Jump to content

Legendsmiths

HERO Member
  • Posts

    1,949
  • Joined

  • Last visited

Everything posted by Legendsmiths

  1. Re: The Dogs of War (AD&D canines for HERO) There is a mac installer and as long as your running 10.3 you don't have any issues. http://www.herogames.com/FreeStuff/HeroDesignerV2/demo/index.jsp Also, the rtf output is quite nice. I just posted a template that outputs a bunch of stuff in a custom rtf format (http://www.herogames.com/forums/attachment.php?attachmentid=9720) You could whip those dogs out in no time. Nice work, BTW. A recent HackMaster encounter with Dogs encouraged me to include some in a Hero game which was quite interesting. Action: Dog slams for takedown, then while prone Dog bites face (automatic Head Shot 1d6+3). Very nasty. Screams of "get it off, get it off" rang through the air.
  2. Re: Creature: Ettin Looks good. I thought there was a writeup in MMM, but this guy doesn't appear to be a big giant type. Any chance you are going to add a bestiary to your fine site so we can find these in the future?
  3. Re: Playing 3.5 after Fantasy Hero I think it is still "officially" D&D but now that is a confusing title. I'd go with D&D Classic. If you want old school 1st edition with support and a decent combat system... go HackMaster. The only thing I don't like about the presentation of the system is the number of monster books (8+). It is totally 1st AD&D with some nice mechanics thrown on it but it is complex, no bones about it. However, in discussions with some of my fellow gamers (not the HM GM), we've decided that if we aren't going to play HERO, that d20 with HM combat rules would be kinda sweet, if only because d20 is easier for character management. 1. Honor. The HM honor rules are actually quite fun. 2. Penetration. All dice in HM open end at -1, including 2dx. So, if you use a 2d4 weapon both can open end, rolling an additional 1d4-1 (which can still open end). 3. Critical hits. Gruesome. 4. 20 HP kicker (10 HP for really small races). 5. Armor damage 6. Shield damage We thought about taking the SRD and making OGL Hack (maybe someone has). There are a lot of fun things about HM that are fun, but the skill system isn't one of them (although it is better than 1st Ed.). But that said I'd still rather play HERO.
  4. Re: A Crisis of Faith... Sidekick is a great solution. I will be running demos using sidekick at a local con. 1 hour to make characters and 1 hour of slugfest. As for prep work, your GMing style largely determines that. I think a lot of people get hung up on "doing things the right way", but don't carry it to the point that your game gets derailed while you try to work things out. Some tips: 1. Use the players as guides. If one character is a ninja master and you attack the group with a ninja master how different is the bad ninja master going to be from the good one? Not very. If the good one is DEX 23 OCV 8 + Martial Arts, STUN 30, 12PD/6rPD you have your villain with 0 prep work. Change the style (UMA has a list of styles) to make it interesting. Make him faster/slower tougher/stronger. 2. Evil monster grabs a character and tries to hold him. How strong is the monster? How strong is the character? If it is going to be a challenge, make the monster equal or stronger (but not much, consider if the character pushes). Just make note of how strong so you are consistent when you grab the next character. 3. Rely on published stats. Need a giant agressive tough land animal with fire breath? Look up Rhino in the bestiary and add 8d6 EB (Fire) Cone. It's all in how you describe it. 4. Prepare your speed chart ahead of time. Either use a spreadsheet with a macro, HeroCombatSimulator, HeroHelper, a combat sheet, or a deck of cards. My group (former Deadlands junkies) love cards. After a couple sessions of the random card system (and people sitting out for actions in a row) everyone now hads a 3x5 card with their phase number and initiative (DEX.INT.COM). When their action is over, they move the card to a discard piile. If they have a held action, the card is face down. In a 4 hour session I can run 2-3 combats of equal challenge, in addition to story and roleplay. 5. Force your players to learn the rules. How? Tell them you will do your best and tell them all difficulty modifiers when they make an action. If they want to know how that was done, and possibly challenge them, they have to figure it out. Most HERO mods are easy to apply (slight -1, moderate -2, hard -3). That doesn't mean you have to be 100% right, just mostly right. If you are wrong either it won't matter or they will take the time to learn the rules and then it won't matter cuz you'll be right in the future. I think the greatest subtlety involves invisible targets/attackers and halving of DCV and hit location. Luckilly, there is a simple chart that lists these and once you explain it to the players they will be all over it. 6. Don't respond to threads that are nearly 1 year old.
  5. Re: Anyone have Tomb of Horrors? To be true to the original it must be converted to HackMaster, the one True game. :ducks: Seriously, I would be very interested to see your conversion of Tomb, but if it is a true conversion I seriously doubt I could unleash it on my existing campaign. It would be a separate game in and of itself. Have you looked at the HackMaster version (http://www.kenzerco.com/images/rpg/hackmaster/TombUH.jpg)? Often these are old school rehashes that are very well done. The depth of them is frightening at times (Little Keep is pretty amazing). While not 100% of the original, the impression is surely there, with many subtle jokes. We are currently playing Temple of Existential Evil and Quest for the Unknown. Quest is pretty much as I remember In Search of, but Temple is just uncanny, especially since I've been playing the Temple of Elemental Evil PC game. In the original you have the Village of Hommlet, kind of a play on the word Hammlet. In the HM version you have the Hammlet of Tharpe, a play on the word Thorpe. Lot's of that. HM is like watching a very cheesy sci-fi movie that takes itself 100% seriously (e.g. Riddick). If you analyze it it is rediculous, but if you take it at face value, with the intensity it is presented with, it's pretty enjoyable. Back on topic, the HM modules provide a source for these older adventures with a modern RPG facelift that is still old school (i.e. not White Plume Mountain to FUDGE).
  6. Re: Modern-Day Fantasy Then definitely check out GURPS Technomancer. It is a solidly realistic treatment of magic and how it fits into a modern economy. I do not personally enjoy that treatment of magic, but I think it is very well done.
  7. Re: Modern-Day Fantasy I think the biggest question is Magic... how do you want that to play? Shadowrun is very flash-bang and flavor aside you could easily just use the standard Fantasy Hero magic system. If you were using a Resource Pool from DC, just have spells cost Equipment points. This keeps mages from toting around too many guns/armor etc. Whether or not you make people pay for cyberware with points or resource points is up to you. If you want a darker, more sublte magic, go with something ala BtVS. The Unisystem magic is pretty easily ported to HERO (currently running it). Using this I also allow "demonic power", balanced by infernal disads, which has been fun too. Note: we are not playing slayers, just using the system from BtVS for magic. Mage the Ascension is pretty much creative power pool use. That game would have more focus on magic than anything else. I think the standard magic is very much in the vein of Shadowrun, but I'm enjoying the BtVS magic style. It's scarier and fits more of a gothic setting than the cyberpunk aspect of Shadowrun.
  8. Re: Old version of Star Hero I've got one if you really want it, but the new one is WAAAAAAY more useful. I'd recommend GURPS Space before old Star Hero. The 3rd edition Star Hero rules just aren't all that relevant anymore.
  9. Re: XM8 Assualt Rifle. That sounds a little more like the OICW, which I think this is an offshoot of. Either way, it's an experimental weapon so anything goes. Nice work.
  10. Re: XM8 Assualt Rifle. Minor point... the magazines are supposed to only hold 25 rounds. Why does the bipod help vs. Hit Location? Are you just going for cool sniping effect? I think actually that it might be worth +1 OCV, since you will already be able to use it to brace. Unless I misread I don't believe the scope is a nightvision scope. It is a 2x or 4x optical scope with reticle. In addition, it provides an IR laser out to range, and a visible RedDot laser at less than 50m. The optical would give +4 vs. range, only with Set Maneuver, the IR laser would be +1 OCV +1 rMOD (detectable only with Nightvision), and the RedDot would be +1 OCV, only under 50m. Both the IR and RedDot require batteries. That's what I meant. I'm sure the scope itself may change prior to production. Looks good. Oh, don't forget +1 STUNx (STUN die of 1d6) for a +1/4. That makes it in many ways one of the most versitile weapons, as well as extremely effective. The Real Weapon limitation might be reconsidered as well. Not that it isn't, just that one of the main features is its reliability and environmental resistance. The main thing is how the gas is expelled in that it doesn't return it to the receiver, supposedly allowing you to fire 15000 rounds without maintenance. That might be worth Real Weapon (-0), because that is a lot less maintenance than an M16.
  11. Re: XM8 Assualt Rifle. Yeah. Make the other barrels attachments requiring Extra Time (1 minute), PS: Soldier or Weaponsmith roll at +0, Lock out (can't use the other configs while in a particular config). The big advantage to the SMG would be using the DC Close Quarters rules and that the SMG is more or less pistol sized... perfect for tight places but still packing a punch. The scope is rail mounted, so that probably takes 1 turn. That includes all the sighting bonuses (i.e. not in SMG config).
  12. Re: XM8 Assualt Rifle. It's acutally a bit closer ballistically to the 7.62 round, since the main reason for the new cartridge is terminal ballistics. I would make it 2d6+1K. As for autofire, I haven't read anything about a SAW mode, but unless it changes the receiver, the Autofire wouldn't change. I would make it as follows: Autofire 5, 25 Charges SMG +1 OCV, +1 rMod Assault +2 OCV, +2 rMod Sniper +2 OCV, +4 rMod IR Illuminator +1 OCV, only with NightVision, battery powered RedDot sight +2 OCV, only with Set Maneuver, battery powered, 50m or less Reticle +4 rMod, only with Set Maneuver Bipod +2 rMod, requires 1 phase to deploy You can of course add a 40mm grenade launcher (single shot). My understanding is that this thing is not a transformer. you can reconfigure in the field, but it would probably take a minute or so. 12 seconds seems too fast. That still is a very solid weapon that when set for sniping would be +3 OCV AND +10 rMod. Max range of 925" is a bit much... way too much. 300-400m is the effective range, and out to 700-800m for extreme range. Even then, beyond 300-400m it should be -1 to -2 DC (it slows way down). http://www.angelfire.com/art/enchanter/bullet.html
  13. Re: A new take on "Deadly Blow" We've been using 2/4/6 costs in our current campaigns for over a year. Characters started at 75 pts and the current group is at 120. After the recent discussion in the other thread I bumped it to 3/5/7 per +1 DC and it still raises the base damage. This was after I built Deadly Blow as an Aid to HKA, which worked out quite nicely. Add a little hand waving, and I think it is very much balanced for Heroic games at 3/5/7 pts per +1 DC. As a caveat, we charge double for STR so this makes Deadly Blow a little more attractive. That said, it has never been unbalanced. When you only have 120 points, spending 21 on +1d6K with any weapon is a bit much. Especially when you are going to want a good STR to get larger weapons anyway. Tha's my recommended fix. I see the damage bonus from skill levels as a dimished value-add to the primary ability of CSLs... to add OCV/DCV. I wouldn't base a revised Deadly Blow off that. Martial Arts has a +1 DC for 4 pts, which compares nicely to the 5 pt Deadly Blow. Better in someways, not as good in others, but a value none-the-less. Even when STR costs 1 pt/+1, if you are using NCM these abilities still have value, and for light weapons very much so.
  14. Re: Hey! I'm Still Holding On! I think the phrase that is troubling is: However, this runs counter to pg 283 "Casual Strength" which clearly states that using Casual Strength is a zero phase action costing END. This means the character must have a phase in order to use his Casual STR; he cannot use it in an off phase. There are 5 types of actions, only one of which may occur at anytime regardless of your speed. Zero phase actions aren't them. Grabbing someone should not be escapable because you are strong. Anyone can grab you, but until they try to move you your STR doesn't come into play. Additionally, since this is built on the "Target Falls" element, UMA does discuss the STR/Size limitation Optionally associated with that maneuver (I don't have UMA with me). So, unless "Grabs Two Limbs" is some kind of limitation/restrictive element, "Target Falls" has no inherent escape clause (apparently like Grab), and this is just a SFX of the maneuver, especially since the Grab isn't maintained. Perhaps you could make such a Restrictive Element at -1 "Quick Grab", meaning that the target may resist with Casual STR but that's it, and if the target doesn't have 2 limbs to grab (remembering that the head counts as a limb), that the maneuver wouldn't work.
  15. Re: Hero Games Maps - What do YOU want to see? Nice maps, Zornwil.
  16. Re: Hero Games Maps - What do YOU want to see? I'll direct you guys to the Dundjinni site. I've been using this to make maps and it is fabulous. The user forums also sport some very fine maps for download. Highly recommended.
  17. Re: Location of Hudson City Maurce River Cove? Near the Bayside State Prison in Cumberland County? I'm starting my Hudson City game before the release and I at least want to be in the right area.
  18. Re: Polishing The HERO System If damage is the main issue, then I would go with the suggestions above. x2 seems a bit much, but x1 1/2 would work well I think. Leave the STUNx alone, as I think there is already enough there (sometimes I think I see too much STUN flying around). x1.5 would make for x3 BODY head/vitals. I would also only apply that after knockback, otherwise you get more on more. I agree Warp9 that having more levels in between would be nice, especially since I really dislike half-dice. If I understand the +10 STR per doubling and +2 DC, what you propose doesn't change the dice mechanics (+5 STR = +1 DC) just the value that represents. This means an olympic weightlifter (STR 20-23 now) would have to be STR 30-35. I'm certainly not against that, but I think it would create the same situation at a different level, as well as making game play at heroic levels much deadlier (not necessarily a bad thing). Running a supers game with this system would make things somewhat tedious however. I dislike rolling 14d6 damage and would dislike rolling 28d6 even more. Not to mention at that level damage would be incredibly normalized and rarely extreme. I think then you would have to come up with some diceX mechanic to compensate (e.g. never roll more than 7-10 dice, picking the lowest dice possible and setting a multiplier: 28d6 = 7d6x4).
  19. Geographically, where is Hudson City? Does it have a real-world equivalent?
  20. Re: Hero Games Maps - What do YOU want to see? Any plans to make digital maps available for purchase/download? The maps in FB are awesome, but if I have to hand draw them or scan them the quality is going to suffer greatly. We use digital mapping tools in my game, so having access to these maps would be incredible. If the concern is for copyright, Adobe's new DRM component seems pretty solid and would help protect that. The value of having digital maps of this type would be huge.
  21. Re: Polishing The HERO System I think 30 STR feels 16x stronger than 10 STR. Absolutely. The STR system in HERO is log2 of STR/5. STR/5 is a convention for the point value of the STR. In HEROIC games, points over 20 would be doubled, which introduces an artificial curve. However, 6d6 vs. 2d6 in any contest of STR is going to be very clear, especially since casual STR will usually win. This effectively allows a 30 STR character to ignore a 10 STR character in any contest of STR, and seems fitting. I have played a lot of GURPS, which has the graduation you seek, and I can tell you the STR system in HERO is much more cinematic for really strong normals. Even in GURPS 4e, 30 STR in HERO = 46 ST in GURPS (based on max lift). At that level, a punch from the 46 ST character would do 5d6, averaging 17.5 damage. That will cripple any limb, kill a man if to the skull, and if nothing else (chest) put him at -7 HP, knock him down and stun him. He is out and probably going to die. Take that same punch of 30 STR in HERO (6d6 = 21 STUN 6 BODY) the average normal (8 BODY 16 STUN) is KO, but only take 4 BODY. He will also recover in 2 phases. Which is more realistic? Probably GURPS, but the HERO progression is much more fun. In HERO +1 BODY or +1 DEF mean 2x as tough. That's why a heavy pistol does 2d6K and a heavy rifle does 3d6K (8x as deadly). That progression is what allows the system to adequately handle a range of powers and have them coexist manageably, and often with a lot of fun. If you want stronger guys without letting the whole lift thing get in the way, buy: +10 STR, No figured characteristics -1/2, Only to increase exert STR -1/2; Total cost: 5 points. This eliminates any lift STR, leaping, PD/ED, STUN etc. The "Only to increase exert STR" might really only be -1/4, but I leave that to your judgement. You end up with a stronger villain who can't lift any more than his regular STR dictates.
  22. Re: Martial Arts to represent "Basic Training" I think the DC package deal does a pretty decent job of abstracting basic training. Having served on station with AF, Navy, and Marine personell, I agree that the Navy and AF boots are not as physically demanding or combat focused as the Army/Marine boots. Going through Army boot and having knowledge of MA going in, the HtH training (1 day) might qualify as +1 with block, strike, grab IF you were a fast learner. WF: Knife is questionable. WF: Fixed Bayonet certainly would be more appropriate. I think soldiers who learn fast would also have more than 6 points worth of skills from the list, but as an average I think it sums up my experience fairly well. Most of your focus in BT is PS: Soldier/Sailor/Airman/Marine than anything else. Second to that is a balance of basic rifle marksmanship and physical training. I know Navy/AF boots are shorter than Army/Marine and that they don't spend as much time on BRM as the grunts and jarheads do, so I'm not sure if some other skills are substituted for that time. BRM is focused on WF anyway, with the opportunity for fast learners to acquire some CSLs. There are also a lot of little skills that PS: Soldier/etc. cover: claymore mines, map reading, digging an individual fighting position, etc. Some of these might qualify as 8- familiarities (e.g. Navigation), understanding that extra time, tools, and the complimentary skills of your fellow soldiers could improve that to a truly functional level. However, using the PS might substitute in very specific instances, representing basic familiarity with a lot of specific tasks in various skills. LAW rockets were also part of our training, and we were tested on them, so WF might be appropriate for that too (coming out of those 6 points). Definitely no MA though. Not even a little bit.
  23. Re: Tank chargen: low-strength, high-soak Anthem is just the kind of character to worry about once you are entangled or drained. She will be all over you, nickel and diming you until you fall.
  24. Re: Tank chargen: low-strength, high-soak Oh, you've got no flash defense. Consider this as well: if you don't increase your STR, consider yourself already entangled. Entangle 5 DEF 3d6 BODY, Transparent to Physical Attacks +1/4, (50 active points). With that power, you are effectively immobilized and can't escape. You have 3d6 STR, 4 if you push it. Hardly enough to do any damage to the entangle. Then somebody walks up to you with 0 DCV and 1/2 Hit Location (if you are using them) and starts wailing on you with a club. If you use critical hits you are in a world of hurt, if not they will at least always hit you. If using hit location, you will take x5 STUNx from killing (head) or x2 Normal STUN. Against 6d6 even your 40 armor will cause you to suffer. And the minute you are stunned, the next hit will do you in (x2 STUN while Stunned). Moral: have some way of defeating the most common attacks. You've got great armor, and decent protection vs. drains, but it may not be enough. With a 75 cap on powers, drain can get nasty. Someone only has to do a 22 pt drain on your PRE and you are combat ineffecto. 7d6 Drain vs. PRE (70 active points). Since you have no offensive capability, it will be very easy to get next to you and hit you.
×
×
  • Create New...