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About bpmasher

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  1. Something I'm working on, I know the idea behind these but I have trouble making them work in terms of points calculations. Squad abilities You can create all sorts of special abilites for squads and characters using the Hero System power creation rules. Here are a few ideas to get you going. - Super stealth (for commando-types): Use the invisibility power, and link it to a successful stealth roll and make it limited to only one targeting sense, sight in this case. - Phosphorous grenades: Use change environment power, add area of effect, add a perception roll modifier for the smoke, and a small drain STUN (2d6) to simulate the effects of demoralizing gas getting into the soldiers lungs, and an activation roll (13- or so) to see if the terrain catches fire. - Super-marksmen: Give the squad +1 or 2 OCV bonus, limited to Small Arms only. That's a snippet of stuff I'm trying to create, but I don't know if they would work that way.
  2. Asking for a bit of help. Could someone check out my collection of conversion files for World War 2 combat, and notes which I've made, for any mechanical errors or something else that might come up that conflicts with the base core rules of Hero? This would be my entry to the Hall of Champions, but I'm working on the rules and writing at the moment. I will send you the zip file if you are interested in checking out my notes.
  3. (Help wanted) Hi folks. I changed my mechanics again, hopefully approaching final version this time. I would appreciate some feedback on this, as I'm still working on the project. (For character conversions) Every 4 Body becomes a Hit - Hits under this rules variant are the "health" of the miniatures. (For character conversions) Every 4 STUN becomes Shock - Since I changed the way Body damage works, I also had to change the way STUN works in this game. Shock represents the mental longevity of the troops, willingness to fight and take 5 without collapsing. Segments/phases per turn becomes randomized via playing cards - Each side (usually the GM and players) are assigned a color (black or red) and their action turns are determined by the draw of the card from a regular playing card deck. Speed still determines how many segments/phases in a turn a miniature can take. When a Joker is drawn, the round ends. Damage potential by range - Every weapon type is graded for its capacity to inflict damage at range. Some war games call this "effective range". Weapon range brackets are divided into Short/Effective/Extreme. - Roll 3+ at Short range, 4-5 at Effective range, 6 at extreme range. The amount of D6s to be rolled is determined by the weapon (for instance, most rifles cause 2d6 Killing Damage). The TO-HIT Procedure penalties - Normal HERO System distance penalties are ignored when attacking targets at range - Hitting a mostly obscured target is at -8 OCV (Squads in bocage, caves, etc.) - 50% obscured is -4 OCV (Moderate cover, cars, stone walls, inside buildings with windows, etc.) - 25% obscured is -2 OCV (Light cover, brushes etc.) - Shooting at targets at Extreme range takes a -4 OCV penalty, unless equipped with a scope Normal damage becomes Shock damage - Every 6 rolled with a Shock damage roll becomes a Hit. Every 1 rolled reduces a Hit. Attacks always inflict Shock according to the amount of dice that are rolled. Roll to check for 6s and 1s, to determine the number of Hits inflicted. Each segment lasts for APPROXIMATELY 5 seconds for SQUAD -level games Each inch on the table is about 10 yards/meters for SQUAD -level games (interchangeable for the purposes of this conversion). Morale Mechanics - A squad is represented by average morale of the troops (8 (Gritty) or 9 (Normal/Heroic) + [EGO+INT/10], rounding rule = Morale roll). - Morale rolls are used to determine PIN and ROUT results. After taking Hits from enemy fire the squad takes a PIN roll. After losing 50% troops a squad makes a ROUT roll. - To remove a PIN result off a squad, a miniature with the skill Leadership needs to roll a successful skill roll to unpin the squad STUNNING is removed from SQUAD -level games, because Morale rules are in place for getting hit. This is a compilation of my documents I've made for the miniatures version of Hero so far, and I'm sure it's unclear in places. That's why I'd like some feedback/questions regarding what I have in mind when it comes to particular rules that might be unclear or a bit ambiguous in their current form.
  4. I'm working on a wargame version of the rules for HERO with simplifications and mods to the rules that would work with several squads of minis, and I'm hoping to release the rules as a supplement for HERO. To whom do I send the document once it's finished for evaluation whether it's sourcebook material or not? I tried the "Contact us" form two weeks ago but I never got a return message, and I checked every folder in my e-mail.
  5. Yeah I think te bestiaries would help, BUT I'll run Pathfinder as is for now (Beginner Box), so I can judge whether I want to convert stuff or not. The big idea was to use materials from AD&D (Night Below campaign) D&D 3.5 and Pathfinder to expand the "class options" for players, but with newbies I think the point is moot. They don't care about class options or character building, they want to push miniatures around and participate in group activity. Once I gain the motivation for big projects by starting small, I can look at the huge project again with new energy.
  6. Yeah. It's going, but not the way I thought it would. I bought the Pathfinder Beginner Box, to dodge extra work and to just get playing. I've been tinkering with rules for too long, I gotta play something once in a while. I got two newbies on board, and I'll probably enjoy reading the books and running the game. Conversion work is time-consuming, and with my current energy levels, too demanding. I need a break from my usual routine.
  7. Allright. So I chose a pretty big project for myself: to convert Pathfinder/D&D 3.5 material for campaign use in with miniatures. I've got pawns in PDF -form, so the PF bestiary is pretty much covered, going to get more of course when the time comes, but monsters are covered pretty much. I've been studying Killershrikes D&D conversion site for the past couple of days, stuff seems tightly put together and takes every facet of characters into account. I won't be converting any existing characters, so there is a lot more wiggle room for when choosing what the PCs can do in this campaign. I have a couple of issues though: 1. I'd be playing with tabletop newbies, who have no knowledge of Hero or similar games at all 2. I will probably use my own version of Hero combat system, to make it more random and a bit gamier, to create the feel of board games that are easier to pick up and play for newbies 3. Choosing miniatures for hero -types. Should I go class -specific or just pick the coolest looking minis there are? The selection of fantasy miniatures is vast and the only thing that has to match the pawns is that the scale has to be 28mm. The current heroes of literature and movies always look more and more similar (take Geralt of Rivia/Game of Thrones/Lord of the Rings) despite their abilites, so you could make any type of character on top of a mini at this point, which is great (!) but takes a bit away from the classical D&D feel. 4. Choice of campaign world. Golarion vs. Forgotten Realms vs. YOUR FAVORITE. I'd like some feedback on this too, whether it's a setting book or just general pointers when running stuff like this. It's a relief that the pawn boxes contain most of the bestiary monsters, and that there were availabe documents for conversions to Hero. I find the freeform nature of Hero character creation to work with my gaming sensibilites best, and counting dozens of modifiers seems a bit offputting when considering running Pathfinder combat in its raw form, while trying to keep the game flowing. There's my own conversion of Hero combat which (supposedly) runs a lot faster than the standard counting of hit points, but there's the danger of total party kill when facing tougher monsters later on in the campaign. But I suppose it's a feature, not a flaw.
  8. I gotta cover everything in my rules, so both. A penetrating hit in my rules gives the crew stun damage, which needs to be either recovered or rallied by a leader (aid STUN power, a miraculous feature of leader characters). Take the penetrating portion of damage and give it the traditional 1d6 -1 to 1d6 multiplier roll. The result is crew shock or STUN damage, which counts against the crews inherent STUN treshold. When the treshold is full, the crew is considered pinned and shocked out of combat for a while. Every crew and team in my game has RECovery which is used to recover STUN damage by using an action to rest and gather their helmets and hats. That's why higher BODY makes sense in simulation/realism sense, because the whole vehicle doesn't blow up after penetration every time (except Shermans haha) and gives a nice mechanic to keep armor on it's toes.
  9. I'm back to designing my game after a hiatus (and miraculous computer recovery). How would you handle anti-tank grenades in your version of WW2 combat? I noticed you pumped up the armor on vehicles but gave them much less body than the base rules would give. Do you consider vehicle combat a case of penetration results in kill?
  10. I'm writing a game based on the 5e/6e Hero System rules to be used with miniatures. If I want to put it up on a site where I can get profits off it under my own name, who do I need to contact? Is this even possible? The reason I am asking is because I've spent countless hours pouring over my documents and worked and reworked the game, and I also have some goals regarding designing games, so I'd need to display my skill in getting this done and having something to show for myself. I kept the basic mechanics but heavily modified the stats and the way some things work, so it would not be official Hero source book material, but it's own game working on similar principles.
  11. So yeah the rules have changed a lot since the first post. Now the combat works just with a single mechanic, but damage application is different for named vs. unnamed characters. Rolling killing dice against named characters is just fine in a grittier game, where every kill (2 Body) and wound (1 Body) counts against the Body of the named character, with STUN added into the mix, so a squad of mooks can easily take down careless characters. Some more bits: So now that we know that every six equals a kill against unnamed characters, we can complicate the game a bit with armor. An armored character or squad negates a single roll of six out of a stack. If it turns into a wound or not is up to each group and GM. But armor should matter because you have to pay a static cost to armor a character or a squad. My suggestion is 10 points if the six turns into a wound, or 15 points if the six is negated altogether. If you want to make armor even more powerful (say powered armor or something else) you can say it negates every six rolled against a squad or a character. Special ammo adds a wound / possible wound to the distribution of damage. Take a different colored die when rolling damage, and if it comes up as 4-6 you get an extra wound inflicted on the target. Rubber ammo only counts as stun. Roll the damage + degree of success normally but only count the pips for STUN damage to see if the target is knocked out. Against unnamed characters use the same resolution system as normal, just don't remove the minis from the table, knock them down instead to indicate their unconscious status. Explosives have a static degree of success, which means you only throw and forget them. Always roll the listed damage for explosives, and convert "Killing Damage" explosives to normal damage for this purpose. Explosives also have scatter on the table, use the diagrams provided in Hero books. Roll d6 inches for distance after determining scatter direction.
  12. Tested the mechanics a bit more yesterday. Damage rolls after a hit is scored can be distributed as the attacking player wishes. When rolling damage against a squad, the attacking player divides the potential damage dice amongst the desired targets and rolls. Damage is always: weapon damage + degree of success. The potential damage and attack can make is calculated after the hits are scored, not before. Also, the penalty to fire multiple shots in a round is removed from the OCV calculations, since the timeframe is different, and it opens up the combat to be a bit more deadly, and keeps players guessing. Success is determined after the roll is made. (Example: Old Ollie opens up on a gang of banditos with his Winchester rifle. The banditos have him surrounded at a camp site, so he targets as many as he can, which is three guys bunched up near a wagon (remember miniatures). He has his favorite weapon equipped (Dark Champions Super-Skill, +2 OCV with a weapon), they are 4 meters away with a combat value of 3. Ollie's combat value is 7+2=9 so he needs to roll 15 or below to hit a single bandit. He rolls exactly 15 on his combat roll, and gets to roll two damage dice. He unloads three rounds from his rifle and chooses to use both damage dice on a bandit nearest to him. He rolls two dice and scores a 5 and a 4. Two wounds inflicted on the bandit so he goes down clutching himself. The possibility of hitting two guys was still there, because he chose to fire three rounds instead of just one.) Rate of fire: Machine guns and assault weapons are still at a great advantage, because more potential targets means you get to divide more damage dice among models (there's always the possibility of that 6!) when you roll well. If you include the rule of -1, where every round is a single degree of success, you give automatic weapons a big advantage in terms of the mechanics. (Example: A recon soldier fires on a pair of insurgents guarding a building with his carbine. He has crept up on a camp and chosen his first targets while keeping his position hidden. His combat value is 6 + 2 (Combat Skill Levels) = 8 and the insurgents combat value is halved due to being surprised from stealth. His maximum rate of fire is 15, but he chooses to fire only five rounds to make sure the guys go down, but not wasting ammo. He needs a roll of 15, and rolls 11. His potential damage is 2d (carbine) + 4d (his degree of success) and chooses to divide the damage dice so he rolls 3 dice for both targets. He rolls for the first one: 5, 1, 3 = two wounds and the first guy goes down. He rolls for the second one: 6, 4, 3 = an instant kill plus one wound. Both of the insurgents fall down dead. The rest of the camp now rolls INT to see whether or not they are alerted to them getting killed or hearing the silenced carbine shots.) Bullet-counting: In a more invested or survival-influenced game, you count bullets made in attacks and require reloads after you run out. Resource management is part of the combat in this hack. Remeber potential damage done and possible targets for damage? Rivet-counting: Calculate the carry weight of each character and squad, require endurance use during combat for movement and sprinting, firing your weapons and swinging your swords. Increased resource management and potentially a lot more interesting game when compared to a conventional wargame where you just blast away without worries until one side wins.
  13. I'll check your stuff out. Rpgs for me are on the backburner now since my HDD broke down and I can't write anymore OR play on roll20. I was going to use this stuff with miniatures using my simplified combat for mass engagements. That's where the MG42 with four attacks thing came from (ROF 20/4=5) where every five ROF would give you one attack on the miniatures scale, which is using longer timeframes anyway. Some simplified math plus gaming logic applied combined with a day of writing and thinking about stuff that comes up with those results. Often I forget what I've been working on after I've written it down, which leads to many rewrites and refining stuff over and over again.
  14. what can I do to help on your project, I have a quite a few notes and HD files you might find useful for idea mining if nothing else, I would love to share ideas


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