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Erkenfresh

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Posts posted by Erkenfresh

  1. I wish I had done such an analysis myself! LOL

     

    Right so the dice to roll for an effect is based on the number before the d6 inside the power effect. If you read the included PDF it will give you some simple steps to create and import a character so you can try it out. It's easy to add more dice to the roll by right-clicking once you have the dice picked up. This is great for Haymaker's or other sources of added DCs. What's a real pain is if you need to roll less dice. The only way to do that would be to edit the power description... Ugh...

     

    FG is kinda hard to get the hang of. The roll has to be packaged up, which includes the actor and the target(s). After rolling, there's a results handler which includes the number shown on every die. This lets you count up normal damage body and stun separately. I included other info in the roll like attack type and damage type to help determine which defenses to apply and such. I think this is in "damageHandler" or some such function.

     

    Also, FG allows ruleset layering. The CoreRPG ruleset already had a lot of what I needed just to get started. So, I based it off of that. This provides two benefits: lower ruleset size and automatic updates from CoreRPG. If you can't find where a function ends up from my ruleset code, try searching for it in the CoreRPG ruleset instead.

     

    Good luck!

  2. The demo for FG is free and you can connect one other person on that to try it out. I'll be honest. Hero doesn't lend itself well to a computer game of any type, due to it's enormous flexibility and "shoot from the hip" mentality. But if you had good success with Hero over Roll20, then it might work out well for you on FG. I wrote the ruleset with Champions in mind, but it could be adapted for Fantasy Hero as well. The only things that are really missing that would be nice for FH are Hit Locations and Sectioned Armor. Anyways, enjoy!

  3. It's funny how a custom limitation like "PD, only works against bullets (-1/2)" is pretty much impossible to code. I'm not saying it's totally impossible, just highly impractical for the user so much as to make it useless. That being said, I think I got all the damage calculations correct for "normalish" attacks without any funky advantages or limitations. If anybody decides to pick this up and use it, I'd really like to know what they think of it.

  4. It was my pleasure. I learned a lot about the LUA scripting language which I had no prior experience with. The amount of customization possible with Fantasy Grounds is mind-boggling too. Fantasy Grounds is certainly a lot more expensive than Roll20 (which is free), but it works pretty well. At the very least, you could try out the demo with one other player for free. It might grow on you.

  5. Hi everybody! I got Fantasy Grounds earlier this year to run a Champions game using 6th edition. Someone over at Fantasy Grounds has been working on a 5th edition ruleset for... a long time. I decided not to wait for him to not finish and besides, I wanted to run 6th edition instead.

     

    It's not perfect, but it does a whole lot for you. If you're interested, simply download the ruleset here. There is a document on how to use it inside. Just unzip it like you would any ZIP file:

     

    http://www.erkenfresh.com/Champions6e.pak

     

    My plans are not to support this further. It does about 75% of the things you'll need it to do and the other 25% are going to get very difficult to code. If a courageous programmer wants to take this and put it on Github and get a development community behind it, then by all means, take it away. I only ask that you look back and remember this ruleset's father. ;)

     

    Edit: Looks like I am not permitted to attach "this kind of file".

  6. Thanks! I might throw a few more maps up too as I make them. Do you like the dual format? One with the hex grid on it and one without? The little blue hex in the upper left is for programs like Fantasy Ground where you overlay a hex grid on top of the image.

  7. I just got Campaign Cartographer and felt like making a map. ;)

     

    I realize Memorial park is supposed to be quite big, like Central park, but this is about the average size of a city block. Plenty of room for a super powered battle. Try not to knock over the statues!

     

    post-4637-0-03347300-1431056422_thumb.jpg

     

  8. If the character doesn't have to abort to the maneuver, it's as simple as holding your action. When an opponent threatens your ally, take your action to move in the way and perform the block. I don't recall the rules for blocking for someone else, but I think the option is in one of those thick books.

  9. Lord Twig, it sounds like all you've written so far does follow the RAW. However, in my games, if a player with a 5 point CSL in "fire powers" decides to add +1 DCV when he flings his fireball, it will apply to all attacks, whether that's ranged or HtH. As stated above, it makes things a whole lot simpler.

     

    And to answer the title of the post "why bother with CSLs?" They're just more interesting than having higher DEX. ;)

     

  10. I'll be doing some more ship combat and typed up a nice sheet of maneuvers. Does any of this look out of place or unbalanced?

     

    Piloting (Combat Piloting)

    Roll Penalty Maneuver Name Effects

    0 Dodge +2 DCV, -1 OCV

    -2 Wild Attack +1 OCV, -1 DCV

    -2 Flee -2 DCV, -2 OCV, x2 flight speed

    -4 Maneuver Position +1D6 weapon damage

    -4 Careful Attack +1 OCV

    -6 Focused Attack +4 OCV to hit a specific location, -2 DCV

     

    Command (Tactics or PS: Command as appropriate)

    Roll Penalty Maneuver Name Effects

    0 Raise Shields +1D6 shields

    0 Red Alert +3 DEX to determine initiative this round

    -2 Focus Fire +2 OCV to hit a specific location

    -2 Reroute Power +2 to engineer’s skill roll

    -4 Evasive Action +1 DCV

     

    Engineering (Electronics or PS: Engineer as appropriate)

    Roll Penalty Maneuver Name Effects

    0 Boost Shields +2D6 shields

    -2 More Firepower +1D6 weapon damage

    -4 Givin’ it all she’s got +5” Flight, +1 DCV

     

    Sensors (Systems Operation or KS skill as appropriate)

    Roll Penalty Maneuver Name Effects

    0 Analyze Movement +1 OCV

    -2 Find Weakness +1D6 weapon damage

    -4 Space Isnt Empty Look for an environmental hazard such as an asteroid

    -4 Jam Comms Prevent ship from using communications

  11. Re: How To Run Interesting Starship Battles

     

    Goldenage, you do make me want to try harder. ;)

     

    I haven't had much luck with it yet, with the pilot rolling to attempt to dodge while the weapons guy shoots the laser, over and over and over again. I have to agree that the TE ships as written have way too high defense and the ablative stuff kind of adds to the nightmare. I've simplified ships down so they have three "layers" of hitpoints. Shields take half damage from physical attacks, armor takes half damage from energy, and finally the hull (or BODY) which has no damage reduction. This has sped up the combat quite a bit, but done little to add to the excitement. But GA has given some great ideas here to try out.

  12. Re: Who are The Ultimates?

     

    I've used the 5th edition Ultimates many times. I feel like they are just trying to survive against a cruel society that doesn't understand them. Binder, Radium, and Blackstar are pretty much just victims of bad circumstance. Thunderbolt is a bit hot-headed but wouldn't do well on his own. Slick doesn't really want to hurt anyone, he just wants to get rich.

  13. Re: Building a ladder with Powers

     

    I like Lucius' second build for the ladder personally. It make it super easy to climb something and if you're already skilled at climbing, its just that much better. I would however remove the concentration limitation since there's already rules for that regarding climbing in the base rules (I think).

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