# scoolio

HERO Member

16

## Reputation Activity

1. scoolio got a reaction from Toxxus in AD&D (1st Edition) Conversion - The Thread

I'm going to playtest the cost of the spells themselves.  I'm waffling between 1 to 10 points per spell.  1 CP for a cantrip and 2 CP for a 1st level, 3 CP for a 2nd level, etc.
2. scoolio reacted to Rapier in Extra Time, 1 Turn
So, I'm converting AD&D spells into Hero for GenCon next year. It's been fun, but I've made some mistakes along the way that have forced me to go back through what I've already done.

I've finished the Cleric and Druid spells and am getting into the Magic-User spells and suddenly I'm coming up against a bunch of spells that have 3 Segments (1 Segment = 6s) casting times. I'm assuming that everyone is going to be SPD 2, so it works out nicely to a 3 Phase casting time (ezpz). There are some spells that are 2 Segment (which I've given Extra Phase) castings. So I'm trying to draw the distinction between 2 Phases vs 1 Turn. At SPD 2 they are kind of the same thing (I think).

My understanding is that (again, assuming SPD 2), Extra Time (Extra Phase) means that it would take two phases and the spells would trigger/cast at your DEX on the second phase. But what about if it is an Extra Time (1 Turn)? If you start casting on Segment 12, it would take your two phases and cast at post-12 the next turn. What happens if you start to cast on Segment 6? I would think that would mean that it would cast at the VERY end of segment 6 of the next turn. But then I argued myself into a tizzy, telling me that it specifically says "Post-Segment 12) so that if you start casting on Segment 6 on Turn 1, the spell would cast at post-12 on Turn 2 (effectively taking 3 phases).

I've completely argued myself into a circle. I imagine the real quandary is because they are SPD 2 and an Extra Phase is, in effect, an entire Turn. I'm not sure going on your DEX vs post-segment is worth much of a Limitation. So before I dig myself in deeper and create a situation where I want to go back through and revisit all my previous work...can you weigh in before this argument with myself devolves into a fist fight?

--r
3. scoolio got a reaction from TranquiloUno in D&D Alignments How do you write them up as Limitations?
As part of my ongoing effort to convert my D&D group over to the amazing Hero System 6th Edition I'm looking for advice and guidance on how you would write up and convert the Alignment system as Psychological complications?

For example I think the Neutral and Neutral versions would be worth less since they are less restrictive while Lawful and Chaotic versions would be worth more.

4. scoolio got a reaction from Killer Shrike in D&D Alignments How do you write them up as Limitations?
I was just on your website thinking that you had to have already done this and I guess I missed it.  Thanks again KS.
5.
Thanks Lord.  I read through the primer and it was very helpful.  I also found a PDF GM screen for 6E on the boards.  @KS you're kind of my hero right now btw.  The work you put in on your website was super helpful. It actually inspired me to dust off the old Hero Rules and try to bring my D&D group into Hero Games.
6. scoolio got a reaction from Amorkca in Champions Complete
I just ordered the POD.  I hope that one day I can buy a reprinted Hardback of Champions 6th Edition instead of a POD softcover.
#HeroGamesForever
7.
First, this assumes you are slapping "requires skill roll" onto a power. Second, it assumes you are buying spells as powers to begin with. It may be customary or recommended or orthodox to build spells as powers, but you don't have to do so. Instead, you can just implement a skill based magic system. No faking required. You don't need anyone's permission to do so. But, if fear of interpretation and deviation without designer sanction makes this seem far to taboo to bear, I shall also quote the rules:

"The GM could set up the magic system so that characters don’t pay Character Points for spells; they get them “for free” after buying certain Skills and/or Perks."

George Takei voice: "Oh My!" That's in the Advanced Player's Guide on page 190, by the way. Many of us have been doing it this way long before Steve got around to codifying it. There are write-ups for skill based magic on the boards. You can also find one on at Killer Shrike's website. I always do skill based magic and its really easy to do.

Example: I jot down "Fireball: Blast 6d6, Explosion, End [6]" but the player buys: Fireball 14- (7 Points).

I've found this simpler, faster, and easier to manage insofar as the following guidelines are observed:
Spells must be researched, found, or learned from a master. Spells must be purchased individually. E.g., No "Fire Magic 14-" Spells are not characteristic based. You pay 3 points for an 11- roll and 2 points for each +1. Think really hard before allowing skill levels that affect more than one spell. Have a set of common modifiers for spell rolls. I've found up to +/-4 works well. I hear you cry: "But what about really powerful spells?"

You can include prerequisites for learning the spell. These could be specific spells, a certain number of spells from the same school, or a relevant background skill at a specific level. Another tack is to jack up the limitations in your write up. Make it time-consuming, expensive, and/or exhausting to cast. Require helpers. Or make the getting the focus ("material component") a quest in of itself. Who said knowing a spell meant it was convenient to cast? Balance issues solved.

Maybe I'm just an old dinosaur who came up in the era of rulings over rules, but one of the things I love about Hero is that their are multiple correct ways of accomplishing the same thing in the rules. Another thing I love about it is that for all of Steve's legalese, you aren't locked into his personal design philosophy. It may be the default, but its not the exclusive "One True Hero Way."

Its like magic for a skilled GM. ?

8.
A classic for an adventuring group is working as agents of an organisation.
Knightly order; temple (3 in one: clerics, monk, and paladins), thieves' guild, mages' guild, ordinary craft guild (why not?) These also have built in quest givers. Quest givers is easier for new players who will, probably, have trouble working out what they want to do, or even knowing what they can do.

There's escaped prisoners. Naked and on the run is always good for a laugh.

The game I'm about to kick off has the PCs as survivors of a destroyed army.

As for character design. Keep it simple. Limit the player choices. Try and have a bunch of templates ready to use. One thing I found when I first started with HERO, and everyone else I know who plays HERO had the same initial feeling, is that the freedom of choice is so great that one doesn't know where to start. Templates give players a springboard for their own ideas.

But also inspire player choices. Give them a little world background. Cloud castles and dragon dogfights. Or an ancient city that has long been the centre of a world wide trade network whose basements and catacombs stretch down into the depths of the earth. Something to get the creative juices flowing.

Or, if you  haven't gotten as far as that, throw out a bunch of classic game types (thieves in the big city, knights on errantry, junior wizards at wizard school.)

Keep throwing out ideas and getting feedback until you have something that has the whole group excited. Obviously choosing a game style/setting also has the effect of limiting character choice, until it doesn't. Wizard school will have a lot of people playing wizards. Until someone wants to play a unionising house elf, or a groundskeeper who is a high school drop out. You get where I'm going.

For magic - I'm going to suggest that whatever you choose for a magic system, have the list of available magic spells already drawn up. If the choice of character archetype is daunting, the choice of what magic to choose is just overawing. (Actually this is an advantage of magic school - the players have a very limited set of spells to choose from at the start and you decide what new spells they get and when. Should let you  spread out the work over time.)

I like the idea of a magic END reserve with limited REC. For a high magic game it's a good way to put a limit on mages and thus allow non-mages to compete.

High fantasy magic is hard to do in HERO if you use the published grimoires. The spells are just too expensive. For a low fantasy feel they work fine.

Everyone tells me that tracking END is hard. I don't see why. People have no trouble tracking hit points in DnD. This aint much different. To speed up play I suggest you get the players to do all the END tracking AFTER their turn.

eg:
GM: Character X is up.
Player X: I kick in the door with 15 STR, throw a fireball, and make a PRE attack. That's, erm, lemme see how much END...
GM: Worry about that later. Roll your STR damage to get the door open then make an attack roll. <things are resolved>
GM: Cool! Do your END now. Next character is Y.

I'd shy away from Multipowers and especially VPPs. The latter because they are literally power designing at the game table. MPS are conceptually  confusing to new players.

Fantasy Hero Basic.pdf
I can't help it, I'm going to upload my own fantasy hero homebrew. It's 6th ed. It's geared toward low fantasy. The most relevant parts for you are at the front in the character design section which has a bunch of mix and match templates for simple characters. The magic section could also be worth a read. None of it is yet play tested. I suspect that any spell that uses an adjustment power is too powerful as written and will probably need to be toned down a couple of Damage Classes. I also include some basic weapons and armour lists you might find useful. Otherwise it's a simplification of the main HERO rules.

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