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etherio

HERO Member
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Everything posted by etherio

  1. Re: House Rules for Hit Location Here's how it actually breaks down: If you aim at the Neck (location 4), and hit, then the bell curve centers on the 3 "head" locations (3-5)... That means (with the -7 Mod for aiming at the Neck) that a natural roll of 10-12 will hit one of those "head" locations... The chances of rolling 10-12 (and thereby hitting one of those 3 head locations) are roughly 37%... That leaves an approximate 31.5% chance to miss (hit locations "above" the head), and 31.5% chance to hit locations other than the head... The chances of hitting the Neck exactly (rolling an unmodified 11) are 12.5%.
  2. Re: House Rules for Hit Location Remember, modified rolls that are off the hit location chart become misses. That's a strong control on that sort of abuse. It acts in a way that's similar to, but in my opinion more logical than, the OCV modifier for placed shots in the standard rules. I personally feel that this system is slightly more lethal (which I like) than the standard rules, but not greatly so. By the way, here a link to a spreadsheet that you can use to find out the percentages. http://herogames.com/FreeStuff/charactersheets/d6%20probabilities.xls
  3. Re: House Rules for Hit Location When aiming at a location, remember that an attacker applies a modifier to the hit location roll...that centers the bell curve around the point aimed at. However, if the modified roll is off the chart, it's a miss.
  4. Re: Golden Heroes... Heh...yeah...nothing like getting incinerated by your own buddy while thousands of vege-pygmies are swarming all over you. What were they thinking anyway, in some of those old D&D modules?
  5. Re: House Rules for Hit Location The first criticism that many point out about this hit location system is that an attack that was initially a hit could become a miss. Remember: 1) Players don't have to aim at wild locations, like the head or hands. Aiming at the default locations (Upper Chest for the standard attack) means that a successful hit cannot become a miss through modifiers on the hit location chart. That's why cops are trained to aim at the torso...not the head. 2) By aiming at a location, the bell chart is centered over that location, making it more likely to be hit. The potential for the shot being modified to a miss is a control on player abuse.
  6. Re: House Rules for Hit Location No problem... First, it's important to remember that, unlike in the official HERO method, there is no such thing as choosing a "high shot" or "low shot" maneuver in this system. An attacker always aims at a particular location. What the system does is make attacks that are not-quite-dead-on tend to cluster around the location aimed for. That said, the "High Mod" and "Low Mod" columns on our chart are only used for situations like punching, stabbing with a dagger, kicking, or attacking a mounted opponent, where the attack should not be able to potentially hit all locations. When a punching-type hit spread is called for, roll 2d6 and add the "High Mod" column modifier for the targeted location (Upper Arms is the default if none is called). That is, of course, if the attacker did not automatically hit his intended location by making his roll by the "Auto Hit" margin for that location. For kicking-type spreads, roll 2d6 divided by 2 and use the "Low Mod" (with Calves being the default location). This is just as simple to use, but maybe not as intuitive to understand. One might ask, "Why not just roll 1d6?" The answer is that we need a bell curve for the system to operate as intended. One might also observe, "2d6/2 has a result of 1 to 6...how will that hit locations 13 through 18?" The answer is that a target location is always chosen, so there will always be a "Low Mod" number to bring it to that range. As with a general 3 to 18 hit location attack, a "high" or "low" shot is considered a miss when the modified hit location roll is off the chart. For these kinds of attacks, "off the chart" includes those locations where a double dash appears in the respective "Mod" column. EXAMPLE: My hands tied behind my back and desperate, I try for a kick at the brigand holding me at swordpoint... Since my attack is a non-martial kick, I am restricted to hitting locations 13 through 18. I (being the typical RPG gamer) go for it and aim for the Vitals. I roll to hit...Vitals has an "Auto Hit" of -8. I made my to-hit roll, but not by 8...so I have to roll for hit location. I roll 2d6/2...for a result of 2...apply the "Low Mod" for Vitals (+9)...for a total of 11. That's a miss...and that's what I get for being greedy, I guess. It could, however have been very different. I see how this might seem complicated, but it's really not. The system becomes second nature very quickly. I recommend it particularly for games with a lot of swordplay, but it'll work just as well for guns and the like. Enjoy, and let me know how it goes.
  7. Re: House Rules for Hit Location Anyone give the system a try yet? If so, let me know what your impressions were...
  8. Re: Game Maps and Counters Exchange Excellent...downloading the tilesets now. I'll surely be using them for something soon...want to give my players a little fun, in-the-streets combat for a change. They've been spending a little too much time underground, inthe countryside, on the moon, and the like. I think they'd enjoy a little down-and-dirty, car-tossing, lightpole swingin' action.
  9. Re: Game Maps and Counters Exchange Counters for the Protectors and a few figs from various Champions supplements...enjoy...they might be useful.
  10. Re: DCV penalty to dodge? I second Caris' assessment.
  11. Re: Golden Heroes... Awesome, guys... I'm stoked that there's an existing, generally-unaltered version of this innovative game still circulating about. Of course, it doesn't even pretend to compare to the universal flexibility of HERO, but there are some very interesting, comic-style mechanics to the game that reflect supers very well...especially in character improvement, Advantageous Backgrounds, public standing, and detective ratings. Many thanks for the help.
  12. Re: Quick question on the forums... Awesome, lemming...graci.
  13. Re: Golden Heroes... Sure...please post. Actually, my buds and I preferred a sort of negotiating process to the random rolling. What I loved about the system were the "comic-panel-based" timetable and the rules for character improvement. (I think they were called 'DPUs' or something like that.)
  14. Can anyone tell me how I can find out how many downloads have been made off of a particular thread/post? Sorry if this seems like a newbie question, but that's exactly what I am.
  15. Hey...I've been sort of nostalgic for a while about the old supers game "Golden Heroes." I thought it was great for comic-book-style gaming. As far as I can tell, it's been totally out of circulation for years. Anybody have a copy?
  16. Re: Can I have some suggestions on this character? Uncle Samurai Crazy, kooky character...might be inpired to make a pic for you, if you don't mind.
  17. Re: More boast than post! I have a couple of copies of the first edition, and a copy of Lands of Mystery...bought 'em when I was in high school. It was my introduction to Champions, and I was hooked ever since. I $^%&*ing love the Pulp genre, but I just can't seem to be able to find players who share my appreciation for it.
  18. I figure this might be more interesting to guys who do more HERO-scale gaming, so I'll post a link here. My group has been using this alternate hit-location system for a while, and it's just plain fun. Give it a try for a session...it'll add spice to your combats, and your players will like it. http://www.herogames.com/forums/showthread.php?t=16085
  19. I figure this might be more interesting to guys who do more HERO-scale gaming, so I'll post a link here. My group has been using this alternate hit-location system for a while, and it's just plain fun. Give it a try for a session...it'll add spice to your sci-fi battles, and your players will like it. http://www.herogames.com/forums/showthread.php?t=16085
  20. I figure this might be more interesting to guys who do more HERO-scale gaming, so I'll post a link here. My group has been using this alternate hit-location system for a while, and it's just plain fun. Give it a try for a session...it'll add spice to your fantasy combats, and your players will like it. http://www.herogames.com/forums/showthread.php?t=16085
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