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Legendsmiths

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Everything posted by Legendsmiths

  1. Re: How many character points do you think a 20th level DnD character would have? I'd say about 350 points without paying for magic items 400-450 with. I equate, roughly 25pts to 2 levels and put 1st level at 100pts. https://sites.google.com/a/tekhed.com/wilderlands/main/core-powers It's all relative, but this is what I use for running d20 3E Dungeon Crawl Classics. Works great.
  2. Re: Ranged attacks while engaged in melee One thing I haven't seen mentioned, and plays somewhat into the "attack of opportunity" category. Block If you are adjacent and someone is using a ranged weapon on you - Block. Then you get initiative on your next phase and you cut them down. I have played a lot of dungeon crawl fantasy, converting D&D adventures and I can tell you everytime the archers ended up in melee, it was never pretty. 1/2 DCV and low armor tended to take care of any issues relating to making melee unfriendly to ranged attacks.
  3. Re: Game Master Lament You need to set your expectations clearly. If your group is the kind to be into that level of effort, then great, but for you to demand it of them is probably not reasonable. You have to understand the motivation of your players to show up at your sessions every week. If you want to see a particular type of behavior, motivate them to do so with Heroic Action Points, extra points, or something along those lines. Or, if the movie is required and oh-so important then watch it together. Everyone games for different reasons, and those of us who GM also have our motivations. You have to discuss them and understand them openly so you don't end up in this situation.
  4. Re: STUN multipliers in 6e We've been playing with a reduction to the Hit Location chart multipliers of -1. So, head is x4, vitals/stomach x3, chest/shoulders x2, all others x1. That's been working quite well. I really wouldn't want to reduce it more.
  5. Re: Love for Non-Casters? Tylwyll: Sample Character - a paladin https://sites.google.com:443/a/tekhed.com/wilderlands/files/SirIsaac-ScionofWelleran.pdf?attredirects=0
  6. Re: Love for Non-Casters? Tylwill Hmmm, I'll see if I can get my players to post their characters. Basically, there aren't any limitations beyond what is in the Core Powers site. So, other than trappings and such the powers available to a fighter are the same as to a wizard BUT special effects are everything and we enforce a strict story policy. A fighter cannot just spontaneously have a flaming sword. He has to either: 1. Find one 2. Buy one 3. Learn to enchant one 4. Learn a power that enables him to sheath a sword in flame Options 2-4 require money, time, and often a fair amount of both. This is the role that magic items, spellbooks, and special locations play. Find a ring of protection, you can pay points to have a DCV bonus in a ring. Find a spellbook - you can learn new spells (possibly replacing the ones you currently have). Slay a dragon - quench your sword in it's blood and perhaps you can now have a flaming sword. The same applies to martial techniques. Want to learn a sweeping blow (AE Adjacent, Selective)? Find a teacher and pay him to teach you. The setting we use (Wilderlands) is hyper detailed with thousands of NPCs. It is very easy to look at the smallest village and identify something that can happen there, some trainer, or some thing that can build the story abilities. Alcamtar Well, it's been an interesting road, but I am definitely at my destination if not close to it. Part of it is here: https://sites.google.com:443/a/tekhed.com/wilderlands/main/encounters/converting-d20-challenges But that is being revised. With the introduction of "Core Powers" I can map d20 CR to those same lines and then based on the Base Attack and Total Attack values of monsters adjust from those lines. In a simple example, let's say CR 10 = 300 pts. That's 60 active (standard at-will), 12 OCV, 12 DCV, base rPD of 8, heavy rPD of 14. So, if I look at a CR 10 monster and he has a Total Attack of +10 and a Base Attack of +7 I compare those to the "focused values" from d20 (CR 10 Fighter = +14 Total and +10 Base). I have all this in a chart (CR vs Total), but basically +10 actual/+14 focused = .71 * OCV 12 = 9. +7 base actual/+10 focused base = .7 * OCV 12 = 9. So, the monster has OCV/DCV 9. From that, based on Flatfooted AC I adjust the DEF as appropriate (I have similar focused value comparisons) and based on that I can see that if the monster has a 14 DEF he is considered "heavy" and should have a -3 DCV (that's from my chart). I also have focused damage baselines that I then apply vs. the 60 active point standard and then break it down as appropriate. If the creature has a lightning attack, I make it AP and +1 STUNx - since that is a 1/2 advantage and if the damage calc is 100%, then 8d6 damage it is (or 2 1/2d6K if that is more appropriate). Anyway, that all get's done either in a matter of seconds or while the characters are deliberating about the latest death trap. After a year and a half doing this I have some pretty good algorithms down and need no prep time (which I need so I can play while I finish my Narosia setting). The DCC modules are awesome and allow me to run a rich campaign, especially with the wilderlands materials, with 0 prep time. I was using the Mother of All Encounter Tables (published book) but have since coopted my friend's HackMaster books and use those monsters/random tables (fun AND dangerous). I've tried to put most of my stuff on my site, so if you have questions I'm happy to answer.
  7. Re: Love for Non-Casters? Yep, every week. I solved it by paying points for everything.
  8. Re: Love for Non-Casters? Exactly. If all players have to build their maneuvers/attacks then it is fair. But making one character type pay for attacks and giving attacks to another type for free is not.
  9. Re: Love for Non-Casters? Well, our approach is perhaps a bit overkill but this works. I run a campaign where we play nothing but Dungeon Crawl Classics adventures set in the Wilderlands of High Fantasy setting. Random encounters (of any power level), dungeon crawling, etc. It's a lot of fun. Everyone pays points for magic items, and we pay full points for all powers. This makes it balanced with all character types (monks, wizards, fighters, etc.). We came up with a system that allows players to define a profile that sets their active point caps, CV, skills, and DEF. It works very well and promotes the classic archetypes like heavy fighters and wizards, but keeps everyone in check (for the most part). The GM can still approve powers/abilities outside of this but these rules help guide the players and the GM. I often have player who build something that isn't explicitly approved or denied and infer what my response is going to be. I don't know as this approach would be appropriate for all types of games, but in a campaign where I am running modules that have been stocked/balanced without my input it works very well. http://sites.google.com/a/tekhed.com/wilderlands/main/core-powers There's more on the site about characters and the campaign, but the core powers page is the heart of character design. I am continuing to build this out. I almost have a CR conversion guide for converting monsters and traps on the fly. We've been using my internal notes for the past year and it has been working really well.
  10. Re: Warding Ritual Suppress Magic 4d6, Expanded Effect (all Magic powers simultaneously; +4), AE: Personal Surface, Apply Duration Do the same with Skill Levels only to resist magic.
  11. Re: CHAMPIONS 6E -- What Do *You* Want To See? Concur. I'd like to see that mapped out to "official" endorsements of specific CV/DEF/Active guidelines. Something that a new-to-hero player could look at and not have to wonder if it will work or not. Perhaps some campaign worksheets filled out for specific styles of campaigns.
  12. Re: CHAMPIONS 6E -- What Do *You* Want To See? I think this will work well (and certainly make my Be a Hero sessions easier). This is more or less what I did with the superhuman generator - turn it into pick lists which allow character creation in under an hour. Can't wait.
  13. Re: DC check I've been running Hero D&D for a number of years and have a rule of thumb. +5 DC = +3 Hero 15 DC = 11- roll These guidelines work very well. I run all Dungeon Crawl Classics adventures. I've collected my notes for my campaign here: https://sites.google.com/a/tekhed.com/wilderlands/main/encounters/converting-d20-challenges
  14. Re: Potential new player... where to start ? I would suggest SideKick https://www.herogames.com/browse.htm?keywords=sidekick&categoryID=220000&releaseDate=-1&available=Y&book=Y&pdf=Y&characterPack=Y&multiBook=Y&other=Y&damaged=Y PDF, Book, or Both. The Basic Rulebook will be similar, but with 6th Edition rules. The rules changes aren't that significant to someone that hasn't played before, so if you use Sidekick you won't be confused when you get into 6th edition.
  15. Re: Potential new player... where to start ? Also, welcome to the boards. We try to be as friendly and helpful as possible here, so as you are learning the system we can help quite a bit (review your characters, give advice, etc.). Oh, the Basic Rulebook isn't done yet but if you are really anxious and can find Hero System Sidekick somewhere that would be a good start. I am a big fan of 6th edition, so if you can be patient the Basic Rulebook is right around the corner. Also, take a look here: http://www.herogames.com/freeStuff.htm?category=Hero+5th+Edition+Documents The Intro document and 2 page combat summary are a good start. Take care.
  16. Re: Potential new player... where to start ? To avoid being overwhelmed, wait for the Basic Rulebook. It will be the perfect way to get in and learn the game without having to manage the weight of over 25 years of game play and development. I have the current incarnation of that book, Sidekick, and have used it to teach people the game many times. It is a great way to start, and full of options. Once you know that, getting the main rulebook will simply expand what you know. The Basic Rulebook isn't a simplification of the rules so much as focusing on the fundamental elements of the game - any character you make is fully 100% compatible with the full rules, and all of the mechanics and such in the Basic Rulebook are the same. That's where I would start. When I first started playing, way back with Champions I, there were far fewer options in the game than are to be found in the Basic Rulebook and that was fine for years of play.
  17. Re: Clyde Barrow's Sawn-Off BAR I think this is mostly going to affect the concealability, which is the point. The STR min wouldn't change much (if anything it might go down 1 or 2 points due to weight reduction). Range is unlikely to be affected all that much. What you would be losing would be the bonus a rifle would give you vs. range. Typically the BAR is used for suppressive fire or general autofire uses, much less on the aimed shot front.
  18. Re: Question reguarding To Hit probability I think one of the strongest things I enjoy about 3d6 is that the standard dev is 3, so each 3 point step is a tangible benchmark. The difference between novice and pro, pro and expert, expert and master. This makes it very easy to run the game, set challenges, etc, and the bell curve of 3d6 ensures a consistency of performance that is less of a wild swing. I have played Hero with 2d10, d20, 3d6 roll high, and others, and I have found that 3d6 is just smooth. I haven't had the situation where X-number of mods has pushed a roll too far in either direction that I disagreed with the assessment. Just my .02.
  19. Re: 6Ed Character Sheet? I've got an Excel sheet ready to go, but I'm not sure I can share it (the only 6E stuff it has in it is the characteristics). I also have a template for HD that I have been using to build characters that works well. I'm really certain I can't post that. If Steve says so, I will post the Excel, otherwise no.
  20. Re: Coming Soon From Hero and Atomic Overmind: Day After Ragnarok, The Hero Edition I was hoping I wouldn't have to convert this myself. Awesome!!!
  21. Re: eliminating the SPEED chart I think you solution for aborting is fine, but gives characters more power than they currently have. You will probably see an increase in blocking by lower DEX characters, so they can gain the advantage, but where you will really get into trouble is high DEX guy who attacks on 20, aborts on 19 to a Dodge. Because of his high DEX he will most likely be unhittable, something that wouldn't be true if he had to wait for the next segment. The haymaker is less of an issue -- it goes last, always. I would only allow abort if you haven't yet acted, which if everyone is Speed 4 is pretty much how it goes. How are you going to deal with "slower" characters like zombies or someone who's drugged?
  22. Re: The Distinctive, The Special, The Cool As a linguist, I also really like the Language Familiarity Table. STUN & BODY - I really like having characters taken out of a fight without being killed. STR, BODY, DEF & objects - I think it is awesome to look at the unity between STR and Lift/Load and Object DEF/BODY and how easy it makes so many wierd brick and non-brick situations. One of my favorites. PRE Attacks - always make an encounter more interesting.
  23. Re: Anyone working on a Fallout 3 conversion? I think the biggest write-up is for many of the drugs and equipment. Enhancement items granting +5 or +10 would grant +1 or +2 for ease of conversion. I already have a write-up for scavanging and incorporating luck. Damage is about like this: DMG DC Active 1 1 5 2 2 10 3 2.5 12.5 4 3 15 6 4 20 8 5 25 12 5.5 27.5 16 6 30 24 7 35 32 8 40 48 8.5 42.5 64 9 45 96 10 50 128 11 55 192 11.5 57.5 256 12 60 384 13 65 This makes the Scoped .44 Mag (27 DMG by the book) at 37.5 Active Points (ish) which is exactly 2d6K +1 STUNx I'd also make all rifles armor piercing (AP). Weapons that are area affect/autofire have those advantages but the active points above are for the damage construct only and do not include AE or AF. For armor, the DEF is equal to the DC in the above chart. If the armor has significant weight (e.g. Combat Armor) it is hardened. Powered Armor is 2xHardened and DEF = DCx1.5. So, Ranger Combat Armor (DR 39) is DEF 8 Hardened and weighs 12kg. Powered Armor of DR 32 would be 2xHardened and DEF 12. For example, an assault rifle (DMG 16) would be 2d6-1K +1 STUNx (31 active), which is on track. Since it is a rifle, it is also Armor Piercing if you like that rule. These formulas are useful in converting the gear. I would adjust to fit the setting and the role of the item, but this is a good start.
  24. Re: Anyone working on a Fallout 3 conversion? In my mind. Seriously, I have the game book. There is a direct translation for weapon damage to DC, every 2 points in SPECIAL = 5 points in Hero, and the skills map pretty well, as to most of the Perqs.
  25. Re: While we're changing the system, change damage I think it is really more of an issue with non-living targets. I just enforce standard effect for non-living targets and it is solved. It also keeps battle-axe wielding fantasy nut-jobs cutting down big trees in a single stroke just because they roll well.
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