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Ndreare

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Posts posted by Ndreare

  1. I don't see the two games filing the same role myself. 

    I find GURPS is the game I choose if I want very granular simulation of gritty setting.

     

    Hero is better for everything else. While Hero let's me have detail and granularity it does not require it.

     

     

    Both systems are great,  but I always suffered from severe ADHD, so I tend to fixate on systems for months at a time then just drop it like a hot potato and switch up.

    PS: Is it just my phone or is there some weird formatting issue making the post hard to read?

  2. The rules cannot be copyrighted. But the presentation is. 

     

    Like uncleanlad said the math is off (looks more like guess work), however as a GM I see this as a very valuable tool, I subscribed to ChatGPT at the $20 level and have been using it for games and even recording actions the player took and seeing what it spits out for what the bad guys are doing in the background while being ignored by the players. You can have it make NPCs for you in a hurry and even ask it to assign personalities to them (I have done this). I really do not care about point costs of bad guys or NPCs of any sort. I simply want stats so the encounter can feel consistent to the players. 

     

    PS: After a little while it does tend to get weird and needs reset/moved to a fresh thread.

  3. On 1/14/2024 at 1:31 PM, Tech said:

    If someone was exceptionally fast in water, say 40m, and they swam straight up at maximum speed, how far would they go up after breaching upward out of the water?

    I would just hand wave this as a GM and say the inertia carries them something like the square root of their velocity. I think this works out to about 6.3 meters. So I would round up and let the Hero spring 7 meters in the air for their cool flip.

    Maybe that is too much math for in play and just divide by 4 and call it 10 meters.

     

    Dolphins and lots of fish do it all the time but stick those suckers on the beach and you learn they really do not have a leaping skill. Flying fish however seem to be cheaters. 

  4. On 12/28/2023 at 12:32 PM, Michael Hopcroft said:

    Is there a format to export Hero Designer characters into Roll20? That would save an unbelievable amount of time.

     

    There are two JSON exports. One of them works for the official Hero 6th ed sheet, the other works for the custom sheet with the cool Hero Themed colors.

    I kept getting them confused.

     

    However as I recall for the official one the process works something like the following steps.

    Get "ImportHS6e" and read the linked files, including downloading the JSON export linked on Github.

     

    For the official one

    Export the character as the JSON.

    Open the JSON as a txt file

    Copy the body of the JSON to your clipboard

    Open roll20 and make sure the API is running.
    Open the character sheet and select edit

    Under the GM only field paste the text.

    Save the character

    select the token linked ot the character sheet (not sure if this step is needed, but I do it)

    Run the API code trigger "!i6e --debug"

     

  5. On 6/11/2023 at 10:11 AM, Doc Democracy said:

    Not finalised yet but I wanted to begin thinking about what character sheets might look like (it helps me focus on what needs to go on them)...had to take a snapshot to avoid going over space...

     

     

    character sheet.png

     

     

    I really like this rules lite presentation. Did you ever finish this as an HDE? 

  6. Thanks for the feedback. I am thinking we will go to roll high next session. I will try the +3/+5 levels and see how it works. The group is coming out of D&D, so they do prefer the roll high system. 

     

    I will tweek it a little based on this feedback. But I think I will go 11+ as success instead of 10+, just so the unmodified die roll is 50/50. I am planning to allow them to Take 10 on non-contested rolls, so the differnce between 11+ and 10+ would make a differnce once penalties are applied.

  7. I recently introduced another group to Hero and the players dilike the roll under system. I am bouncing around some ideas in my head for house rules on skills/ combat to make them a roll high system and what considerations I should include.

     

    The framework I came up with so far is the following. But I am sure others have put a lot more thought into it and know what I am overlooking. I am trying to make it so I can still use all the published material without conversion efforts.

     

     

    Combat
    Attacker rolls 3d6+OCV.

    Target to Hit = 10+DCV. (This would work like AC in D&D or Parry in Savage Worlds, players should easily adjust to it.)

    Example you have an OCV of 7 and roll a 13 to hit for a total of 20. Your target has a 6 DCV for a 16 target. Since 20 is equal to or greater than 20 then you hit the target.

     

     

    Skills

    • Passive Rolls: The GM may use a Passive score when not wanting to let the player know a roll is needed or a player may use a Passive roll value when the roll is not contested by another character. A characters Passive skill value is the skill level listed on the character sheet. (Example a character with Familiarity hasa passive skill of 8, a character with Dex 13 and 3 points in Stealth has a passive skill of 12.)
    • Active Rolls: If a player is asked to make an active roll they subtract 10 from their Passive skill value, roll 3d6 and add the result. 
    • Auto Failure and Auto Success: an unmodified roll of 3 always failes and an unmodified roll of 18 always succceeds. If an 18 should not succeed the GM should not have allow a roll.
    • Critical & Exceptional Success: A total roll of 5 or more above the target value is considered Exceptional and the GM should interprit it is a favorable way. A total roll of 10 or more above the target is considered a critical success and the GM should interprit it as such. In combat a critical success allows the attack to have the maximum possible effect.

     

     

    Skill Difficulties (Champions Complete pg 23)

    The difficulty to perform an action is based on the level of skill needed to perform the task reliably. reference Champions Complete page 23.

    DESCRIPTION DIFFICUILTY

    • Familiarity 9+
    • Competent 11+
    • Skilled 12+
    • Very Skilled 14+
    • Highly Skilled 16+
    • Extreamly Skilled 18+
    • Increadibly Skills 20+
    • Legendary 22+
    • Superhuman 25+
       
  8. I am introducing a new group to hero and showed them the table on page 20 for scale. It never occurred to me that there is no numerical values relative to the scale adjectives on the table. Obviously the new player noticed instantly and asked me "So what in average" and I told him from 5-8, What is notable. I said from 9 to 13. But I have no clue where those numbers came from in my head.

     

    Anyone know if those ranges are given values in a printed book? If so what page, Dan is very much a "show me" type person.

  9. The text is very small in a 27" monitor. I have not found a way to adjust it.

     

    But Windows Narrator seems able to read the heading off the window. But not the actual tabs, labels,  or selected text.  

     

    Unless you have some other narrator that is more robust you would not get much use out of the software. 

  10. While I am willing to do some work and fumble around with failures or even pay others do do some work when it is an affordable option. The kind of responces I find on Google are far above my skill level.

     

    That is why I was hoping some skilled hobbiest on the board had figured it out.

  11. As I understand it Java works on Linux. But I cannot figure a way to make it work on Android.

    I use Dex (Samsung) and would like to stop replacing my laptops. But hd is to valuable to me to switch. 

     

    Has anyone figured a way for HD too work on Android? (I know it is not officially supported,  but dang it would be awesome.)

  12. Thanks for the feedback everyone. I did not consider the "all threats would be lethal" aspect of the character and will need to make sure the player is okay with the risk that would entail. Likewise I will need to think about how comforitable I am with it as a GM. We have a bad guy who has 75% damage reduction in the game and he has a simular problem. Pretty much every chalange tends to be binary, do low enough stun he recovers from it on post 12, but burning through his body until he flees because he is bleeding out.

     

    I am not sure that would be fun as a PC.

  13. I am looking for a resource of characters that I can drop into a game that takes place in 1919. I do not mind if it is a paid product or not. But I have been coming up dry and was thinking it would be nice to have some new NPCs to drop in the backdrop for the players. I feel like it could add some depth to the game. 

     

    Do any of you know of any product like this? I have Larger Than Life and it has some, but I would like to be able to find more.

     

     

    EDIT: The setting is very high supernatural. So the NPCs do not need to be realistic, just flavorful.

  14. 33 minutes ago, Grailknight said:

    Nesting a 5 point per 1 point Vehicle inside a 5 point per 1 point Multiform will allow some extremely powerful builds

     

     He is not buying a perk that gets a discount.  So he would pay the 1/5 of form cost.  We don't do nested discounts anywhere they would come up at my table. (For example,  followers don't buy followers,  and followers don't buy bases.)

     

    PS: It is one of my players wanting this. So I am asking as a gm to ensure fairness.  

  15. So reading rules as written Multiform cannot be used to turn into a vehicle, automaton or other character type. However when a general rule does not work advantages can be used to price in the rite option.

    I want to make a character who in his natural state is a 12' tall robot. He then turns into a sport compact car (like Transformers). What is a good/reasonable value for being allowed to change character type with Multiform?
    Considering I would want to be consistant. For example if I want a Wizard who can turn into a Clay Golem, I would use the same modifier value. 

     

    What do you all think is reasonable? I know it has to have been considered because transformers is such a popular IP.

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