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Legendsmiths

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Everything posted by Legendsmiths

  1. The best way to track it right now is here. We will be hosting on GitHub per Foundry's requirements. I'm hoping to release this week (was shooting for last week but couldn't get some critical bugs squashed).
  2. @RPMiller Legendsmiths and dmdorman are different folks. Speed/Initiative tracking are now working. Last thing I have is to upload all the powers, complications, and maneuvers and then we can release the basic version. As projects go, dmdorman's project is unlicensed AFAIK. The Legendsmiths version is licensed by Hero Games and will be supported with official content.
  3. Still squashing bugs on the CombatTracker for Phase Management. Hang tight.
  4. Focus for Speed/Initiative in Basic is Phase tracking Abort tracking Hold tracking It's all there (but moving in the wrong order), but my Dev is not a Hero guy so the Speed/Initiative tracking is new to him. Should have it shorted shortly. When this is done, then it can be used reliably in play. We will then collect feedback and decide what needs to be fixed immediately or what will get added to the issues list for resolution in the Crowdfunding campaign.
  5. Just finished the latest review. I will be releasing it in July. My goal is early July. Tasks that remain: Bugfix on 1/2d6 rolling Add all standard maneuvers Add all standard powers Add all standard complications Initiative/Speed Tracking with Abort/Hold conditions Outstanding Items After Initial Release: Encumbrance Penalties Equipment from Basic Book Vehicles from Basic Book
  6. The full version will definitely be v11 (we will incorporate that into the dev of that version). Basic may only be v10 for now, but will be updated to v11 when we do the full version.
  7. @Bezzeb I will take a look at Roll20 for inspiration, but we aren't looking to duplicate anything just because. I am always leery of too much automation as you can spend more time trying to make the automation work than just rolling the dice. I love all the modifiers and maneuver options in Hero, so please don't assume I hand wave anything, but my objective is to enable a player to declare an action, roll dice, and apply those effects as quickly as possible. If precision is too fastidious (e.g., click this then select all these options and select a token to target and apply all of the effects), and something breaks it can be very distracting. I've been running on VTTs for over 10 years, and experience weekly (running 2 games) what provides value to the gameplay experience and what distracts from it. I do want to see more people engage with Hero, and I think Foundry will help that a lot. But I want to avoid the videogamification of the interface, favoring ease of use over comprehensive minutia. Dice rolling, status tracking (stunned, etc.), damage and resource tracking, movement, and general speed-to-effect are priorities. Since it is Foundry it can be modified as well, so if someone wants to build a dependent mod that enhances a certain element of gameplay, they can, and anyone can use that mod as fits their play stile.
  8. The last 5 weeks were extremely busy for me outside of game development (work/vacation combo), but now I'm back to more "normal". I just sent another round of revisions to the dev team, and turn around is pretty quick. I'm thinking another few weeks and I'll be able to review with the Hero Games team, identify any last major bugs, and then we can release for wider use/testing. Please be kind and patient once we do that. I am funding this privately, and want it to be a reliable solution, but as feedback comes it, it may take some time to address any issues. We will be using GitHub (requirement for Foundry) so there will be a process there to submit bug reports and feature requests. We will not be accepting any such items here in the forums (too messy to track). I have been fielding some questions here and there so I will summarize my responses for the rest of you. Remember, our objective is something that will work as well (or better) than a hand-written character sheet, support HD imports (making it super easy/fast to use), and automating the most critical parts of the game (in the Basic version) and then enhancing that in the Full version. I do intend to support Custom Characteristics, but only probably in the Full version. Part of what is taking time is setting things up in a modular fashion so that anyone, private or for profit (with an appropriate license from Hero Games), can create equipment, power, skill, talent, perk, or complication packs. That means we have to have a flexible infrastructure for Foundry "items" that can be detailed as desired. When those items end up on the character, we want them to be 1-click for effects and END tracking. Encumbrance (RAW) will be in Basic. Hit Locations will not be in Basic. The Basic Rulebook is the guide for the Basic version. Full will have that. I also want to, where possible, support alternate encumbrance systems (it's on the list, but not a priority). Release Cadence First: Basic Version Collect feedback, bugs, and feature requests Fix immediate issues Use this feedback to inform the dev effort for the Full Version and refine the Kickstarter budget Fund the Kickstarter Incorporate any features/improvements appropriate for the Basic version Add additional features, functionality, and content for the Full version As will all software endeavors with this small a team, this will be iterative and we will do our best to address things and find a way to support everyone's play style where feasible. Foundry Version 11 just dropped, and we have been developing for Version 10, so that is also an effort we have to consider. My goal is to be using this in my next Hero Game I'm developing (Atomic Sky) before the end of the summer. I can't say what the timing for the release of the Full Version will be, but I intend to put together a larger team that can help build that out more quickly, especially since it is building off the Basic Version. Aside from some key features (e.g., Hero Designer import, Hit Locations, Attack automation, Damage automation), most of what we are adding is content (skills, talents, perks, powers). Then I would expect content packs to come out based on demand (Bestiary, Martial Arts, Equipment Guide, Villains, etc... probably in that order). I would love to be playing Atomic Sky next summer with the ability to drag and drop monsters from the Bestiary, modify them with the mutations I need, and go.
  9. I was away for a while working on non-Hero projects. Now I'm working on Atomic Sky and the Hero System for Foundry VTT so I'm back to more active lurking/occasional posting. Not much in need of rules discussions of late, so not posting/reviewing stuff like that. I plan to share more Atomic Sky stuff once the rough edges get filed down. Playtesting for that is going well. Keeping the content/approach more core Hero than some of the experimental stuff I did for Narosia.
  10. No. I think he isn’t working on it anymore. Someone else forked it and I am talking to him. The biggest difference is I have a license so I can include actual rules text in the content.
  11. I suppose that will depend on stretch goals, but other than funding/time there's no reason it can't be.
  12. Yes. The export can export the image into a field that will get imported. The token image will default to the portrait image. However, you will be able to change the token image independent of the portrait as well.
  13. These are the macros I use for playtesting Atomic Sky in MapTool. Readiness & Morale is from my skirmish rules for Hero (as in the apocalypse you might have 30 raiders attacking a comm). I've done some extensive development in MapTool, but I broke this down to the simple things: 3d6 Rolls Effect Rolls Hit Location Killing Damage Luck Specific Atomic Sky elements (Readiness, Morale, Random Mutations, Random Finds) I do plan to share this once I get a little more polish. It includes "auras" that cover all AOE types, so you can easily overlay those on the battlemap. We've been playing for a year using this and it has not limited our play at all. I love automation as much as the next guy, but rolling dice and showing the battlemap are the key functions. Only drawback is everyone has to have the MapTool client. That's also a plus, it's just a barrier to adoption. We had to help some of the non-tech folks get set up, but the good news is since most Hero players want to use Hero Designer, they already have java installed, and the installer for MapTool is super easy. I mean, this sounds like I'm talking people out of buying Hero System for FoundryVTT. On the contrary, I plan Hero Foundry to be my preferred VTT for all of the other features that Foundry brings to the table. But, I also want people to just be able to play and if something like my approach in MapTool get's it done for them, then great. I've used MapTool for over 15 years now and I believe it is the most flexible platform out there. I also think Foundry is much easier for new players and requires zero-installation or configuration for the player which is a huge bonus.
  14. Clarification: this is not a web-based Hero Designer. It won't replace Hero Designer. The full version will allow you to import a Hero Designer export file so that the character in Foundry will be fully realized with all of the character's characteristics, skills, perks, talents, powers, complications, and background. You will be able to drag and drop powers/skills/perks/talents/etc. to build a character manually, but it won't do any power checking or calculations. Each object includes a field for active, real, and base costs (mimicking the cost fields in Hero Designer), but you have to update those fields manually. It will total your points (probably), that's about it. Think about it like a blank character sheet that you have to fill out: you can fill it out by hand, and do all the math yourself, or you can import a Hero Designer export file that will fill it out for you.
  15. I have been using MapTool to run my games up til now. We use it for dice rolling, maps, and damage tracking but don't automate really anything. Keeping it simple. My hope with Foundry is to add a little more automation (e.g., END tracking when you use a power, recoveries, etc.), but still keep it as simple and easy to use as possible.
  16. Howdy folks! I've been anxious to share this news with you until I had more than just promises to share. I am developing the Hero System for FoundryVTT, under license with Hero Games, and I am just wrapping up on the foundation before moving into automation. My goal is to keep this as simple as possible, focus on automating the things that have greatest impact (e.g., using/tracking END), and allow others to build on it. Hero for Foundry will take 2 forms: Hero 6E Basic will be a FREE ($0) system for FoundryVTT that will only include content from the Hero System 6E Basic Rulebook. You will be able to add skills, maneuvers, talents, powers etc from any Hero book, so you can do more than just what's in Hero Basic. The core functionality of the system will be present: Combat Status Dice Rolling (including counting BODY) Speed Chart/Turn Tracking Character input will be manual (type it in, drag/drop skills/perks/talents/powers) with no power calculation Hero 6E Complete (name to be finalized) will be a PAID ($TBD) system for FoundryVTT will include content from 6E1 and 6E2, and will be built on Hero 6E Basic with the following additions: More automation HeroDesigner Import Support for Complete Adventures Support for Content Packs (e.g., Star Hero, Fantasy Hero, Grimoire, etc.) Once the Hero 6E Basic Foundry VTT System is complete enough I will release it. Timing is unclear, but should be around June/July timeframe, possibly earlier. At that point we will gather feedback, fix things that need fixing, and then start talking about Hero 6E Complete. Hero 6E Complete will be funded by a crowdfunding campaign. We will have stretch goals related to more complex functionality, content generation, and more. Once funded, we will begin work on that, providing backers license keys on completion and then offering Hero 6E Complete for sale in the Hero Games store (and possibly elsewhere). I am really excited to be doing this. I have long used MapTool as my primary VTT for Hero, and love it dearly. However, I think the fit and polish of Foundry is finally where it needs to be and I think Hero needs to be visible and successful on that platform. I have long been an advocate for Hero. My first attempt and bringing Hero to a broader audience as the publication of Narosia: Sea of Tears. Building on that, the Hero community needs a robust VTT that is easy to access, stable, and free of subscriptions. Lastly, with the completion of my NOVA6 Game (that is my next crowdfunding project now that it is ready), I've started work on Narosia 2nd Edition and my love letter to Post-Apocalyptic play: Atomic Sky. Atomic Sky is sandbox style PA adventuring with 240+ mutations, gear out the wazoo, and a QuickStart system to make characters and start playing in an hour. Atomic Sky needs a slick VTT, so here we are. Feel free to ask any questions and I will do my best to answer. Keep an eye here for updates as we make more progress.
  17. This can be opened in Libre Office or Word Viewer.
  18. That Shane guy, I tell ya (heh, heh: that's me). We do have examples too of CE providing "positive" effects: Raising the temp when cold lowering the temp when hot Reducing or Increasing the Wind as needed (sailing, fires, etc.) Seems that justifies offsetting natural darkness. Even if you priced it the same as a PER penalty, it's still cheaper: Stadium Light: Change Environment (+4 to Normal Sight PER Rolls), Area Of Effect (64m Radius; +1 1/4) (20 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Week/Excursion (Commodity: Powercells; +1/4) Real Cost: 10
  19. I'm sorry I missed this conversation (having written the Narosia book). My original pitch to DOJ for Narosia was to be an all-in-one intro to fantasy hero with all of the systematic decisions already made (magic works like THIS, equipment works like THIS, etc.). We succeeded on that point. However, I think it ended up being too much. The tenets of my design philosophy were: The world needed to make sense. It is a deconstruction of dungeon crawling. Why dungeons? Why tougher monsters the deeper you go? Why don't the monsters overwhelm the surface world? Hand players a ready to play game powered by the Hero System. The GM needed to be able to easily keep the history of the world in their head. Not the details, but the framework. What could have been better was the accessibility of it all. It's absolutely a fair criticism that maybe it's too much. That is the consequence of trying to make it complete (which it isn't, actually). I developed the Quickstart character building system (and have a generic Fantasy Hero version of it) to facilitate rapid character development. At cons I would run a Narosia Quickstart: build a character in 45 min and then play for 1:15 (2 hour slot) or 3:15 (4 hour slot). I was always successful. Absent such a system, which is fairly comprehensive in its character options, you end up with classic decision paralysis unless you know how to play Hero. Still, there is a lot there. I built 2 (arguably 4) magic systems for the game. The feel of each system was exactly what I wanted, and conceptually a Skill based magic system where you pay only 1 point for a spell proficiency seems simple enough. Looking at it now, there is a lot of detail (which provided 100s of hours of fun for us), but that detail can still be overwhelming. In many ways I traded one set of complexity (building Hero powers) with a different one. The magic systems are still complex, but in a different way from core Hero. Is that a positive or negative? Entirely subjective. I still run Narosia, and learned a lot from writing it. I have worked on Narosia 2.0 because I see how it can be better, simpler, and more unique and inclusive. There are constructs in the book (like race) that don't need to be. The cosmology can be simpler and cleaner. Now, even with greater simplicity, does that serve the Fantasy Hero Quickstart objective? No, not really. I wanted it to be that, but no 500 page rulebook can be that. Ideally, something with an edited Hero System Basic ruleset + fantasy character building + basic magic + adventure is what I'd like to see. My Fantasy Hero Quick Start is 38 pages with very little padding (that covers characters, magic, and equipment). Add that to 138 pages of basic + 32 page adventure and that's a 200 page book. Here's the question I would pose: why make such a product? I dreamed once of winning the hearts and minds of gamers over to Hero to have the type of gaming experiences I've been lucky to have. I don't think that's realistic. Hero does what it does in its way and those that engage with it will like it or not. At the end of the day if the 4-6 players at the table don't engage with it, the point is kind of moot. I think we can always win over 1-2 players at any table, but winning them all is really difficult, and everyone has to WANT to play the game that operates the way Hero does or the campaign fails. Especially when player expectations of online tools, online content, and accessibility is such that the legacy of Hero I don't believe can match. Nor should it. I've got 3 active projects right now: 1. Narosia 2.0 2. NOVA6 3. Atomic Sky Narosia 2.0 and Atomic Sky drove the development of NOVA6. I'm super happy with that game and I run it weekly. It's just about ready to launch (and you can find it on the website in its most recent version). It isn't Hero, but it is a descendant of Hero. It addresses the accessibility aspect, with rapid time to play that I feel doesn't lose much from a fantasy hero experience (at least). We finished the Narosia grand campaign in NOVA6 (meaning the original playtesters going through Village of Gillkas, to the Library of Baradahm, and finally Act 3, all in NOVA6) and it works. I will say, however, that it is a different experience than the Hero version of Narosia, all good, but not necessarily "better" (depending on what you want out of the game). NOVA6, especially in its more detailed version (which we call NOVA6 Expanded and aren't moving forward with), was tailored for Narosia and Atomic Sky. However, I didn't like how it played for Atomic Sky (dieselpunk atomic apocalypse). So... Atomic Sky drifted into other directions, other systems. At one point it was going to be its own system (*shudder*, like I need to make ANOTHER system). It was in D&D 5E (and working, and would, I think, be attractive to a wide audience there). But I didn't like it. I only ever really liked it in Hero. Years ago I did a full conversion (well, full-ish) of Fallout and S.T.A.L.K.E.R., both of which I ran on the con circuit for years and had a ton of fun (and are still on my website). So, I've come back around to Atomic Sky being in Hero and, thinking through it, having it be essentially PA Hero 6E. However, I'm not going to replicate all that material since I think it is largely unnecessary. What I will do is use that material to make a complete setting book (no integrated rules), make the campaign decisions about how powers and such work, and then build out scavenging and campaign guidelines for what Atomic Sky is about. I want power-armor character, scrappy snipers, monstrous mutants, synths, high tech, and low life, scrabbling for survival with hope for a higher purpose. Hero GMs can build on that material (or not). I've learned a lot on this journey, and I'm happy to be focusing on Hero again. This time my objective is different: I want to make something I, as a Hero fan, enjoy playing and hope to bring some of you along with me. I'm not trying to win over non-hero players (like I was with Narosia). And this experience will likely result in a Narosia 2.0 that is also more of a service to this community rather than tilting at the windmills of winning over D&D players to Hero. They'll join us if they want, because they see us smiling, shouting, and having fun at that "table over there" rather than challenging them that they are engaging in wrongfun and that we know better.
  20. Nothing special to recharging. Charges recover at dawn, with the rising of Lensae. Penetrating when added to a weapon, isn't too bad. Penetrating can be used to create effects that are possibly overpowered at the heroic level (e.g. 1 pip, continuous, penetrating damage). Other than that, no issue with it.
  21. 1. p361. I don't recommend penetrating, but it would follow the same lines. 2. +1 Energy 3. Scrolls are consumable and do not require attunement. Rods, Staffs, and Wands do require attunement as they recharge.
  22. It's more an issue that I didn't explain it very well. The CPs spent on signture items are a special form of attunement points. Once you invest CPs in signature items you never get them back, but if you unattune or lose the item those CPs become just part of your attunement pool. You can also use points you have used to attune to other items to unattune to them and create/attune to a signature item. The net net of this is: a) I don't like the Independent modifier; b) normal magic items are a part of fantasy, but paying full cost is unbalancing in heroic level Hero. Signature Items are something that comes out during play. So, if I have a 150 point character and have an opportunity to create signature item (like a dragon slaying sword), if I paid standard Hero costs for an 8 DC sword with +3 DC vs dragons (a very basic effect) with maybe Damage Reduction vs. Fire (50% rED) the cost of that would be (with only OAF basically): 20 for 8DC, 5 vs dragons (-1), 12 for DR (-1/2 for only vs fire) = 37character points. How is a normal adventuring hero supposed to come up with that many points? If we did Independent, the costs end up being: 10, 3, 7 = still 20 points and we now have the baggage of Independent. My reasoning was, you can only create a Siganture Item if you have an Enaros or Celestial Favor card (rare) + you have to have an item that you can use in a scene and play the card on it. That's a pretty big prereq, and rather than muddle the calculations up with some other limitation, I basically treat all magic items (conceptually) as a flexible multipower with a reserve that the universe pays for. You just buy the slots. So now when I build that sword (with the -1/4 unified power lim) I get 18, 5, 11 = 34 / 5 = 7 points. That's 2-3 sessions of XP and that is far more manageable, but it's still expensive. That's 7 spells or +1 OCV or whatever. It's signficant yet manageable, and something like a signature item should be. I hope that logic helps. It's the culmination how I solved my frustrations of fantasy RPG tropes in Hero at the heroic level (the other answer is just play fantasy Champions). For printing the cards, just print them at home. No need to put them on fancy paper or print the backs. The PDFs are formatted to print out (and should print on A4 okay (maybe). Otherwise, yes if you are using a different set of gods then I'd suggest the token system I came up with and to justify a signature item you have to have a blue token (or whatever signifies the rare tokens) and then explain how the magic of the world interacts with your action to create this new signature item (e.g., the sword, now drenched in the dragons blood fuses with the blade itself as my fury uses the essence around me to forge a new legacy).
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