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eepjr24

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Posts posted by eepjr24

  1. 6 hours ago, Fedifensor said:

    It seems uncharacteristic for Hero System to not have penalties codified.  I suppose I could hunt and peck through the entire combat chapter and try to come up with a list of all the non-Power types of OCV penalties.  However, at that point, it becomes easier just to buy X number of Combat Skill Levels with a limitation Only To Offset Penalties.  That seems simpler than messing with Penalty Skill Levels, and will probably end up being cheaper if trying to cover a wide variety of effects.  Is there any existing example of such a limitation in 5E or 6E, and if so what is the value?

    There are a number of these codified under PSL's in the book. Range, Targeting and Unbalanced / Unaerodynamic are some. Others include target size, behind cover, etc. They cannot be used to offset maneuver penalties or off hand penalties. 

     

    I have not seen CSL's bought the way you are talking about and would look askance at much of a limitation since there is an existing method for doing it in the book already. If I did allow it it would count against OCV cap (PSL's don't for me generally) and would not be more than -1/4 since there is generally SOME penalty you are trying to offset with anything you are shooting at (range and targeting being the most common). 

    6 hours ago, Fedifensor said:

    Interestingly, while 6E does state the requirement of one specific penalty for PSLs involving OCV, you can have PSLs for DCV that can cover a group of conditions, like fighting in any environment.

    The first part of your sentence is true, the second is not. I have not seen a published example of DPSL's for "fighting in any environment". You can buy DPSL's to offset a "group of related conditions", for example "Slippery Surfaces" would cover ice, grease and a friction reduction field. 

    6 hours ago, Fedifensor said:

    In case anyone was curious, I'm trying to come up with a character balanced for play that is inspired by Cas Russell from Zero Sum Game.  I could either give the character an obnoxious CV, or I could use PSLs and/or limited Combat Skill Levels to let her do things like bouncing a bullet off a wall to hit someone in the head behind full cover.  The latter method would still allow the character to miss shots, but even the most difficult shots would be possible.

    Bouncing requires CSL's. Full cover could be PSL's or CSL's, your choice. I would chat with your GM, since +8 OCV to counter a head shot would exceed OCV caps for most games and thus using PSL's would be a workaround for that. If the campaign has no CV caps then that makes the choice easier I would just buy +10 CSL's with her preferred weapon.

     

    - E

  2. I used roughly 15 points per level when I was running from starting characters. Converting from existing might be higher, but I would not worry about getting exact points and just try to get the feel close to what the player is used to and figure the points after. You still don't pay points for anything that won't have a game effect, so if your player wants to be an expert at solving number puzzles in an alien language that only they know... free! 😃

     

    - E

  3. 2 hours ago, Fedifensor said:

    These questions are for a 5th edition game, but I suspect they apply equally to 6th.

     

    Mostly. They may have official rulings in 6e that were not present in 5e.

    2 hours ago, Fedifensor said:

    Penalty Skill Levels can be used to reduce or counteract a specific type of negative OCV modifier.  Examples include Range Skill Levels, Targeting Skill Levels, and Throwing Skill Levels.  How many other types of negative OCV modifiers are in the rules? 

     

    As many as the GM decides exist.

    2 hours ago, Fedifensor said:

    Can you use Penalty Skill Levels to offset a penalty that changes your OCV by a multiplier or drops it to 0 (such as the penalties for Lack of Senses in Combat, pg 349 5ER). 

     

    No. On the order of operations table halving and setting to a value occur last. There's a post by Steve on this one if you want to look it up.

    2 hours ago, Fedifensor said:

    Are Change Environment (wind field) giving a -2 OCV and Change Environment (vertigo field) giving a -2 OCV considered to be both under Change Environment, or are they considered different types of penalties for purpose of Penalty Skill Levels?  In other words, are penalties categorized by rule mechanics, or by special effect, or some other rationale?

    On 6e 84 it spells out pretty clearly that you cannot apply PSL's to more than one specific penalty. So above you would need two different OPSL's to counteract vertigo and wind, although the might be cause from a single type of power or even a single instance of a power (if the CE in question caused both wind and vertigo, for instance, although in that case they would not stack you would just take the highest remaining penalty after OPSL's applied).

     

    If you need examples to compare to, take a look at Environmental Movement. Nearly all (if not all) of those effects can be created with Change Environment but they all require separate purchase.

     

    - Ernie 

  4. 1 minute ago, HeroGM said:

    You could try it in the notes section or edit it inside hd for it to export.

    Good outside the box thinking, but I am trying to avoid having the user do manual work. It's possible to do in the javascript that will be the target, so I'll just build functions to parse the limitation adders and pull it from there. Was just looking for the easiest way, since the javascript is 800 lines and growing.

     

    - E

  5. Is there a way to create a flag that is set when a power has Reduced Endurance as an advantage? If not, I think I can loop through all the adders to find it, I was just hoping there was a way to create toggles for 1/2 END and 0 END.

     

    Thanks.

     

    - E

  6. For anyone wanting to try out the latest, you can find the most current code at:

     

    https://github.com/eepjr24/ImportHS6e

     

    Many bugs crushed, added support for Combat Skill Levels, Penalty Skill Levels and skill calculations from base characteristics. I will be ready to call this a beta at some point soon if people would like to jump in and test it. Major missing items right now are: Adding Lightning Reflexes, equipment, non-combat skill levels and detail calculations for powers. Powers currently populate the name and description but does not fill out the power wizard for setting up clickable rolls.

     

    - E

  7. On 4/6/2021 at 12:45 PM, Opal said:

    I guess the oWoD was urban fantasy before it was cool, or at least before it was mainstreamed, and Mage: the Ascension was my favorite of that.  It could handle any sort of supernatural as a 'bygone,' too, so both as a game and setting, that'd be my pick.

    As RPG or in fiction? Lots before that fiction wise.

     

    https://en.wikipedia.org/wiki/Urban_fantasy

     

    Surprised the above does not mention Mercedes Lackey with her Diane Tregarde (sp?),  Serrated Edge, or Bardic Bedlam series. Those were all solidly Urban Fantasy.

     

    - E

  8. So you are probably better off either PM'ing him or emailing him (killershrike@killershrike.com) than posting here. But I can tell you he is pretty busy in RL with his job at the moment. I did most of the DnD 5e spells to Hero 6e conversions for the site and not much changed from Hero 5e to Hero 6e in terms of actual cost changes. There was a philosophy change at Hero that increased points at various scales, to my mind with the goal of encouraging more background skills, perks, talents, etc. That change does not materially alter the way you convert characters from D&D (or other systems) until you reach step 7. Figured characteristics are no longer used, you should have more points for "I've always wanted to be able to..." kinds of skills, perks, etc. 

     

    There are a few things that changed, got more or less expensive or just work slightly differently from Hero 5e to 6e, but those have been covered many times and you can find them in a quick search.

     

    - E

  9. As a GM, and by that I mean I have much more experience as a GM in hero than a player, I don't like (and generally disallow) VPP's that have very short periods needed to change the powers because they interrupt play, not because of the things they produce. Players need to be expert in the rules, good with math and not try questionable things for those to work at all. 

     

    If you come to me with a VPP that has defined powers that you switch out quickly (i.e. no creating new things on the fly that I have to spend game time checking) I don't care if it's magic, skill, gadgets, cosmic energy, "the void" or whatever else that powers it, you are not interrupting other players and my flow and I am good.

     

    Personally as a player, I enjoy playing both gadgeteers and mages although because of genre I have a lot more experience with mages than gadgeteers. In the games I have been a player in Hero I have not seen the discrimination you have experienced but have no doubts in some groups it would go one way or the other depending on what had caused the GM pain in the past.

     

    - E

  10. As another alternative if the player is just looking for maximum sustained distance they can throw Gliding into the mix (6e1, 228). If they alternate one round of flight with one round of gliding (under the original END assumptions) they would be down 2 END per turn and travel 3/4 of combat speed (because gliding is half of combat speed). That means his or her Endurance would last 35 Turns. Note that he will need to be at least 2.5m above the ground to maintain speed and will do a slow sine wave up and down 2 meters every other phase.

     

    If they have enough height they could also take an "in flight" recovery by simply falling for 3 segments and doing nothing else.

     

    - E

  11. On 3/22/2021 at 12:54 PM, Mr. R said:

    So as part of my continuous mental exercise to develop a campaign I dusted off my old Star Crown Empire book from ICE. I have described how I will change the size of the continent, where some cities are, now I come to religion. Now I don't know if I will give my priests spells or powers (probably) but religion will play a role.
    To this end they describe ten gods.. But some are a ..... problem. they doesn't fit.

    Gods of Law
    Order and Commerce
    Justice
    Wealth (already in the commerce, I feel this is redundant)
    Skies (male)
    Night skies (female)


    Gods of Chaos
    Luck
    Storms
    War
    Fire
    Filth and disease (seriously)

    See I like most of it because there is no good or evil here , except for that last one.

    So I come to the venerable sages of the forum. Can you propose a replacement for Wealth and for Filth and Disease?

    Plenty of options above, so I am just going to stick with what you asked.

     

    Wealth I would replace with Abundance or Prosperity.

    Filth and Disease I would switch to Entropy, or Decay or even just Death.

     

    - E

  12. I am to the point on my Roll20 character import for 6e that I would like some alpha testers. If you are interested, send me a PM. To be able to help you need to:

     

    1. Own Hero Designer.

    2. Have a PRO subscription to Roll20.

    3. Use the HS6e character sheet in your Roll20 campaign.

     

    At this point I have the basic characteristics along with running, swimming and horizontal leap, continuing to work on other things. Skills are probably up next.

     

    - E

  13. 17 minutes ago, Christopher R Taylor said:

     

    I think so, yes.  Rebuilding old characters from 1-4th edition over the years, it became clear that 300-325 was plenty to build a solid beginning character, and I encourage GMs to follow those guidelines more than the 400 point one.

    I think the lower level (street level heroic to high powered heroic) benefited more from the point bumps but agree with the supers genre being a bit high for me, especially for a starting out superhero. Works well for more of the established super with a few years under their belt though.

     

    - E

  14. 21 minutes ago, Fedifensor said:

    It's a concern for both players and gamemasters.  You can't assume every Hero gamemaster knows the system backwards and forwards.  If you require that for people to buy into the system, it's going to eventually wither and die.  

     

    Shrinker isn't just a villain provided by Champions Complete.  Her writeup is listed in the chapter that is literally titled Examples, and it's a horrible example.  The Champions are much better, even if I would have removed Witchcraft's VPP and mentioned in her writeup that it's something she would buy with experience.  The example villains, however, are a pretty bad selection.  I've already tackled Shrinker, but here are the others:

    • Arrowhead - OCV 12, DCV 8, with 3 Ranged Combat Levels is just going to frustrate new heroes relying on DCV to avoid being hit.  The Throwing Master pool is completely unnecessary, and there are too many specialty arrows that are unlikely to ever see use.  It's not horrible, but Champions has much better villains available that fill a similar niche and aren't a cheap ripoff of Green Arrow.
    • Black Harlequin - WAY too many complicated powers.  For example, a new GM will have to stop the game and reference at least three different areas of the rulebook to figure out what Attack Toys or Jacks does.  That's without including the VPP which has an NND that Does BODY as one of its example powers.  Killing off your new players with an attack that does BODY and bypasses normal defenses is not a good way to recruit people to the system...
    • Esper - It's ironic that the mentalist is the most streamlined design of the entire group.  About the only thing I'd drop would be the duplicate, since it has different stats without a separate character sheet.   I lament the fact that she has no personality - despite being a 6E character, she has less skills than most 4E characters (only 8 points worth), and one of them is, no kidding, "Radical Feminism".   That's just awful on multiple levels.
    • Green Dragon - A 3-point multipower that really doesn't offer much variety and could have just been bought as individual powers for the exact same price.  Two different "target falls" martial maneuvers.  7 points of weapon elements and 7 points of weapon familiarities without telling the GM how they will come in play in a superhero game where all the equipment are bought powers.  That's without getting into the horribly bad Asian villain stereotype...

    4e versions:

    Shrinker - 15 DCV and 9 OCV with her primary attack. 

    Cheshire Cat - Yeah, lets make a villain who is a stereotype of Bipolar Disorder. 

    Mindlock - 6 whole points of skills. Enjoys humiliating male heros, with a 10 PRE. Every stat has either no points spent or is at 18 for the point break. 

    Green Dragon - oh wait, you covered him already. But 10 OCV, 12 DCV with his strike and 2 levels is gonna make him painful for most newbies.

    Dragonfly - He is a mutant. But his wings and antenna are bought as OAF?

    Ogre - Oh boy. Not a single non-combat skill. What's that, he has an incompetent crippled sister but they don't even mention her name or disability?

     

    I don't think any of those are someone I would use without some modifications, if at all. But they don't mean that the ruleset is bad or that a new GM can't pick up the game from them. Could they be better? For sure. 

     

    There are things I would love to change about every version of the game that I have played. But so far, 6e is doing the best from a ruleset perspective. Does it need something to make it easier for new GM's? Yes. Some nicely made modules targeted at that would be great.

     

    - E

  15. 4 minutes ago, Fedifensor said:

    This is why Hero is in its current position in the market.  Champions Complete is more approachable than the original 6E rules, but does not fulfill the claim on the back cover saying it is an “excellent purchase for first time players”.  What Hero needs is the streamlined simplicity of the 4E BBB, with several fleshed-out but uncomplicated heroes and villains for gamemasters to use as a model.

    Some heavy opinion going on there. I think Hero is in the position it is in for lack of money to have products flowing into the marketplace on a steady basis. And a lack of published modules that would be facilitated by the same. As always, just my .02.

     

    - E

  16. I agree, Opal. And you can play 6th rules with the more "general" skill groupings from the 4e era pretty easily, as long as all the players and GM are on the same page and the appropriate point ranges are used. Like everyone else, I have little things I would change with almost any of the editions, 6e included, but overall I think 6e provides the most options.

     

    PS: I sounds heavily pro 6e in the last two posts and wanted to stress that I would play a 4e game in a heartbeat if that was what was running. I don't think you will be unable to do what you want in 4e, 5e or 6e. They are all good systems and it comes down to preference.

     

    - E 

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