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Cantriped last won the day on April 15 2017

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About Cantriped

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    Heroic Magicat
  • Birthday 12/11/1987

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  1. I should clarify that when I said PDF of the rulesbook I meant a PDF of CC/FHC (which are very nicely organized and bookmarked)... It takes me forever to find anything in 6e V1&2 so I rarely use them. For in-session reference I vastly prefer to have hard-copies of the rules handy. During play I only use PDFs to reference seldom-used NPCs.
  2. I feel like using HD in 6th (and particularly with CC/FHC) is actually harder than just using a word-processing program and a PDF rulesbook to create content. To be fair though... filling out paper sheets for HERO is a nightmare, so HD does still have potential value to my CC/FHC players.
  3. It is true that the original source has been warped quite a bit. The Vorpal Sword as described by C.S. Lewis could easily have just been an Armor Piercing HKA (or even Penetrating).
  4. It is noteworthy as well that the Vorpal Sword was written for a system that lacked the ability to make called shots. Which HERO is not. Even just a sword that deals a few extra DCs of damage to hit locations 3-5 is going to be a lot more unbalancing than it first appears. In D&D there is pretty much nothing you can do to raise the chance of Vorpal triggering above 5% (because of the nature of Critical confirmation rules). In HERO Called Shot PSLs are cheap enough that you could easily build a warrior that can trigger a Vorpal weapon at-will, and decapitate any opponent with less than a given amount of DEF+BODY. Add to that the fact that warriors in fiction rarely wear helms (and thus have no DEF vs. a vorpal sword in HERO) and you've got the recipe for lots of dead mooks.
  5. You can build a Vorpal Sword in Hero... but it won't have the Absolute Effect that it has in D&D. A durable enough enemy might resist or survive attempted beheadment (even by a Vorpal Sword). Massey's suggestion of Limited bonus HKA is gonna be the easiest and fairest to implement.
  6. Yes. As in Offensive Combat Value, Defensive Combat Value, and Ego Combat Value (or Offensive and Defensive Mental Combat Value respectively in Sixth Edition). Sixth edition removed the distinction between and concept of Figured Characteristics in an attempt to make the core system simpler mathematically speaking I suppose. So things like your Combat Values, Defenses, etc, are always and only purchased separately from the Characteristics that they used to be based on. This has an irrelevant impact (to my argument currently) on the point costs of characters adapted during play. The changes were accounted for in changes made to the number of points characters start with (a Low-Powered Superhero is built on 240+60 CP for example), but the assumptions behind character design didn't change. So two Low-Powered Superheroes (one from Fifth and Sixth respectively) will generally be equally matched despite being built on different numbers of their edition's points. That makes it easier to use old assets once you get used to the fairly minor changes in format between the two editions, and softens the blow of converting if that matters at all. Hexes/Inches were the base unit of measure in fifth edition, with those units typically being equal to 2 meters across. In sixth they abolished those codified assumptions of scale, and measured everything in actual Meters instead; using 2m Hexes as the suggested, but not assumed map scale. Ergo why one must double the Inch/Hex values of fifth edition assets to determine their sixth edition equivalents. Yes COM is important if you have a high or low COM, but for those with NCM levels of COM its impact is negligible. However, for levels in excess of "normal", Striking Appearance absorbed all of Comeliness's mechanical effects in sixth edition. So in play you can mentally convert their excess COM into the appropriate amount and form of Striking Appearance. I would very much like that. Sheets for Normals have the most forwards compatibility of any fifth edition assets, besides vehicles maybe. This is doubly true if you make reference to existing commonly used equipment. Stuff more likely to appear in both editions, like the bog standard firearms, melee weapons, and body armor that can be found in any HERO System core rulebook.
  7. I apologize, that was also aimed at Sentry, you just happened to post in between. I should have just put it in a PSS under the original post.
  8. I did admit it is an irrational response. In terms of raw differences there are lots of threads that can point out all the exact differences, but the summary from a "use-during-play perspective" is this: When using a 5th Edition Asset in 6th Edition most of the sheet can simply be used as is except: Total Costs are almost always wrong (for numerous minor reasons), but the ranges things fall into are about the same. For example, an Agent or Normal Person in 5th and 6th edition still have basically the same Combat Values, Defenses, Attack DCs, etc (I hear they were typically lower in 4th, but that isn't currently relevant). So I have to rebuild anything for which knowing what it is actually worth matters, otherwise any cost changes are irrelevant as it works better if NPCs simply have as many points as they need. Comeliness can be ignored, or converted into levels of Striking Appearance if the Asset has a noteworthy value. Combat Values are located next to DEX (and EGO) as a statistic figured by it, instead of on separate lines. Your BODY is also mixed in with your Primary Characteristics in 5th, instead of located near your STUN and END like it is in 6th. You double Inches to calculate Meters because 6th edition abandoned hardcoded map-scaling. Some Powers have different names, but work the same. Use and adjudicate them as their sixth edition equivalent (you can find lists of the name changes in the PDF that comes with Champions Complete, and IIRC there is an article describing the changes in the 6th edition rules as well. Some Powers are so different they cannot really be used as is. Entangle to create Walls, Healing to Regenerate, and Force Walls all changed significantly enough to make it worth taking time out of game and converting them to their 6th edition equivalents before hand. Entangle, in particular, just doesn't work the same as it did in 5e regarding how it interacts with Area of Effect. Elemental Controls were replaced by a Limitation called Unified Power that serves the same mechanical function; you can just treat them as Unified Powers and try to ignore the irrelevant framework notation. Because I run Champions Compete instead of The HERO System Sixth Edition I also have to make the following changes: Ignore Classes of Minds (in a rebuild this would always save a Mentalist from an older edition points, but since it generally wasn't counted against the dice of effect given them, I just apply the appropriate limitations mentally, such as Mind Control Xd6, Only Vs. Human Minds). Implode Skills (in a rebuilt this would always save the character points, so again, I just mentally apply the appropriate limitation, such as Animal Handler, Only Vs. Horses...)
  9. Arg... okay, one final note: On both Google Play and in the program itself you note that the HERO Generator is for generating a "5e character". I would suggest replacing that with generating a "character using The HERO System Fifth Edition" or generating a "Fifth Edition HERO Character". The feature should cite the proper name of the ruleset and edition it is compatible with without assuming that the user will know the same acronyms you do. An average (I.E. generally stupid because this is the Internet yo) user might think the feature makes 5th edition D&D characters as that is the system most commonly associated with the terms "5th" and "5e", and rate the product poorly because he doesn't even know HERO is a thing.
  10. I was really excited to this this on Google Play, thank you for writing this wonderful program. I hope to use it in my future campaigns. I strongly second the suggestion for a Sixth edition compatible generator. I find it irrationally irksome that this Newly Released program prominently features a function for generating characters that aren't compatible with the Most Recent edition of the ruleset it was designed for... Between the use of Elemental Controls in every single character I've seen it generate, and the fact that the 5th edition format you used for Characteristics omit entries for certain vital Characteristics (such as Combat Values), this feature is completely useless to anyone who isn't currently running a 5th edition game and/or isn't intimately familiar with 5th edition (or at the very least has access to the source material). That is still admittedly a significant portion of our GMs, because of the system's dwindling and ossified user base. Regardless, this is especially noteworthy because most of the other 5th edition sources that a 6th Edition GM (like myself) is forced to use, such as from The Ultimate Vehicle, or source books on VIPER and UNTIL, can be used in 6th edition without any modifications and only a cursory knowledge of the differences between 5th and 6th (such as can be learned from the PDF included with Champions Complete) assuming their Total Costs aren't relevant; because all the data you need (such as Combat Values, BODY, STUN, defenses, etc...) is still there, just located elsewhere in the stat-block. At the very least, you could make the current generator far more usable to 6th edition GMs by adding entries to the Characteristics tab to display those vital statistics which were Figured in 5th, but are Primary in 6th (such as Combat Values), and are currently omitted from the sheet generated by the App. I recognize that the reason a Fifth Edition generator was released first is because it was written first, by someone who only uses Fifth Edition, and largely for their own purposes (as opposed to being made specifically for this product). However I argue that in hindsight the generator should have been converted to Sixth Edition before either version was included in a program that uses The HERO System Sixth Edition's logo on it's splash screen. Then both could have been released at the same time (with due credit to the original designer and whomever did the conversion work) so that the inclusion of backwards compatibility would have made the product look better, instead of the inclusion of a feature with a lack of compatibility with current editions making the product look worse. Since the ship has sailed on that possibility, I instead hope you are willing and able to convert and release a sixth edition compatible generator soon. For better or worse your product will be the first exposure tens of thousands of people have to the HERO System (I expect "Hero" is a common search term on Google Play for reasons other than HERO), many of whom, if their interest is piqued, are more likely to purchase Champions or Fantasy Hero Complete to try it out than a bullet-proof rulebook (because I also expect most of them already have Pathfinder Core Rulebooks in case they need a breastplate) such as the Fifth or Sixth edition rulebooks (assuming they were equally available). My complaints aside. Thank you again for this product. I've gave it 5 Stars on Google Play, and I'll be testing it at my next Champions session this week. PS: I just downloaded the update and look forward to playing with the Cruncher! I think it will be invaluable when building characters. I usually have to use my calculator App, and adjusting the values to find a breakpoint is sometimes a pain.
  11. ...and they just might become the next Supervillain the Superhero faces.​
  12. Indeed, there are very few historical suits of armor that cover every Hit Location (Gothic Plate being the only one I can think of off the top of my head). Almost all historic armor would use one of the variants of Armor Coverage. For odd corner cases you can use my Hit Location Probability Charts to calculate the actual chances of being hit in an unarmored location, and use that to calculate the appropriate Activate Roll/Armor Coverage Level; that is literally one of the purposes I wrote them for. An issue that isn't made any easier by the fact that the Mass limitation is just god-awfully awkward to use. The Expanded Focus System or my simplified variant is much better in that regard since you can simply define the appropriate Mass for the Foci (which in my system determines the Foci's BODY, and in some cases increases the modifier's Limitation value).
  13. 'If something is claimed to be fail-proof... it isn't.' PS: in fact... someone claiming that something is fail-proof essentially guarantees it will fail later in the episode/session.
  14. Thank you for the credit! I also want to mention that I have really enjoyed watching this thread (and thus your world) develop. I might not like (or comment upon) every individual section. But it is clear from your posts the level of attention and love you are giving the setting. Finances allowing I'll probably be purchasing a copy when it becomes available! Meanwhile, back on topic: Realistic weapons and armor are their own special kind of researchers hell. I'm certainly no expert, but my research (mostly conducted online) indicates that mechanically speaking there are really only four 'types' of armor: Cloth Armor: One of the broadest categories, "Cloth Armor" includes all your pliant forms of protection: including comic book super-suits, soft leather armors, quilted/padded cloth armor, early bullet proof armors made from silk, etc.) Chain Armor: This category is the narrowest, it typically only refers to pliant forms of protection composed of interlocking metal rings worn over some kind of pliant material (to prevent chafing and pinching). However, in a fantasy or sci-fi setting materials other than metal might become practical. For example, elves/druids might use magic to make wooden chainmail possible, dwarves might use magic to make stone chainmail possible. Scale Armor: Another fairly narrow category, it typically refers to semi-pliant forms of protection composed of fairly small metal plates ("scales") affixed to a pliant backing. I also include Brigandine (aka lamellar armor), Coinmail and Ringmail (coins/rings sewn unto a leather backing, the closest realistic equivalent to Studded Leather of D&D fame) in this category. The differences between "Scale Armor" and "Plate Armor" (see below) are mostly just in regard to the size of the rigid bits, and how they are affixed to the backing (if at all) Plate Armor: Likely the broadest category (in terms of number of real-world styles and materials represented), Plate Armor includes all of your rigid forms of protection, including some typically classified as "light armor". The lightest "Plate Armor" likely being Cuir Bouilli (aka boiled leather armor), and the heaviest being Gothic Plate Armor (which was composed of interlocking plates to allow almost full mobility, and basically had to be made custom for the wearer) (aka the "Full Plate" of D&D fame). However this category also includes Splint and Banded (aka Laminar armor) such as was used by many cultures (including the Romans and Japanese). Most importantly though... almost none of the real-world armor's were composed of just one category. They were almost all piece-mail and covered different parts of the body (Hit Locations) with different categories of armor (providing differing levels of Resistant Protection depending on category and material). All of which makes it really awkward to try to represent both realistically and mechanically in Hero. For example, almost every form of Plate Armor is worn over what could be classified as Cloth Armor (typically a quilted or padded armor of some kind), and with the exception of Gothic Plate the Cloth Armor covers parts of the body (Hit Locations) that the Plate Armor cannot (joints usually). An example of how I handle some of these issues can be found in my Bell Cranel example. Under Normal Equipment, he is listed as wearing a suit of (soft leather) Cloth Armor covering almost every location, over which he wears a suit of very light (metal) Plate Armor that only covers a few locations (IIRC it is little more than a half-breastplate, pauldrans, faulds, greaves, and bracers).
  15. 'Confidence is Key.' 'If you want to beat Batman, find out where he gets his Toys.'
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