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Jujitsuguy

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Everything posted by Jujitsuguy

  1. Team: I just purchased Hero Combat Manager, and it looks very comprehensive and very powerful. That said, I was wondering if there is a way to add two new stats - Sanity(SAN) and Sanity Defense(SD). These are new elements, which SAN is like Mental Body and of course, SD is the natural defense for it. It is for shock, horror, etc., which is part of the Campaign I am running. I noted the Hero Combat Record, much like the Hero Designer rules and templates are XML form and could be modified--of course, another file copy of the original. I've read on the site for this and also in the forums, but can't find anything of significance on this. The only reference I see is off of the original Hero Combat Manager page, which mentions this: * Other Damage Effects – Hero Combat Manager does not implement any of the Other Damage Effects rules. The GM can use the GM Adjust button to simulate the “STUNNED – DEAD” and “ONE-HIT WONDERS” * The link is from here: http://davidtannen.com/role-playing-games/hero-combat-manager/503-hero-combat-manager However, it only appears to be an override to adjust current stats/values, so this is not it. Best regards... Chuck D. aka "Jujitsuguy"
  2. Simon: Please disregard...I didn't note that you had to add SAN/SD from other resources to see the additive amounts...works fine, so apologies for the undue additional question.
  3. Master Simon saves the day! Thank you kind sir! Works like a charm... Next tough question... That said, as in PD and ED, would there be a way I can show cumulative elements for SD in this same manner? PD and ED show cumulative counts for PD/ED from skills/talents/powers/equipment...if it exists, can you point me to the part of the doc that shows this for HD? Again, very much appreciate the help on this.
  4. Team: I have made two stats for "CUSTOM1" and "CUSTOM2", which do NOT need any characteristic rolls for. However, on the HD display, it shows rolls for them, which I do not want/need displayed. I looked through the template and could not find anything that creates or suppresses said roll. Here is what I am talking about: Here's the template I am using: Epic_Multiverse_SAN_Spells_2017-12-26_SAN_SD.hdt
  5. Simon: I figured as much, but wanted to confirm...and yes, I agree w/ you that the player/GM should use this as a reference tool, but not the absolute...it is up to the GM/Players to ensure they are following game guidelines. Thanks for the details. Chuck D. aka "Jujitsuguy"
  6. Team: I have the most recent HD, which since I have implemented a SAN statistic and other successful elements. One thing I was wondering, is there a way to put an overall ActivePoint and/or Damage Class cap for warning purposes, so that when a player takes and uses a maximum AP value for an attack, then tries to add in a STR and/or DC bonus to go WAY beyond what the game caps are, I can load their character in my HD and point out they are above said cap in the game. I know HD is meant to be flexible, based on the GM's permissions, but at times, players may take advantage of this and it is difficult to argue it with them, unless there is a clear notification to them. Is there a way via a combination of rules and/or templates via the macros to achieve this, or would we need to access the API to do such? Thanks... Chuck D. aka "Jujitsuguy"
  7. Ah Gentlemen, all of you have come through again...and Senior Lucius, you had me at "Assuming you mean something like the D&D spell". bigbywolfe...the details are similar to that of the AD&D spell...you could also dress it up as psychic medium w/ a spirit of the dead that is tied to the earth. Another neat idea is from the show "Torchwood", where they had the gauntlet(s) that brought the person temporarily back from the dead, but it had to be recent and the body had to be in tact. Another example would be from an episode from "Fringe" where the Dad put stimulator probes into a key center of the brain and temporarily brought the women that was just shot to death back for a few minutes while they interrogated her for her last memories--basically who put her up to attempting to kill the group. Last example would also be in Prometheus, where they took the decapitated, preserved head from one of the Engineers, and attempted to bring it back...looks like their roll failed, as the head exploded. Lots of sicko ideas, yes, but they are ideas... Thanks for the info...these will be useful...
  8. Hey Gang...I've looked all around and seemingly having difficulty finding this proper power. I simply want to make a Speak with Dead Spell. Now, I have thought--is this Telepathy with conditions "Only with Dead Spirits (-1/2 to -1)"--would this be correct? If this was the case, perhaps the Class of Minds would be "Only Dead"? My guess is that this is correct, but not sure. If I use Telepathy, as it is an "attack" technically, I would assume that I have to figure out the Dead Characters' stats to whom they are speaking with, but since they are dead, I would assume the caster would have an advantage of some sorts. Any and all help greatly appreciated. Thanks... Chuck D. aka "Jujitsuguy"
  9. Re: Stunning Environment option w/in "Change Environment" Thank you kind sir, I'll have to get this guide and look for it.
  10. All: This may be more appropriate in the System Designer v3 postings, but my question is more of a rules question. In System Designer v3, perhaps only in the 6E rules templates(haven't checked the 5E one), I note that when you select the "Change Environment" power, one of the readily selectable options (checkbox) is "Stunning", but has not viable definition/explanation...worth 20pts in itself if checked. I looked through both the first and second volumes of the Hero System 6E Rulebooks, and I don't find any viable Advantage or item listed as such in the rules. If anyone can tell me, and if it is correctly in there, does this mean that the environment can be one of pure stunning, like if you select an area of affect, all those w/in the area are potentially stunned? (Or is there a preset amount of stunning damage that occurs to the individuals?) I don't see any options that show me what this truly means as to how it applies. Thanks in advance... Chuck D. aka "Jujitsuguy"
  11. Re: How to Build: Entrapment Spell (Generic / Fantasy Hero) using Hero 6E psyber624: Thanks for the observation...I did think this through as well, so I have been building this also into my campaign world with respects to requirements of limitations one must take to have non-magical powers--mutant, psionic, cosmic, etc. I have already put in ground rules for the distribution of points for the character, such as groupings as this: - Characteristics - 20% of Character points - Skills/Perks/Talents/(Martial Arts) Total - 37.5% of Character points - Powers - 42.5% of Character points I know this doesn't directly respond to your above query on points spellcasters vs. the others use, but I further defined other things such as: **All powers MUST have an activation roll of sorts(-1 / 20AP of Power) - and there is a skill that is aligned to power usage...this represents one whom starts w/ a power, and must "hone" it to be useful or useless...I will give my players the option of having a partially successful w/ side affects, vs. no success w/ no side affects, requirements for some Concentration limitations, and things such as that. Also, even though I commonly use MANA for both Spellcasters and power-using Non-Spellcasters, my rule that Spellcaster spells cost 2x MANA(END), vs. 3xMANA(END) for their counter power-using Non-Spellcasters. My spellcasters are not required to have concentration disadvantages to their powers, as I would assume there is more formal training for them that takes this into account, thus the Spellcasting skill and talents. They "learn" how to cast during combat. All Spellcasters MUST also have minimal disadvantages, such at least a Incantations(Verbal), and optional Gestures(Somatic), and Focus/Foci, to bring down the cost, but not necessary. A non-spellcaster w/ a power may have learned it informally or needs to muster the focus mentally/emotionally/physically to get their power to start...this is simply how I will explain it in my campaign world...I know there's a multitude of ways to do it. I will leave that most all non-Spellcaster powers (with some exceptions), take a full phase or more to activate or get a result from... Killer Shrike's numerous systems are very impressive how he has explained different spellcasting and power usage systems...my guess is he has taken notes from different genres of fantasy stories as an implementation...as for me, I am trying to keep a somewhat simpler system that ties all these elements together, so I can reach across different genres that represent my concept of a multiverse--Medieval Fantasy(AD&D, LOTR, etc.), Supernatural(the TV show), Post-Apocalyptic(like Gamma World), Future Fantasy(ShadowRun), Superheroes(Marvel, DC, etc.), and Sci-Fi(Star Trek, Babylon 5, etc.). I'm still ironing out and doing example settings to guarantee a balance between these elements.
  12. Re: How to Build: Entrapment Spell (Generic / Fantasy Hero) using Hero 6E Ndreare: Actually, using Hero Designer, I have made up both Spellcaster Skill levels as well as Spellcasting Talents, which are used for determining Spellcasting Rolls. Also provides a balance to my campaign, where if you want to progress to higher levels, you MUST take a higher Point Value of a Spellcasting Talent, which then allows the person to take Spellcasting Skills. How I will implement it is that spells that aren't a direct challenge to one's EGO or CON, etc., are simply a Spellcasting roll (-1 per 20 AP of the spell used). If a spell that is like Summoning, Mental Control, or other, I make that a challenge roll. Example, Illusionary spell that is a challenge of Spellcaster Skill Roll vs. EGO roll to a target entity (or entities as individual rolls, depending on who succeeds or fails). Others, like my version of a fireball, the spell fires off w/ a successful Spellcaster Skill roll (Just like an attack), and those in the Area of affect, roll a DEX roll to either get full or half-damage(but it is NOT a challenge roll)...btw would suck if the wizard miscalculates and puts himself w/in the explosion area! (In that case, the Wizard rolls DEX at a -2 as he was suprised of his own folly) The points taken up by Spellcasting Skills and the Spellcasting Talent populates a significance in the efforts to learn Spells, whereas all spells are Different Powers w/in Multipower Pools of Schools of Spellcasting w/in Powers. To add to the foray, I created a Mana and Mana Recovery, similar to what I noted in other adaptations that spells and mental-based powers use for their Endurance. As per my definitions in the file Mana is the form of Endurance for Wizards/Psionicists/Diviners/Inherent powers. This represents the energy w/in one's self to guide the Cosmic forces in the form of Magic, or Psionic "Funneling", Divination to contact one's Deity for Spells and powers, as well as some Special abilities. Some may say why not use END...well, I am using END for Characteristics use and for Powers that I deem are Mutant-based powers, not powers of the Psyche. I'm not saying Magic is a form of Psionics or Psionics is a form of Magic...they are unique to themselves, but they both use forms of a Psyche, to draw from w/in. A good example of difference I use between the use of END vs. MAN (or Mana), is say a Mutant--The Hulk--has his powers tied to END and even an endurance reserve tied to his mutation, because his powers is NOT of the Psyche, but genetically affected, vs. Magneto, even though he is a genetic anomaly, his power is based on MAN, due to his Psyche control of Magnetic properties. Flash and Superman are examples tied to END, whereas the Silver Surfer would be tied to a Mana of Cosmic power, a form of funneling the energies that already exist...same a a Wizard, whom channels magical energies through the spirit world, planar elements, etc., a Diviner/Priest uses his psyche to funnel energies to/from his deit(y/ies). Possibly I'm reinventing the wheel, but just more of an adaptation for a gaming universe(or multiverse, let's say), that is based purely on Hero System rules. My campaign has a more in-depth set of elements to it, but I won't bore you folks, because I am trying to make sure I'm not violating the core rules of the game, but just expanding it for my particular purposes. If/When I ever get my project done, I'm more than happy to share w/ all, to see if this is something viable, as I need to get my gaming group to playtest it. My ultimate goal for my pet project is simply a self-sustaining campaign genre, just like those of Killer Shrike and others have made on their own accord. Besides, keeps me off the streets so I don't hang around street gangs, being a thug/hooligan. ;-) (Hee hee, like my wife and kids--6, 4, and one in the oven--would appreciate) In the end, I am very appreciative of the advice from all of you, and it is always welcomed...if I can't take critique, how the hell am I supposed to grow? Chuck D. aka "Jujitsuguy"
  13. Re: How to Build: Entrapment Spell (Generic / Fantasy Hero) using Hero 6E Ndreare...don't worry, I am purchasing the documents for reference...I prefer the PDFs anywho. I have purchased the Hero Designer application and I managed to buy the Beastiary pack, that Steve so kindly pointed me to that disadvantage. Steve: I thank you sir for your patience to point out this valuable info. to this oldie, but newbie...actually, I was thinking of making a global rule that encompasses everyone in my campaign that everything can be summoned into a circle...you just need the right materials and know their "true name" or what-not. Again, thanks, and I'll look at this deeper...and buy the books of course, when I can. ;-) Chuck D. aka "Jujitsuguy"
  14. Re: How to Build: Entrapment Spell (Generic / Fantasy Hero) using Hero 6E Mr. Long: You are awesome...thank you kind sir...I was banging my head saying how to make a power, whereas there could be a complimentary complication that a simple power could take advantage of...now I need to find HSG 72 :-( apologies for the ignorance here...still gaining my feet. Chuck D. aka "Jujitsuguy"
  15. Hey all: I'm trying to figure out how to build an Entrapment spell that is UNDER 90AP w/in the Hero 6E system. This is the type of spell where Summoning a creature (Demon, otherworldly creature, etc.), and then entraping them by a sigil of sorts (Like a pentagram/hexagram/etc. drawn/carved into the floor/ceiling/etc.). I know you could make a Compound power that includes Summoning--which is the easy part--however, then the entrapment part. To keep the points reasonable--of course lower points for the summoned creature--then I have only left and figuring out an example for holding the creature. Here's the methods I've tried to figure out, but they all do not quite meet the requirements: 1) Barrier - The Barrier ALWAYS has limitations and I'm limited w/ respect to what I can pick for the summoned creature--yes, I can make the shape a cylinder of 2m radius and hardened, but it has a physical weakness that can be broken; 2) Desolid as an attack on a creature summoned that can only exist w/in the sigil space - Not quite sure this makes sense to try; 3) Alternate special extra-dimensional to a "pocket" universe that limits the summoned creature - Again, not 100% of how to exactly create this; 4) Mind Control - limited version that ONLY holds the creature mentally w/in the confines of the sigil created for it; The problem w/ any/all of them, is that the spell I am designing--shamefully to emulate the AD&D 2nd Edition "Ensnarement" Spell :-( -- is that this spell not only holds the creature w/in the sigil area, but supposedly none of the creatures powers are useful against the summoning Wizard/Caster. Think of the show Supernatural, where they summon demons and even archetypes that the characters draw/carve sigils and then when the entity is summoned, they are locked w/in the mystical bounds of the drawn sigil, yet have no power to act upon the summoner. So, there I have it...any takers? Any help would be humbly and graciously appreciated...I'm just trying to get a better field experience w/ the ruleset. Thanks... Chuck D. aka "Jujitsuguy"
  16. Steve: Apologies for any newb thinking here, but I was curious...the fundamental rules from what I see indicate that CV is based on DEX/3 and MCV is based on EGO/3. Unless this is a default configuration with Hero Designer--which I will check on also--if the rules for CV calculation is correct, if I increase my DEX or EGO, is it acceptable to also increase CV or MCV, based on the growing base characteristic values? Example: My Monk by default config on Hero Designer has a Dex of 10, and therefore he base calculation for OCV/DCV is DEX/3 or 3. If my Monk somehow doubles his DEX via experience or other means, shouldn't the OCV/DCV values reflect this? My thought is a person that is extremely Dextrous would have an easier time striking than a person w/ a much lower baseline DEX. If there is something written on this, I apologize, but then again, I am basing some of my observations perhaps how Hero Designer is behaving. I know I can always add in automatic modifiers in an extension template for the game. Thanks for the time to look at this. Chuck D. aka "Jujitsuguy"
  17. Re: Since CoH is gone... All: I'm just curious to make sure I am fully understanding what is going on w/ Paragon Studios, NCSoft, and the Champions Online development. CoH is closing down development along w/ Paragon Studios, yet, NCSoft is working on Champions Online as the MMORG following the ruleset? Unfortunately, due to time restraints, I never had a chance to sit down and enjoy the game, although I had seen the previews of it. Reason why I am asking about the Champions Online piece, is because I was interested in discussing a business proposal w/ NCSoft, or whomever is taking this on. Also, where does Cryptic Studios play all into this? Were they the original group that created the game? Apologies for my ignorance here, just wanting to fully understand the history, where they are, and where they plan to go, as I may have a valid proposal of them. Much appreciated for anyone to give me an abridged, yet reasonably accurate timeline and path. Thanks... Chuck D.
  18. Re: Converting AD&D Monk (modified 2nd Edition) to Fantasy Hero - advice request Hey Gang: Finally revamped and redid my Monk, as per Lucious' (Thanks) valuable suggestions, Killer Shrike's Monk-specific suggestions, and everyone's input. So, attached, I have my "new" revamp of my modified 2nd-Edition AD&D Monk, 5th, 10th, 15th, 21st levels, and the associated "Astral Duplicate". BTW, I will eventually play him, but this is more of an exercise to get used to applying the rules correctly, to as accurately represent the "effect" I was desiring. Truth be known, I would actually change things on a True Fantasy Hero / Champions-based Monk, but this I think gets me in the right direction. Some feedback items: - Lucious: On your suggestion for Astral Travel (Thanks for pointing that out), I went back and yes, lazy me noted the entry in the 6th Edition Rulebook as a form of Duplication. I did also note and found the Desolidification w/ Projection, but for anyone out there that is using Hero Designer v3, even in 6th Edition mode, I don't see the Projection Advantage for Desolidification, unless I am to make a linked/compound power...just curious on this. - I also put the Duplicate on there, as Hero Designer actually lets you link together all character duplicates w/ the main character sheet...nice feature...it also looks at the duplicate character's points, when determining points and active points for the main character to create the duplicate. Thanks also for pointing out the OCMV for the Mental rolls that I would normally have to make, outside of my declared rolls, so I removed the unnecessary elements from the claimed powers. - Killer Shrike: I really liked your entries on Falling for a monk...one thing I'm maybe misunderstanding on the "flight/gliding" concept...if you get a chance, look at my character sheet for the power "Falling Survival"...I made it that for every "level" I made 3m of gliding--for example, for my "5th level Monk" representation, I have 15m of downward "gliding", of course w/in 5' (I'll make it 2m) of a wall. Does that mean he can control or "subtract" 3m (per level)--15m in the 5th level monk--from a falling action, or am I misunderstanding how this works? (I understand flight or gliding, as per the rule book, that you go that distance flying or gliding--special rule for height vs. distance glided) I used also both your and Lucious' suggestion for Combat Luck to represent the Monk's capability of escaping damage in general, but I also implemented your Damage Reduction for first 25% basic against both PD & ED for explosions and cone-based attacks, and later as rPD and rED to represent better skill, but still all at 25%...not sure if this is overkill, but I'm only trying to represent the power of the Monk in these scenarios. - One confirmation/question: An example of an energy explosion would be a fireball, vs. a grenade/shell explosion for a physical explosion? - I did end up using Multipower and VPP's, only because to me the effect represents the powers he can use at a time--the question is, "is this too powerful on ANY Hero's/Champion's characters?" - Personally, if I run a Fantasy Hero Campaign, I wouldn't put the points limitations for the Fantasy Hero characters, because I personally have been in characters at 20th+ level, which if you look at my attached character experience/level vs. Hero points, you can see these characters can get quite powerful. I looked up, for example, Tony Stark and Iron Man implementation, which is well over 600 points. My estimation is that Demi-gods are in the 600+ point area and Gods (all according to AD&D) are possibly in the 1,000 point area--or even more. - I revamped also my weapons and magical "Tome" to represent the items (Lucious) pointed out, for Focus, and for the Kusari-gama, intead of "Entangle", I used a STR bonus ONLY against a grab against the opponent...represents both the "magical", an concept of wrapping the weapon around a target--I made a skill roll in there to ensure I can get the actual "wrap" around my target--I'll leave the "called shots" up to any GM that allows him played. - Lastly, I ended up using an END Reserve to represent the Monk's psionic power that he gains as he grows in power...you'll note if it can be seen on the character sheet that the multipower called "Monk's Physical Feats", I use the Monk's Personal Endurance take place on these, yet any other power is using the END Reserve. Again, open for any other critique, as it has helped greatly. Thanks for the wisdom gang... Chuck D. aka Jujitsuguy [ATTACH=CONFIG]43975[/ATTACH][ATTACH=CONFIG]43976[/ATTACH][ATTACH=CONFIG]43977[/ATTACH][ATTACH=CONFIG]43982[/ATTACH][ATTACH=CONFIG]43983[/ATTACH]
  19. Re: Converting AD&D Monk (modified 2nd Edition) to Fantasy Hero - advice request Thanks... Jujitsuguy
  20. Re: Converting AD&D Monk (modified 2nd Edition) to Fantasy Hero - advice request Thanks... Chuck D. aka "Jujitsuguy"
  21. Re: Converting AD&D Monk (modified 2nd Edition) to Fantasy Hero - advice request Killershrike: Thanks for the ideas here...it gives me an expanded, practical view of how to put my "test" AD&D Monk Character together. I also made using AD&D's Oriental Adventure Rules, as well as w/ some expanded information, different Martial Arts styles together, both Eastern and Western-based ones. Interestingly enough, I have been in/out of Martial Arts since I was 13yrs old, so roughly almost 30yrs off an on doing different styles. I noted on your site it looks like you've been practicing as well. I have recently been in DanZanRyu Jujitsu, as well as some Eskrima and Kadeno de Mano. I am somewhat familiar w/ Silat and other Indonesian styles as well. If I get a chance, I'll attempt a write-up for DanZanRyu, as well as the others, using your info. as a basis. Again, thanks for the wisdom...hopefully this old dog CAN learn some new tricks. ;-)
  22. Re: Converting AD&D Monk (modified 2nd Edition) to Fantasy Hero - advice request All: Much appreciated for the information, as I am still better figuring out how things in Hero System--let alone Hero System 6--work...I'll try these out and look at them...my main goal was attempting to get the "end effect" and match it up to a power, as well as keeping the points low, and making it a challenge to use the powers; however, my thinking was incorrect, and I'll have to read up on using mental-based powers instead of using individual rolls on these - Lucious, I'll reply to all of your questions on your point, which if possible, I could use your wisdom to understand how to implement these elements better. Killershrike: I did take some of the conceptual things you provided and modified them slightly from your original link for conversion...much appreciated. We are in an AD&D version 2 campaign, where I took the Dragon Magazine equivalent for a 2nd-edition monk, using the Oriental Adventure rules for his Martial Arts techniques, where I used both the powers and his techniques to attempt to make a conversion equivalent. I'll obviously have to make sure I understand how to better relate the effects to the powers/skills/talents, I've wanted to use...still modifying these...now to get rid of this pesky thing called "work" so I can better focus and understand it. One other item, if you gents could offer up some wisdom: - This is more of a question than statement: I looked up someone's conversion for Astral Projection versus going into the Ethereal plane, as how it is done in AD&D, and the write-up indicates the power "Desolidified" applies to Astral Projection...I would think, due to the Ethereal plane being parallel to the Prime Material Plane, this one is considered to use "Desolidified", due to the "effect" of the power, whereas Astral Projection is perhaps a Extra-Dimensional Movement, with limitations such as "Body is at 0 OCV and open for attack", and "Silvery Cord emanates from Prime Material body approx. 3m into Astral Plane, which is near unbreakable, but can be broken", "If body is killed, Astral Body floats lose in the Astral Plane"...any thoughts on this?
  23. Hey all: Just started up gaming again after a 15yr hiatus. My gaming group's doing AD&D 2nd edition, 5th level campaign, and I'm playing a Monk, from some rules I modified, based on Dragon Magazine #053 edition and #164, and Oriental Adventures I rules. I also have piqued my Hero System gaming interest again, as I played briefly w/ 2nd and 3rd edition rules, many moons ago as well...I wanted just for curiousity sake and perhaps to start a Fantasy Hero campaign, to convert my Monk into Fantasy Hero. I've been looking at differing options to represent some of the powers and abilities of the monk, but figured the wisdom out there could let me know if there is something I could do better or how to avoid bending the rules (too much, that is ). I have Hero Designer v3 and using 6th edition rules, so I have noted changes in Power representation that I would've normally used in the older editions. So, for all of you that are morbidly curious, I have uploaded my modified AD&D rules that I used for my character, as well as the AD&D sheet for him, and from what I can concoct, the Fantasy Hero equivalent. The problem is some of the rules I didn't know exactly how to represent as a Skill, Talent, or Power, such as the Monk's percentage capability to Stun or Kill an opponent(which I just used extra bonus damage upon a success roll). Other things like Feigning Death, Resistance to Poisons, as well as Retarded aging, for example, appear under the Power "Life Support", but not necessarily equivalent. To get an idea of Point levels for character equivalents, I also made a 1st level conversion and 10th level conversion examples of my characters, just to see how the points spread out. So, any takers, I'm more than open to take critique and advise on my conversions. Thanks... Chuck D.
  24. Re: Answers & Questions Q: What would be good for Nancy Pelosi? A: ButtMonkeys, Jim Carey, Mean Latin Gang, but not Morgan Freeman.
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