most common attack + end using defenses + movement for one full turn? ie ((Sum Attack End Cost + Defense End Cost + Movement End cost/2)* SPD). Your movement end is halved is because you take half moves during any phase you attack.
    f. Do I have a movement power that is faster than 12m/phase? or is moving slowly ok for the character concept. There is nothing more annoying in a Champions game than being the only character that is moving base movement. In a Heroic level game even moving a couple of meters more than base can be a huge advantage.

    g. If your character has ego powers remember to have Mental Defense at 2x to 2.5x the dice of Mental Attack (not the dice of Telepathy or the other mental powers). The character should have around 20-30 Ego and OMCV and DMCV around 5-7. Most people never buy their DMCV above the base of 3 or their ego above 10. You can bank on this being true in all campaigns with the exception of ones that are all mentalist based. So take advantage of that fact to save points. For Telepathy, Mind Scan, Mental Illusions, and Mind control, you can reality check these by using the formula 3.5 x dice rolled -10 (avg ego). On a 10d6 attack you roll a 35 on average, subtract 10 for avg ego and get 25 which means that you get +20 effect on most rolls (with a -1 on breakout rolls on +20 effects to boot). 6d6 averages 21 which gets +10 vs most targets

    h. Your CV scores should be at least campaign average. OCV should be at campaign average or average +1

    i. This is a good time to buy any other Characteristics that I haven't talked about above.

    9) Does the character still fit the points budget?
    If you are under budget go onto Complications/Disadvantages the next step. If not, then really look hard at all of your powers and skills and see if there is something that can be cut (and purchased later when you get exp). Also, see if there is some other limitation you can place on your powers to help lower points.

    10) Start putting together your Character's Complications (AKA Disadvantages).
    Go back through your notes and see if any complications jump out at you. If the PC was a crusading lawyer or reporter perhaps some criminal is hunting the character. Perhaps you know that the character is curious, and/or has strong convictions against killing. Perhaps that body of flame has a weakness against cold attacks. Complications are good for the character. They give the GM something to grasp onto to help write adventures that involve the character beyond just being there. Don't be afraid to have that weakness to alien glowing rocks, or Ice attacks, have a sweet curious Aunt May, or a Wife/Husband,Girlfriend/Boyfriend. These things make your character interesting, not your powers and skills. If you are really hurting for ideas go to this site, it's a real nice resource for Physical, and Psychological Complications along with Social Complications Masterlist of Limitations
    http://www.cellularsmoke.net/rpgs/masterlistdisads.php
    or
    http://masterlistsofcomplications.wikia.com/wiki/The_Master_List_of_Complications_Wiki

        a)Write your Compications all down in plain English just like you did for your powers. Open the book to the Complications Section (or Disadvantages if playing 5eR or earlier).
        Use the things you wrote down and see what Complications from the book fit best.

    11) Transcribe the Character onto a character sheet Make one copy for you and one for your GM. If you use a program like Hero Designer it can make the whole process easier by taking the math out of the equation for you. Check it out on the Hero Games Web store. It’s inexpensive and makes character generation very easy. It also works for making both 5th Edition and 6th Edition characters.

    12) Go through your notes and write down your character’s background.
    ie Job, what the character did before they started adventuring. It can be anything from a bullet pointed list of events to a short story. Make sure the GM recieves that background along with the Hero system character sheet. You are done and if you have followed all of the steps you should have a well-rounded character that isn't a total wimp. Who can contribute inside and outside of combat, and has a background that the GM can use to write better adventures

    Congratulations you have finished your character!
  21. Like
    Tasha reacted to BNakagawa in DunDraCon 45 Santa Clara Mariott   
    I'm glad they are playing it as safe as possible. I don't want DDC to be known as a superspreader event like that NYC Anime Con.
  22. Like
    Tasha reacted to Christopher R Taylor in How much of an Advantage is a swinging power that does not require physical anchors or provides its own   
    I'd call it restrainable or physical manifestation then.
  23. Like
    Tasha reacted to Christopher R Taylor in How much of an Advantage is a swinging power that does not require physical anchors or provides its own   
    Yeah looks like flight with a funny special effect to me.  It might appear to be swinging, but it doesn't have any of the normal constructs or limitations of swinging, its just moving through the air in an unusual way.
  24. Like
  25. Like
    Tasha reacted to Steve Long in It Was 20 Years Ago Today...   
    Believe it or not, it was 20 years ago today that Darren Watts, Jason Walters, the Secret Masters, and myself bought the HERO System (and its related IPs)!
     
    It's been a wonderful, amazing journey ever since -- one with its ups and downs, like any journey -- but still an awesome one. My deepest thanks to all the HERO fans out there who have made it possible!
×
×
  • Create New...