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MorpheousXO

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Everything posted by MorpheousXO

  1. Re: What are "vitals" Sorry to continue the derail, but the first time I saw QFT I thought it meant "Quiet Flak-Tard!" to put it less vulgar. Anyways... umm... back on topic... umm... I like Sean's idea of it being slight bits of stategic reinforcement in various places to represent armor for loc 13 being a more abstract hit loc. I still say, though, that it either needs to be reduced or have it's position moved due to getting rolled waaaaaaaaaaaaaaay too often (more often than a DnD crit!).
  2. Re: What are "vitals" Ahh... now knowing that, maybe I shouldn't have made that post in the Fantasy Hero Printing Error thread...
  3. Re: What are "vitals" Trains Leave Atlanta to Post-Modern Occult?
  4. Re: What are "vitals" Ahem... quoted for truth...
  5. Re: Fantasy Hero Printing Error Yup, I noticed the problems when I was opening the book, sad, but I just shrugged it off as 'that's what we get with print on demand!'. I'm with Thia on the doesn't affect but not happy, tho. Just need to make sure people know to be cheesed off at the printer and not HERO Games.
  6. Re: What are "vitals" Here we go, all my problems (and fixes too...) are summed up in these two quotes. The problem with 13 being a rare lucky shot to a vital area of the body is that 13 comes up WAAAAAAAAAY too often. Happened five times in ONE combat (only combat I've run, but still!). That is not a rare shot. It needs to be down at 18, even though 18 is supposed to be a bad roll since lower is better, but I think this is a case of needing the really damaging shot to be rarer, so that takes precedence. The proble with that is sectional armor, because if 13 is wherever, how exactly DO you buy armor for it? That's mainly a problem if you're mixing armor types. House rule that 13 (or whereever you put it) must be the lowest armor you are wearing? Other idea, DO make it lower intestinals/spine/jibblies hit loc, but lower it's multiplier so it's not as devastating a hit because of how often it hits. Then you're only real critical hits are headshots. Change hit loc 3 to vitals then! Sorry, rambling cause I'm just typing as I'm thinking it. Stupid thought processes...
  7. Re: Fromage? Saw the title of this, and figured you'd either be talking about cheese or a '70's wizard. Sorry, nothing important to add, sounds interesting though (and yes I did actually read everything before posting this).
  8. Re: [Race for review] War Trolls To me it looks like he needs more STR. Afterall, if you're using KS's racial packages, then a War troll is only as strong as an Orc, which doesn't make much sense. I'd say at least a base STR of 20, 25 if they're meant to be REALLY strong.
  9. Re: What is Your Favorite Item? Well, if you've ever watched the Tick, then you know what happens when you sit in the chair.
  10. Re: Why exponential progression doesn't work for damage Obviously it's all Exponentially Linear, obviously.
  11. Re: Reviews... Besides, that ice cream cone was a gift from the venerable Steve Long, God among Gods of HEROdom.
  12. Re: Vault of Eternity: Adult Divine Dragon Thanks for all the input! Some of the oddities are due to the conversion process (I used KS's site), but mostly due to my lack of hands on experience with the game. The Dex score was low because all dragons in DnD have 10 Dexterity. That's one of the places that I was pondering on, actually. As far as skills go I hadn't put loads on because each dragon is an individual, so I didn't want to lock it down since this is supposed to be similar to a racial package deal. I suppose I could make up a few different Archtypal skills sets for quick use. I will lower the total RPD down a bit, and use the points on upgrading its' non resistant Defense. Also, the attack powers didn't look bad? I had been readjusting them several times. K, last time I had mentioned getting up the other age categories, I still need to do that. I think I'll just put up a couple .zips, one text, the other HD. Anyways, thanks!
  13. Re: Why exponential progression doesn't work for damage Quick! Find the shamans to suppress the evil death energies! Necromancy is evil! Only you can prevent forest elves... err... I mean... what was it?
  14. Re: Vault of Eternity: Adult Divine Dragon Well, they are one of the rarest types of dragons, and are one of the most powerful. This writeup (along with the other age categories) was a prototype for figuring out other dragons. Since I haven't been able to play hero much I don't have the greatest idea on how powerful this dragon actually is, since it's all just number theory for me and no practical application. Maybe I should post of the other age categories (or at least a few others) so people can get a look at the progression?
  15. Re: Vault of Eternity: Adult Divine Dragon So no comments?
  16. Inspired by Shadowcats three conversions, I've decided to post up my Adult Divine Dragon, which is based on Gold Dragons, but changed to fit my home brew campaign. Enjoy! (feedback welcome) [b]Divine Dragon - Adult - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 33 STR 23 33 16- HTH Damage 6 1/2d6 END [3] 10 DEX 0 10 11- OCV 3 DCV 3 21 CON 22 21 13- 28 BODY 36 28 15- 20 INT 10 20 13- PER Roll 16- 21 EGO 22 21 13- ECV: 7 20 PRE 10 20/38 13- / 17- PRE Attack: 4d6 / 7 1/2d6 20 COM 5 20 13- 12 PD 5 12/27 12/27 PD (9/24 rPD) 9 ED 5 9/24 9/24 ED (9/24 rED) 3 SPD 10 3 Phases: 4, 8, 12 11 REC 0 11 42 END 0 42 66 STUN 10 66 12 RUN 12 12" END [2] 6 SWIM 4 6" END [1] 7 LEAP 0 6 1/2" 6 1/2" forward, 3" upward [b]CHA Cost: 174[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Natural Dragon Abilities - END= 68 1) [b][i]Winged Flight[/i][/b]: Flight 40", Reduced Endurance (1/2 END; +1/4), Usable as Glide (+1/4) (120 Active Points); Restrainable (Wings; -1/2), Turn Mode Devisor: 4 (-1/4) [Notes: Maneuverability: Poor] - END=5 9 2) [b][i]Naturally Tough[/i][/b]: Damage Resistance (9 PD/9 ED) - END=0 24 3) [b][i]Dragon Scaled Hide[/i][/b]: Armor (10 PD/10 ED) (30 Active Points); Visible (Dragon Scales; -1/4) - END=0 15 4) [b][i]Dragon Energy Defense[/i][/b]: Energy Damage Reduction, Resistant, 25% - END=0 10 5) [b][i]Dragon Physical Defense[/i][/b]: Physical Damage Reduction, 25% - END=0 10 6) [b][i]Heavy[/i][/b]: Knockback Resistance -5" - END=0 16 7) [b][i]Huge Reach[/i][/b]: Stretching 4" (20 Active Points); no Noncombat Stretching (-1/4) - END=2 33 8) [b][i]Bite[/i][/b]: Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Restrainable (Jaws; -1/2) - END=2 17 9) [b][i]Claws[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Restrainable (Claws; -1/2), Reduced Penetration (2 sets of Claws; -1/4) - END=3 11 10) [b][i]Wing Bash[/i][/b]: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (Wings; -1/2), Reduced Penetration (2 Wings; -1/4) - END=2 15 11) [b][i]Tail Slap[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) - END=3 20 12) [b][i]Blindsense[/i][/b]: Targeting with Hearing Group - END=0 5 13) Nightvision - END=0 5 14) Ultraviolet Perception (Sight Group) - END=0 10 15) [b][i]Dragon Mind[/i][/b]: Mental Defense (14 points total) - END=0 10 16) [b][i]Dragon Power[/i][/b]: Power Defense (10 points) - END=0 5 17) [b][i]Dragon Eyelids[/i][/b]: Sight Group Flash Defense (5 points) - END=0 35 18) [b][i]Dragon Health[/i][/b]: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 4000+; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) - END=0 11 19) +7 versus Range Modifier for Sight Group - END=0 9 20) [b][i]Dragon Perception[/i][/b]: +3 PER with all Sense Groups - END=0 9 21) [b][i]Frightful Presence[/i][/b]: +18 PRE (18 Active Points); Offensive Use Only (-1) - END= Dragon Essence Based Abilities - END= 34 1) Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, Living Creatures of Equal or Lesser Size), Makeover - END=3 117 2) [b][i]Divine Essence Breath Weapon[/i][/b]: Killing Attack - Ranged 4 1/2d6, Reduced Endurance (0 END; +1/2), Area Of Effect (22" Cone; +1) (175 Active Points); No Range (-1/2) - END=0 11 3) [b][i]Divine Blessing[/i][/b]: (Total: 33 Active Cost, 11 Real Cost) +1 with HTH Combat, Ranged (+1/2), LoS Not Required to Maintain (+1/2), Usable Simultaneously (up to 8 people at once; +1) (15 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Linked (Blessed Will; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 5) [b]plus[/b] +3 EGO, LoS Not Required to Maintain (+1/2), Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (18 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Linked (Blessed Aim; -1/4) (Real Cost: 6) - END=3 7 4) [b][i]Essence Armor[/i][/b]: Armor (5 PD/5 ED) (15 Active Points); Not vs. Magical Weapons (-1) - END=0 5 5) [b][i]Luck of the Divine[/i][/b]: Luck 1d6 - END=0 96 [b][i]Natural Divine Essence Channeler[/i][/b]: Variable Power Pool, 60 base + 36 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Only in Service to the Balance (-1/2), Variable Limitations (requires -1 worth of Limitations; ach Spell must take -1 of Limitations from Extra Time, Gestures, Incantation, Limited Range, Increased Endurance in any combination at a MINIMUM; -1/2), Divine Essence Only (-1/2) - END= [b]POWERS Cost: 617[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 25 +5 with HTH Combat 13 Spell Resistance 16- [b]SKILLS Cost: 38[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 7 Spell Resistance [Notes: requires a Spell Resistance Skill Roll] 5 Natural Divine Essence Channeler [b]TALENTS Cost: 12[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Vulnerability: 1 1/2 x STUN Nether Essence (Uncommon) 5 Vulnerability: 1 1/2 x BODY Nether Essence (Uncommon) 5 Vulnerability: 1 1/2 x Effect Nether Essence (Uncommon) 20 Distinctive Features: Dragon (Concealable with Magic; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Huge (-6 DCV, +6 PER Rolls to Perceive Character) (Frequently, Greatly Impairing) [b]DISADVANTAGES Points: 50[/b] Base Pts: 200 Exp Required: 591 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 841
  17. Re: Shadowcats Vault of Insanity: Adult Red Dragon Actually, here's a question, why do you have +3 INT Only for sense rolls instead of another Enhanced senses point? Especially since that +3 INT won't actually give him another +1 on any rolls (unless there's another INT buff somewhere I didn't notice). Also, for his Sorcerer levels that he should have you should use KS's sorcerer stuff. Although what I'd do is give him a Fire VPP representing that he has control over Fire not Magic, but that's just me.
  18. Re: Shadowcats Vault of Insanity: Adult Red Dragon Reminds me of the Conversion I did of the entire Gold Dragon line, which I actually converted as a divine dragon but used the Gold as a base. Still haven't gotten around to posting it yet though XD. Anyways, looks good, maybe I'll try converting the Red Dragon into a Fire Dragon
  19. Re: Rolling mechanic question Well, I have nothing to add to Sean's post, and after all this talk of perception if no one is on that page then they need to get their eyes checked. In any case, I'm off to bed (work overnights), ciao for now everyone!
  20. Re: Rolling mechanic question And here we have (mainly in the stuff I snipped for brevity) a perfect example of perception and aesthetics making all the difference. So I endorse both, with a heavy leaning towards roll-high due to personal perceptions and aesthetics.
  21. Re: Rolling mechanic question I actually agree that neither form is superior to the other, and that for most people switching to roll high wouldn't be a good idea because they are already used to roll under. I do think it's more than changing it just to make a change. Aesthetics are very important, sometime irrationally so (hence people perceiving one way as being harder than the other). I just personally prefer roll high, and would love if they'd include BOTH in the next version of HERO (many years from now), although I actually doubt it'll happen mainly due to perception and aesthetic. That's fine, actually, cause I can still run it either way without messing anything up.
  22. Re: Rolling mechanic question Ok, after pattering around in some other forums, I finally went and did everything. Special Thanks go to Gazza who did Part 1, which I modified for Part 2, and for the first part of the formula to figure out Success by Half. Skills Part 1 - Lucky 13 (By Gazza) The basic idea is "lucky 13". For any skill roll, you want to get a total of 13 or better. It's easy to remember (13 being a common unlucky number for the superstitious), and by a coincidence rolling a 13 or more on 3d6 has the exact same probability of rolling an 8 or less - the old "familiarity" skill roll. For 1 point, you get a +0 skill. (Everyman skills that are familiarity already grant this, as per the normal rules). For 2 points, for things like Knowledge Skills, Professional Skills, and so forth, you get a +3 skill. (Which works out to an 10 or more, or an 11 or less). Each additional +1 to the skill costs an extra point. Alternatively, you can pay 3 points and get a roll equal to 1 + CHA/5 (so with an INT of 13, 3 points gets you a +4 skill). For 3 points for most skills (or 2 points for skills like Forgery - I never noticed these exceptions until one of my players pointed it out) you get a roll equal to 1 + CHA/5 for the appropriate characteristic, and each extra +1 to the roll costs +2 points. (So if you have a DEX of 20, 3 points gives you a Combat Driving +5 skill). Penalties and bonuses to skill rolls (including those from levels, environmental concerns, or whatever) are applied directly to the roll, always with the goal of getting a result of 13 or more. All characteristic rolls are at 1+CHA/5 (a brick with STR 50 has a +11 on his STR characteristic roll). EXAMPLE CHARACTER FRAGMENT: STR 10 (+3) DEX 14 (+4) CON 20 (+5) BODY 10 (+3) INT 28 (+7) EGO 11 (+3) PRE 15 (+4) COM 5 (+2) Combat Piloting +5 (5 points), Oratory +4 (3 points), Stealth +4 (3 points), KS: Game Mechanics +7 (3 points, based on INT). Part 2 - Basing off of 10. This is very similar to the previous way of doing things, but instead of 13 you use 10. Basically it's aethstetic, since the only thing that you change is the value of the different levels of skill points. For 1 point, you get a -3 skill. (Everyman skills that are familiarity already grant this, as per the normal rules). For 2 points, for things like Knowledge Skills, Professional Skills, and so forth, you get a +0 skill. (Which works out to an 10 or more, or an 11 or less). Each additional +1 to the skill costs an extra point. Alternatively, you can pay 3 points and get a roll equal to 1 + CHA/5 (so with an INT of 13, 3 points gets you a +4 skill). For 3 points for most skills (or 2 points for skills like Forgery - I never noticed these exceptions until one of my players pointed it out) you get a roll equal to CHA/5-2 for the appropriate characteristic, and each extra +1 to the roll costs +2 points. (So if you have a DEX of 20, 3 points gives you a Combat Driving +5 skill). Not a big change. A Bigger change would actually be changing the way that CHA bonuses are calculated. Part 3 - More D&D in style. Ok, base of 10 again. Now, the regular roll is 9-, the opposite of this is 12, to get 10 you need a negative somewhere. Let's put it in the CHA calculations. Players generally start with a 10 in Primary CHA, so let's just make that 0. Now you have +1 at 13 and +2 at 18 (rounding the 5). But for less than 10 stats, you have -1 at 7, and -2 at 2. This allows the base to be 10. Skills are still done as a straight bonus to your roll after the initial purchase. Now to put the pricing down. Familiarities grant a -3 to your roll. Non CHA based skills grant +0 to your roll. CHA based skills grant your CHA bonus to your roll. If you're allowing them, Non proficient use of a skill give -5 to a roll (the old 6-). Everything else works the same, afterall, +1 to a skill is still +1 to a skill. EXAMPLE CHARACTER FRAGMENT: STR 10 (+0) DEX 14 (+1) CON 20 (+2) BODY 10 (+0) INT 28 (+4) EGO 11 (+0) PRE 15 (+1) COM 5 (-1) Combat Piloting +2 (5 points), Oratory +1 (3 points), Stealth +1 (3 points), KS: Game Mechanics +4 (3 points, based on INT). Part 4 - Modifying the Modifiers. This will be brief unless people want me to expound. How you place your modifiers can really change the feel. You can have all of the modifiers change the roll, such as how Lucky 13 does it, or you could split it up in various ways. Bonuses add to roll, penalties add to Target Number. Internal Modifiers add to roll, Outside Modifiers add to Target Number. Heck, even Bonuses Subtract from Target Number, Penalties subtract from Roll. Will make up some examples if wanted. Part 5 - Combat Pretty simple, actually. 3d6+OCV+Modifiers compared to (DCV+Modifiers)+10. While it might sound a bit complicated for some to always add up the DCV and the Modifiers THEN add the 10 in at the end right before the comparison, in actuallity it's not very hard, and the only time that it really becomes necessary to do this is when DCV get's halved. Technically that's the only time you have to add the 10 in last, or rather just subtract the ten from your normal modified DCV, half the result, then add the 10 back in. Part 6 - Succeed by Half This is the only part that actually has to get more complicated in order to work the same way in roll high as in roll under. As long as you have a handy dandy table, though, it won't be very hard. Ok, so 9- you succeed when rolling a 5- (assuming rounding in players favor). Well, let's stick with even numbers for ease of translation. 10- is a 5-, so, 10- = 11 and 5- = 16. a base of 10 means you succeed if you roll 17+. Got it then. Gazza's original Formula of 17+(X/2) does work for figuring things out. Granted, that's if you aren't changing the target number, I think. Let me try some examples out. 17+[(X/2)+({TN-10}/2)] skill of +4 Target Number = 12 17+[4/2)+({12-10}/2)]=20 13- 7- = 16 hmm... ok, well, I'm pretty sure my formula works, but there's something wonky in the conversion for my checking against the old system where everything turns out at 16 or 17 depending on how you round the odd numbers. Probably has something to do with the way bonuses are different or something. Ok, I think that's everything, if I missed something, please point it out for me and I'll fix it!
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