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bpmasher

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Everything posted by bpmasher

  1. I worked out an example mech using my damage/armor calculations. Battlemaster BLR-1G Body: 15 (Hero) -> 4 Hits Hits multiplied for hit locations as follows: Head (-1 Hit) – 4 Hits Center Torso – 8 Hits Left/Right Torso – 6 Hits Legs/Arms – 5 Hits Armor values as follows (1.5x multiplier): Head – 6 Center Torso – 12 Left/Right Torso – 9 Legs/Arms – 8 I also ruled that each 6 scored on a damage die reduces location armor by 1. You can also use the Hero System to create different types of ammo for ballistic weapons, for example the armor piercing advantage in Hero can halve a locations armor value before causing hits to that location. Mechs can take punishment, but given the armor degradation plus possible special ammo use we get to acceptable results. Take into account that the Battlemaster is an assault mech in Battletech canon. edit: Rear armor values: Center Torso – 4 Left/Right Torso – 3
  2. I did some work on bringing Battletech to Hero System statistics. Basically, I'm working on a modded version of Hero combat for miniatures, I squeezed the stats down into smaller numbers (Hits = Body/4, Shock = Hits x 2,25, Morale = Basic roll of 11-) and worked on the mech weapons like autocannons and lasers and stuff. Converting specific mecha to Hero, by eyeballing the stats like armor and chassis points and giving the a Hero equivalent. This is work in progress currently. I could go with guidelines like giving assault mechs 5 Hits for limbs, 10 for the torso, 4 for the head etc. The same goes for armor. The ranged combat still works with OCV - DCV +11 formula, but causing hits on a target goes by distance to target (3+ rolls at close range, 4+ at effective, 6+ at extreme ranges).
  3. The main goal of the game is to use the Pact Worlds as the "universe" for the game, so I have all the published materials plus upcoming sourcebooks to use with my homebrew version of Starfinder. As an ongoing IP, Starfinder will be around for a few years at least, and the sourcebook bloat isn't anything like Pathfinder 1st edition has currently. It will be easier to keep updated on the materials and use any new books that come out with my campaign. I could bridge Pathfinder to Starfinder with Hero System easily, but that's not what I'm aiming for with this initial campaign.
  4. Alongside my Pathfinder project, I'm working on a version of Starfinder that incorporates the Force and Jedi into the universe, with a "cold war" going on between the dark and light side of the Force, similar to the prequel movies (in terms of public knowledge). I have vague images of what I want the end result to look like, but here are some of the things I've decided to work on: 1. Include all the races from Starfinder into the mix. These will be portrayed by the various pawns for Starfinder RPG, when miniatures are called for on the battlemaps. 2. Make it more gritty and cyberpunky in terms of combat and weaponry. I will be focusing on slug-throwing weapons at first, then incorporate blasters (from Star Wars) alongside with the numerous energy weapons found in Star Hero and Starfinder books. They will be heavy artillery not many NPCs or PCs get to use. I will work on verisimilitude and making the weapons customizable (Dark Champions book will give me some direction along with Starfinder Armory), and have them limited in story terms. There will be black ops strike teams with shortened battle rifles that can be disguised with technomagic like the null-space stock that turns the weapon into a handheld disc. Special ammunition and cybernetics will be included (will check out the Kazei 5 book) so the game will feel more in-depth in terms of equipment and character options. 3. Ship-to-ship combat will include elements from the Starfinder books, and will be a bit more "flavorful" than the standard vehicle rules found in Hero 5e. 4. Mecha will be included in some form, probably as oversized battlesuits. 5. The Force can be used by player characters, either as magic spells, or body enhancements or just extended senses. Really it depends on the character concept, and will be open ended enough to make up any kind of force power one could think of. 6. Alignment plays into the light vs. dark side of the Force, and will be included in the game. 7. Combat will mostly be played out on flipmats or battle terrain, possibly in "techno-dungeon" crawls if the story situation calls for it. I will be using the "squares" of Starfinder as an indicator for an inch of movement, where the average character moves 6 squares (30ft) or 6 inches in Hero terms. This is to make the combat more tactical, also to ease players into the game that have not played roleplaying games before. This is the "boardgame" portion of the game. 8. Corpse Fleet in Starfinder fits perfectly as a cover-up for a Sith ghost that wants to dominate the known galaxy. Star Knights in Starfinder are a sort of Force-sensitive faction that wants to protect the Pact Worlds from Evil influences. 9. Spells will be categorized into "levels", so that a certain limited amount of active points gets you an effect in the beginning of the game. These can be expanded and modified with character points later in the campaign. 10. The backstory of Golarion vanishing works great for a past dark vs. light side war that ended up in the planet disappearing altogether from known space. This is very much the first draft of my design document. I will hopefully get to add my conversions and creations on this thread, and will keep folks posted about how the game is taking shape. I could be testing the mechanics or something else with the game by myself, and any play sessions will be documented here too.
  5. I found some cool ninja minis: http://titan-forge.com/dragon-empire/245-ninjas Also, catfolk rogue: https://www.etsy.com/listing/763803648/tabaxi-rouges-male-and-female-resin?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=catfolk+miniatures&ref=sr_gallery-1-2 RPG minis are much more economical, and I can use pawns for monsters and the rest of the cast.
  6. I don't have the problem of player knowledge. They're very new to RPing in general. We've only played miniatures games so far. Roleplaying will be a new thing for them. I can use Golarion or Forgotten Realms as I wish.
  7. Did some conversion work for Hero. Catfolk and Ninja class converted for Fantasy Hero gaming. Gonna buy some minis: Ninjas, samurai, weretiger and human form (probably monk/barbarian -type, and tabaxi rogue minis to start with. They will either be player characters or additional party members who I get to run alongside the heroes. The initial adventure will be the Black Fang adventure from Pathfinder Beginner Box, just a character conversion and one extra character short. I will be running the iconic Barbarian chick from the PF lore alongside the PC adventurers. I forget her name, but she was in the Pathfinder PC game too. Will be a good bunch of adventurers with her rounding them out.
  8. Playing Battletech when I get the chance (rarely), I really enjoy the ponderous naval -style navigation of the mechs, the torso twists and other cumbersome stuff the pilots have to deal with. I looked for Battletech into Hero stats but I found nothing written up. I was hoping to play a mixed "Battletech 2020" game where mechs are part of the modern/near-future weaponry with all the tech stuff they have (Autocannons, lasers, LRMs etc.) but giving them more realistic ranges and throwing in some Abrams tanks with infantry in Strykers and LAV-25s zipping around the battlefield.
  9. So I got to thinking about my figure collection and Hero System. Naturally I want to use my figs as much as possible, so I thought up a game of super-powered airborne infantry invading France in 1944. The characters will be under 5th ed. revised, 250-300 points worth of superpowered individuals, but with human weaknesses to bullets, strangulation and other "natural" means of dying. Think of the Godlike RPG when imagining characters. So the player characters drop into Normandy in the first session, and have to link up with their HQ. Combats will be handled with miniatures on terrain, and other stuff will be ToTM. I will be designing the characters for this, so ideas are welcome. So far I have a super-strong "brute" with a BAR rifle and a nasty disposition, a private who can fire armor piercing laser from his eyes (though the power will probably have the "Burnout" limitation), and one soldier who can turn into a beastly form to tear into the Nazis with claw and fang. The PC powers will probably be "raw" talents, so they will require an activation roll, and will have some limitations (EGO roll to prevent beast form guy from losing control of himself?) , but they are still super powers. The nazis will also have superpowered troops, but I haven't come up with concepts yet. I have a battle-mat and terrain for the combats, and a couple of tanks (if I grok the vehicle rules) for variety. The games theme will be some form of gritty, down-to-earth warfighting and the consequences of human superpowers (hubris anyone?) combined with wargamey concerns and some roleplaying and storytelling to round out the experience.
  10. I'm probably running a one-shot for my returning non-gamers. I'll steal the beginning of the Walking Dead video game and make it the starting point of something. Police escort etc. Some banter and other stuff possibly before the apocalypse starts for the player characters. I have a system in place, but I might still use ATZ if prep time becomes an issue. Any good ideas for a minis scenario that starts in the woods with a crashed police car and zombified policeman trying to eat the PCs? Some stuff I thought about was getting out of the woods at first. Like having to sneak around not wanting to attract the zombie attention too much. Stealth rolls against the zombies nonexistent perception. I don't have to tell the players that. Then coming into civilization, among suburbs, where everything is already at disaster levels. Empty houses to pillage, food, clothing etc. The characters need motivations, why are they trying to stay alive. I could write these into premade characters so that the non-gamers won't have to do all the heavy lifting at start. Or choose a history for each of the premades before the start of the game. They are probably both convicted of crimes, thus they could be proficient at some form of violence already. I should really make these characters special so the players will bond with them easily, and each other, maybe. They won't know each other, they were just being transported to the same place in the intro. That's just off the top of my head. I will put some thought into this and probably post a play report here after we're done.
  11. I think I know how to do this. I just lack the know-how to convert existing 5e monsters into HERO terms. Are there any resources to do that?
  12. So I started researching playing a game like this, and I found EXCELLENT documents for all the monsters in the Monster Hunter World made for D&D 5e. Conversion work aside, what would you think of playing a purely monster hunter -oriented game like this? I could do it in 5e, but I don't own the books, and the 150 dollar (!) price tag is a little steep for me right now. I could put together something with little conversion work, and use minis (of course) of tyrannosauruses, etc. and some jungle terrain for verisimilitude purposes. How would you run a monster hunter game like this, based on the video game franchise?
  13. 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.
  14. 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.
  15. (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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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?
  22. 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.
  23. 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.
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