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Cantriped

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Everything posted by Cantriped

  1. Generally? Any given Automaton, Character, Vehicle, or Object/Foci (as defined by sharing a BODY score). Bases get funky, because they are an abstract representation of a defined space including a structure and any objects occupying the space it defines. Therefore I apply dramatic sense when adjudicating how much of it constitutes a single object. Doors often have seperate statistics from the Walls of the Bases into which they are installed and so are pretty obviously seperate objects. It is also worth noting that you don't need AoE to affect a secondary target indirectly (for example, a door installed into a boat, or rope sitting on the deck). Since the secondary objects are being supported by the primary object, I would apply Crushing Damage as appropriate to determine if the object (a boat) can support being crushed by the objects (people, doors, rope, etc) it supports. Per RAW if you Lift multiple targets with AoE STR/TK you have to divide your lift capacity amongst the targets lifted (in other words the total mass liftable remains unchanged, characters inside a vehicle effectively make it heavier). However when attacking multiple targets with AoE STR/TK every target in the area suffers the full effect of your strength. So AoE STR/TK used to crush a vehicle will also crush every other target on the vehicle for the same amount of damage (Characters, Foci, other Vehicles, props, etc). I would have to double check, but potential targets inside the vehicle may benefit from the vehicle's defenses. Normal STR/TK can still be used to lift the Vehicle (and potentially everything inside it), but when used to crush the vehicle is much, much less likely to affect anything inside. Depending on the scope on the campaign, an entire planet can be defined as a single Base. Although a Base has a more or less "singular" BODY score... it refers to the standard rules for destroying Walls; and the ground is just a big, multilayered wall englobing a relatively small molten core (defined as a Persistant AoE RKA plus END Reserve). So yes in some instances you could move an entire planet with enough unmodified STR/TK, but trying to Squeeze it with unmodified STR/TK will only result in a crater proportional in size to the degree by which your Damage exceeded the DEF+BODY of the section of "Wall" (ground) you were closest to... conversely, if you use a large and powerful enough AoE STR/TK to Squeeze a planet it will affect each area of "Wall" it can reach seperately, as well as any Characters, Vehicle, Foci, etc exposed to the field. Again, I think each layer of "Wall" (ground) will shield the layers beneath, but that means if you can do enough damage, it is just a matter of time before you grind even a planet size object to dust.
  2. 1st edition rules are all well and good... but not the slightest bit relevent, nor do I own the sources to validate your claim. However... Yes really*. In 6th edition "Realistic Lifting" is an optional rule found in APG I (pg 11). * Although in the specific case you mentioned I consider the Door to be a seperate Object that is effectively Clinging to the Base, so chances are that he'll just end up ripping the door free... although if you built the entire thing out of Destreum or some such than you might just be able to lift the entire building by the door handle. A better example would be that in the default rules Defender (as he's built in Champions 6th/Champions Complete) could theorethorically (because I'm not running calculations to be sure he'd succeed) catch a falling airplane or boat without having it colapse around him or split in half (which it realistically would since neither vehicle was designed to handle that much pressure applied to a single point. Don't get me wrong, the 'optional' rule makes a lot of sense, and the size templates for characters do still take AoE to represent hands/feet large enough to attack areas and pick-up multiple smaller objects (per the standard rules for AOE STR/TK). However the default rules don't really mess with issues of scale too much because Size isn't a consistently defined element: Only Vehicles and Bases have a Size Characteristic... Automatons, Characters, Objects (and Foci technically) can have unusual sizes, but they are rarely actually defined.
  3. It dawns on me with horror that in twenty-five years of playing adventurers I've never met or played an adventurer who demonstrated the basic level of competancy this boot-camp implies all adventurers possess. The list implies a minimal investment in such a wide range of skills that in most systems* you simply wouldn't be able to build a starting character that could have met all of these prerequisites before being trained in their chosen classes. The bredth of basic skills is completely appropriate, but runs counter to the design of many Fantasy RPGs, which purposfully restrict your ability to invest in so many different skills at once. *HERO System is an exception, with its abnormally low proficiency/familiarity costs. Your typical D&D Wizard certainly wouldn't have made it to wizard's school if he had to complete an eight-week training program that, to be frank, is obviously designed to train a militia (aka Warriors and Fighters), not adventurers (who generally shouldn't all be Warriors and Fighters). It wouldn't make much sense in such games if you left Boot-Camp proficient in standard militia weapons (effectively a 1st level Warrior), only to graduate from Wizard Camp having somehow forgotten which end of the spear is pointy, and which side of the shield you grasp (having replaced your level of warrior with wizard, losing HP and weapon/armor proficiencies in the process). For "basic adventuring weapons" I would cut back to simple and inexpensive weapons such as Staves, Batons (aka Clubs), and Daggers. Anything more advanced is the perview of a more advanced camp. In other words, if you want to be proficient in Sword & Shield as well as Polearm, you gotta go to Fighter Camp '87. If you want to learn Longbow, better hope it was a family tradition, cuz a a few afternoons of drills and instruction does not a proficient bowman make, and even Fighter Camp can only do so much (they train 1st level Fighters for pitty's sake).
  4. "Anime" is more like a meta-genre, so Anime Hero shouldn't a thing... but Anime Fantasy Hero (Fairy Tail) or Anime Champions (One-Punch Man) could be... not to mention countless other permutations. The 3rd Edition supplement Robot Warriors is worth it's weight in gold as a resource for simulating the Giant Robot genre of anime, and even makes reference to many of its conventions.
  5. The uncontrolled Summon would be a side effect in most cases. If Blood is simply a material component, and if the character is only using the knife as a means to draw blood; the side effect would go on any powers of hers that have a chance of triggering the Summon. The trigger condition for the side effect is going to have to be arbitrary, as the system's only real advise is that it must be reasonably common (comperable to a fairly easy activation roll). If we are talking about a cursed dagger that might summon something when used... I would treat the Foci as an encounter. The Summon would simply be Linked to the dagger's HKA, and would likely take No Consious Control and perhaps an Activation Roll. The fact that such a dagger paid CP to be cursed is irrelevent, just like the point values of any other form of encounter. Making a player pay CP for a worse than normal dagger would be a giant dick move though, so I generally wouldn't charge players CP for the curse in a campaign that pays for magic items with points. Alternatively if, despite being initially uncontrolled/antagonistic, there are easy methods of manipulating the Summoned Being (such as Mind Control)... I would make the player pay for the Summon as a fairly Limited Power (Linked to the dagger as appropriate).
  6. What you've described is bog-standard Telekinesis. Area of Effect isn't necessary. As long as you have enough Strength or Telekinesis to lift the single defined "object" (be that a Character, Vehicle, Focus, or part of the environment), and anything attached to it, or inside of it, than you can lift it with a single activation of the power. Remember you can generally maintain more than one instance of Telekinesis at once (for those Lift The Boat followed by Toss The Goon Off It situations) if you can afford the END costs. The concept of using AoE on Strength to represent being able to lift whole large objects without them breaking only applied to Strength IIRC, and was based on the assumption that the GM was imposing a realistic optional rule limiting on the size of carried objects compared to the size of the carrier (by having them potentially take damage). I think the default assumption in the rules is that super Strength functions like Superman's, where he can generally catch/lift an object from any part of it. Area of Effect allows you to exercise that same amount of Strength/Telekinesis on many "objects" at once (allowing you to lift two or more boats, and everything inside them seperately with a single activation of the power) Area of Effect Selective works more or less just like normal Telekinesis, except you get to make your Attack Roll against the Area the "object" occupies.
  7. The officially accepted method is to use a linked Duplication+Multiform construct, but I consider that a hold-over from previous editions. My prefered method is for each of the component characters to purchase Crew Served Multiform. The alternate form is the fusion of the two characters (whatever that fusion has been defined as). The characters are most likely one PC and their Follower(s), and individually they have fewer points because they share the cost of their combined form... plus one has to buy the others as followers.
  8. You won't need the increased weight modifier for two reasons. The first is that UAA does not care about the mass of it's initial target (The vehicle), only extra carried mass is considered (Such as if the target is carrying another potential target)... Second, UAA grants the vehicle a flight power (and forces the vehicle to use it at your command). A vehicle with flight (or EDM or Teleportation) can automatically carry its passengers (As defined by it's lift capacity) without buying Increased Mass. Other possible methods of preventing a vehicle from moving temporarially would include: An IPE Entangle (with a reasonable susceptibility). Suppressing all of the Vehicle's Body (A Vehicle with no effective BODY isn't functional). This method also disables built in weapons and such though too. Likewise Suppressing it's Movement (or most of it) has much the same effect, but with fewer side effects. You can also fairly easily Attack the wheels/treads of most ground vehicles seperately (the vehicle source books make wheels seperate Foci)
  9. I admit, I haven't read the entire thread, so some of this may already have been mentioned: As a general rule , I like the idea of introducing granularity to the damage mechanics... but in practice it is usually more trouble than it is worth to both balance it in play and represent the realistic differences accurately. For example, many of the example suits of armor should realistically have differing rPD, and rED values, as well as some additional nonresistant PD and ED; but that level of granularity introduces a massive amount of detail to the game elements being used. This isn't so much of a problem during play, assuming everyone understands the mechanics. The problem in my experience is when I'm teaching new players said mechanics and their eyes glaze over at the block of game information three to five times the size of the simple, abstract models used in the official material. Were I setting up such a system, every weapon and suit of armor would have to be rebuilt from scratch based on extensive research and arbitrary game balance considerations. I think most weapons would end up as multipowers with slots representing their various modes of use. The slot would allow me to define the special effects, and any benefits or drawbacks inherent to that mode of use. Most weapons would provide two or three DCs worth of damage more than the STR Min of the weapon (assuming two-handed use, regardless of it's actual handedness). For reference; a Battle Axe provides +17 APs worth of damage over it's two-handed STR min of 13 (it can also be used one-handed with 15 STR). For example, an Arming Sword would cause a given amount of slashing or piercing Killing Damage when used to hack or stab respectively, but would also take Does No Knockdown/back. The Arming Sword would cause a reduced number of DCs worth of blugdeoning Normal Damage and lose the benefits of the weapon's reach (which would be Linked to the Hacking and Stabbing slots) when the wielder uses the flat of the blade, the hilt, or pommel to strike with instead of the edge or point of the blade. Armor would end up as Compound Powers providing various levels of partially advantaged and/or partially limited DCV, PD, rPD, ED, rED, and unusual defenses as appropriate to how that type of armor reacts to given types of damage. For example a suit of chainmail would provide reasonable Defense, with slightly more PD & rPD than ED & rED, and a minimal DCV bonus (representing the armor's ability to deflect a glancing blow). A small portion of it's PD & rPD (probably half of the amount by which the chainmail's Defense exceeds its padding's) would take Doesn't Protect Against Piercing Damage. A suit of chainmail might also purchase additional DCV, PD, and/or rPD with Only Protects Against Slashing Damage. A suit of chainmail might also only provide as much Defense against Falling and Collision Damage as its padding would have alone (the rest being limited as above).
  10. Hero Designer will allow you to purchase a 0d6 Killing Attack, and apply modifiers to it to effectively convert your STR into an Advantaged KA... but that isn't actually a legal construct. HD only allows it because the +1 pip and 1/2d6 options are check boxes, and making a 1 pip or 1/2d6 KA would be impossible otherwise. The closest legal equivalent would be a 1 DC Advantaged KA with a STR min of 5 or more. I'll second the views above that there is no rules legal method for making the BODY Damage of a Normal Attack Penetrating, legally you have to use a KA to cause Penetrating BODY. As a house rule, I could see permitting a Normal Penetrating Normal Attack to cause 1 point of Penetrating BODY (and STUN) per 3d6 Normal Damage instead of causing 1 point of Penetrating STUN per 1d6 Normal Damage.
  11. A power normally has to buy Fully Invisible to the two sense groups it is automatically perceivable to (one of which must be Sight) in order to be Imperceptible. Mental Powers are automatically Imperceptible, yet they can explicitly be perceived by Mental Awareness because that is a caveat of being a Mental Power. Detects are not "almost always" Unusual Group Senses though. Eight out of nine of the example enhanced senses from CC are assumed to be part of an existing sense group (the exception being Spatial Awareness). The most common Detect in my campaigns has been Sight-Based Detect Magic. That's basically how it works in CC/FHC as well (with semantic differences). What I was pondering though was whether or not an Imperceptible Blast (with the SFX of Heat) can be perceived by Detect Heat (Sight).
  12. Per RAW, Mental Awareness detects the Activation of the Power, not whether it has taken effect yet, so Horus would detect the activations of Mental Illusions as they accumulate points... However once the 'Illusion has taken hold with the "Target Will Remember Illusion As Being Real" +20 modifier... Horus will no longer believe that he was/is the victim of Mental Illusions (since per RAW he now believes the Illusions to be real). Logical conclusions to that inconsistency include that he will believe he resisted a previously applied mental illusion, and what he perceives now is the real world, or his mental awareness failed him and he was detecting a "false positive", or that the enemy was using Images To Mental Awareness and he "saw" through it... Although this does bring up an interesting rules interaction. Mental Powers are inherently Imperceptible, yet they can explicitly be perceived by Detect. Can other Imperceptible Powers be detected by the appropriate Enhanced Senses (in other words, does Detect trump Invisible Power Effects, or is that specific to mental powers' version of Imperceptibility)?
  13. Regarding the inability to use Megamovement with a Full-Move Element Maneuver (Move By, Move Through, Passing Strike, etc). That restriction doesn't apply to Noncombat Movement as a whole. So you can legally perform a Passing Strike (or Move-By/Through) with Flight 10m x1000 Noncombat Movement (55 APs) (for a total velocity of 10km/phase...), however you do so at OCV 0 (unless you've got PSLs versus Noncombat Movement Penalties)... Of course such a character would need one looooong runway to Accelerate up to or Decelerate down from that velocity, or pay much more for faster deceleration. Heaven forbid something get in the way of your ac/deceleration by the way, because that would be a Collision (which uses the rules for Move-Through... which make for a very dead speedster) However in practice I simply wouldn't allow this. The amount of damage such a construct that lay out (if done properly) is beyond the scope of any campaign I've ever run. I usually encourage Speedster's use just their Combat Velocity for Combat Maneuvers (for their own safety).
  14. One of the best ways to handle this is to have them by a Speedster Style Martial Art which includes Martial Strike, Passing Strike, and Martial Dodge. Passing Strike functions as a Move-By that doesn't cause reciprocal damage; No speedster should be without Passing Strike (or some equivalent to it).. Then simply purchase extra Martial DCs* if the character's Strength + Velocity isn't producing enough damage for your campaign. *Alternatively you can also use a basic Hand-To-Hand Attack (or an Autofire Hand-To-Hand Attack) to represent the ridiculous velocity at which he can throw punches.
  15. Really? Because none of the rules I've read are saying that. If by repeated insistence do you mean: "With a few minor exceptions, the HERO System doesn’t have any “absolutes.”..." (6e1 11; also CC 7 and FHC 10 with minor differences)? Or maybe: "Whenever possible, Powers and other game constructions should be open-ended, rather than absolute or fixed." and "Similarly, there should be very few absolutes in the HERO System." (5eR 559)? Because to me, qualifiers like "With a few minor exceptions" means that the HERO System does in fact have at least "a few" "absolutes" by necessity; even if you don't use the Absolute Effect Rules (6e1 133). I didn't find anything about Absolute Effects at all in my copies of Champions: The Superhero Roleplaying (4th ed), Robot Warriors (3rd Ed) or Danger International (3rd Ed)... but I might have just missed them.
  16. It has a function, to make powers Immune to Adjustment (good or bad). Which isn't an absolute, as the powers are still susceptible to those Effects which can change a character's inherent nature, Transform. Plus there are already extant (and functional) mechanics for reducing the effects of an Adjustment Power (Power Defense) or increasing a Power's APs for the purpose of resisting Dispel and Suppress (Difficult To Dispel). So why not just require Difficult To Dispel (CC 103; FHC 122; 6e1 333), or some limited form of Power Defense as a campaign ground rule instead? ...Or, if you must make House-Rules, why not just define a new modifier entirely Difficult To Adjust (functions as Difficult To Dispel, but also applies to Aid, Boost, and Drain), so that you don't have to risking having to explain over and over again that in your campaigns (and only your campaigns) Inherent works entirely differently from how it is described in the rulebook. Also I'm not sure where you get this misimpression that HERO doesn't have any absolute mechanics. 6e1 11 explicitly notes that there are exceptions to the general principle. The Absolute Effect Rule on page 133 is a prime example; But besides that: Cannot Be Stunned, Life Support (especially in regard to their ability to protect you from NND Attacks), and Shape Shift are all fairly absolute powers. Inherent, Personal Immunity, and Invisible Power Effects are fairly absolute Advantages. Absolute (if infrequently applicable) Limitations and Complications abound (more of them strike me as absolute than otherwise. I say fairly absolute in most of these cases because even though their effects are absolute in function (you simply can't Stun a character with Cannot Be Stunned, or starve someone with Life Support (Does Not Eat))... Adjustment Powers can play easily counter all of them (except Inherent, for the obvious reason that it is the absolute defense against Adjustment). Then there is Transform which nothing is safe from, not even a ghost's Inherent Desolidification and Flight. Even Inherent Power Defense can eventually be removed using a Penetrating or NND Transform. An Automaton's immunity to Mental Combat is one of the most absolute rules I can think of... with the glaring exception that Fantasy HERO Campaigns are assumed to ignore that immunity entirely so that Undead built as Automatons can still be controlled using Mental Powers and Presence Attacks. is at least as absolute a rule as Inherent, as is every form of . An Automaton's immunity to Mental Powers and Presence Attacks is an absolute effect (you just can't role high enough to Mind Control or Scare a "Heavy Machine Gun Rigged To A Motion Sensor" defined as an Automaton). IIRC, there is a version of 100% Damage Reduction priced out in Fantasy HERO explicitly for the rare instances where Absolute Immunity to thing is actually appropo. Total Psychological and Physical Complications are also pretty damn absolute (getting to roll against a Total Psych Comp is at the GM's option). The fact that 3s always succeed and 18s always fail is an absolute effect built into core mechanics.
  17. Which also supports giving firearms a few points of Lightning Reflexes as a general rule: So that if both weapons are already drawn, the wielder of the gun shoots first (baring a significant difference in Initiatives otherwise).
  18. Inherent isn't an absolute effect, there are exceptions. For example; you can still take away an Inherent Power by subjecting the target to a Transform. In that regard it is no different than NND Attacks or Desolidification which are similarly absolute except when they suddenly aren't. Inherent is a useful element of the toolkit because of the way Adjustment Powers were written, and how they can be used in a VPP. How you use Inherent should depend entirely on how you allow Adjustment Powers to be used in your campaign. While it is possible to manage the creation of adjustment powers to prevent it from being necessary (such as never allowing Drain Life Support or Dispel Extra Limbs); I think it is nice that the system provides a tool to deal with the logical inconsistencies created by some Adjustment Powers. For one thing, it is nice because it means that a GM doesn't have to future-proof every single adjustment power you allow against the possibility that it can affect a power it shouldn't. Or worse, give out arbitrary immunity to a character's powers for free, based solely on a personal interpretation of a given special effect... One example of where I would use Inherent is to differentiate mechanically between the forms of Desolidification bought by a Necromancer that can become a Ghost, and an actual Ghost. In most campaigns, the former could be forced to turn off their Spell and become solid, but generally speaking the latter cannot be. On the other hand, if my campaign featured sufficiently common methods of making a ghost temporarily solid (for example; a spell that brought them "into phase with our reality" or some such) so that normal weapons could damage their ectoplasmic forms for a brief time, then building those methods using Adjustment Powers makes sense, and using Inherent on the Ghost's desolidification doesn't; because even though it is truly an inherent element of their nature, in that campaign it is an element that can be Adjusted, just like their inherent Strength and Running.
  19. Instead of retooling the system to get the result you want, I would start with either how you build your guns, or how you build characters that use them. Those will be much faster ways of accomplishing what you seem to want without having to teach your players new rules. Those before me have already suggested several ways to change how guns are built: adding Autofire or Boostable Charges to firearms are great methods of increasing the number of shots a character can make effectively. To simulate the kind of situation you describe regarding the shooter versus an assailant with a melee weapon, the easiest in-weapon solution is to give firearms appropriate levels of Lightning Reflexes (I.E. DEX limited to only affecting Initiative) Only With Firearms. That way, if both characters have comparable Initiatives, the character with the gun will get to draw and shoot before the character with the bat even gets to draw (let alone charge). On the character building side, in 6e, you can have Gun-Specialists buy Lightning Reflexes with Firearms, and Independent Autofire or Boostable Charges for Firearms. It is also entirely reasonable for you to give the players reasonable levels of any of the above as Everyman elements if you as the GM assume they need to have them for the story you wish to tell. This method has the advantage of not requiring that you retool all of the existing firearm constructs (of which there are hundreds depending upon which source(s) you use for firearms), but the disadvantage of being less realistic, as the characters will try to apply their abilities to firearms you may not have expected/intended them too.
  20. If your goal is simply to use the Puzzle as a plot device, it doesn't need any Game Elements attached to it at all. If the PCs (or an NPC) need to be able to destroy it, simply assign it an arbitrary APs value (as well as BODY and Defenses like other non-foci-objects) near that upper limit of what characters are using in your campaign. If somebody is paying for this (or you are rewarding your group with it) it needs an actual value. I usually build Extra-Dimensional Storage as a form of Persistent Telekinesis, since in most cases: The intended mechanical benefit of a Bag of Holding or the like is simply being able to carry a given amount of mass without being encumbered. The rest of the junk we use to describe the special effects of how Bags of Holding work I ignore when building them because: If I were to give my Bag of Holding any combat qualities outside of that intended benefit, it would have to pay for them. Further, it would have to pay for them in a manner usable on all of the container's contents equally. For example, if a bomb placed in the bag stops ticking while inside because time doesn't flow inside the bag, I might require a character buy that element as something like Usable As Attack Extra-Dimensional Movement (To The Moment In Time When The Object/Creature Is Removed From Bag) with appropriate limitations; like only affecting objects/creatures that can fit into the bag. If it were always cold inside, I would require you purchased the appropriate level of Change Environment in order to affect everything in the bag... Building such a device "realistically" would undoubtedly get complicated and expensive if you do it legally...
  21. 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.
  22. 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.
  23. 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...)
  24. 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.
  25. 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.
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