Jump to content

JohnBear

HERO Member
  • Posts

    102
  • Joined

  • Last visited

Everything posted by JohnBear

  1. Albeit one with a source code update 😁. Thanks Simon
  2. One way you can do that is to model the skill on weapon or musical instrument familiarity (that's how I handled alphabets and literacy actually). You could also build separate skill adders (like linguist) to go with separate skill "types" for each language group. Though here you're getting much more complex.
  3. FWIW, in my game I just treated languages as a normal INT skill (no familiarity chart) and created a new skill for that. Also be sure to determine how you want to handle literacy (skills per alphabet, auto, etc)
  4. I just copied a stand alone picture Also, Here's a simpler variation: #!/bin/bash # A simple script to run HD # Need to work within the terminal echo "Run Herodesigner" cd /home/USERNAME/Apps/Hero/HD java -jar HD6.jar 16 the 16 on the end tells java what font size to use Then you can just make a link to the script ...Running Linux Mint
  5. Okee Dokee Just figgered I'd let you know
  6. Finally got around to updating my Linux install to Linux mint 19.2 And got the following message when running HD (Build 20190826): WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by org.jruby.ext.posix.util.FieldAccess (file:/home/johnbear/Apps/HeroDesigner/HD6.jar) to field java.io.FileDescriptor.handle WARNING: Please consider reporting this to the maintainers of org.jruby.ext.posix.util.FieldAccess WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release I have not tested any older versions or tried rebuilding from source (Last update: May 30, 2019 )
  7. JohnBear

    Linux

    Fwiw, When we (my group) started doing this, my custom sources weren't listed on that page. In fact, somewhere here in the forums (2015-ish), I even asked you why we couldn't have an option (in 5th ed) for HD to just ignore sources entirely. It's not worth me looking it up, but that was when I manually 1st edited the appPrefs file. Since then I'll often find myself editing it, either to clean out the schmutz that builds up or to rapidly change directory paths (search & replace is your friend). And since I'm already in Notepad PP or some other editor cause I'm working on a template it's just faster.
  8. JohnBear

    Linux

    Reminder this is for a 5th edition game, not a 6th edition. From my windows PC (win 7x64): Side Note: I started using "c:\apps" as my custom "Program Files" when I first switched over to Win 7. A large number of my (older) programs didn't want to play nice with MS's new UAC security. So by creating my own "Program Files" I completely bypassed the problem. Works great for windows 8-10 too <grin> HD location: c:\apps\hero\herodesigner Shortcut (start in): c:\apps\hero\herodesigner Shortcut (filename): c:\apps\hero\herodesigner\HD6.jar From appPrefs: <SOURCES> <SOURCE>Other</SOURCE> <SOURCE>JJS_FH</SOURCE> <SOURCE>JJS_MECH</SOURCE> <SOURCE>DE_CHAMP</SOURCE> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> From my template: <SKILL XMLID="jjsFH_Superskill" DISPLAY="z.jjs.FH: SuperSkill" ALIAS="SuperSkill" SHOWDIALOG="Yes" MINCOST="4" FAMILIARITYROLL="8" FAMILIARITYCOST="4" EXCLUSIVE="No" INPUTLABEL="Skill:" OTHERINPUT="Yes"> <SOURCE>JJS_FH</SOURCE> <DEFINITION>(Fantasy Hero Ruleset Document by John Strasser: Superskills) Superskills (like alchemy, minecraeft, smithcraeft, botany, tanning, pottery, etc.) can be thought of as combinations of knowledge, science, and professional skills. Rather than buy 3 separate skills you now only have to buy one. You can use these as a replacement for any of the background skills where applicable. NOTE: Leave characteristic on 'General' to get an 11- for 5 points. Do NOT select the 'Professional' option.</DEFINITION> <CHARACTERISTIC_CHOICE> <ITEM CHARACTERISTIC="GENERAL" BASECOST="5" LVLCOST="3" LVLVAL="1" /> <ITEM CHARACTERISTIC="EGO" BASECOST="6" LVLCOST="3" LVLVAL="1" /> <ITEM CHARACTERISTIC="INT" BASECOST="6" LVLCOST="3" LVLVAL="1" /> <ITEM CHARACTERISTIC="PRE" BASECOST="6" LVLCOST="3" LVLVAL="1" /> </CHARACTERISTIC_CHOICE> <EXAMPLE>Minecraeft</EXAMPLE> <EXAMPLE>Smithcraeft</EXAMPLE> <EXAMPLE>Magecraft</EXAMPLE> <EXAMPLE>Alchemy</EXAMPLE> <EXAMPLE> </EXAMPLE> </SKILL> My guess was because for my custom powers I've included a "<SOURCE>JJS_FH</SOURCE>" line. Once we figured out why our templates didn't appear to show anything we started manually checking and editing the appPrefs file whenever we used custom templates as opposed to the default ones. And this held true regardless of if we created custom powers, skills, or anything else. HD apparently reads the list and then re-saves it to the file every time. So we just keep adding into the source list everytime we need to.
  9. JohnBear

    Linux

    If this was something that actually "installed" I'd agree with you. Since this is only for a particular "user" I figured I'd do it this way. This'll be something I'll do for just about any programs I write or use if they're portable. I noticed this because if you want to add custom "sources" (for a 5th ed game) the only way to do that is to edit the appPrefs file directly. Otherwise HD ignores your custom powers in your templates.
  10. JohnBear

    Linux

    Thanks folks, I'll do some more experimenting.
  11. JohnBear

    Linux

    So following the excellent advice here, I created an "apps" directory (/home/apps/hero/herodesigner), unzipped the program, set the jar file to have executable permissions and viola! Everything works. 😁 Unfortunately...the program insists on saving the "appPrefs.xml " and trace.log files in the "/home/" directory, rather than in the program's actual directory. Did I forget something?
  12. I think you can reset that under campaign rules
  13. JohnBear

    Linux

    Thanks folks. Gets me started. Oh and vi/vim brings back memories to my favourite DOS editor "edlin". I wonder if I still have my old FORTRAN code...
  14. Similar to Killer Shrike, I store all these pools in additional character sheets and then copy-paste into the characters perks tab (list with a 0x) on an as needed basis.
  15. JohnBear

    Linux

    Hi Folks, I guess this is related to ChaosDrgn's "What do you code in" post... I've recently switched over to linux and have run into a quandry...Actually 2: 1) In windows I've been using either Notepad++ or Codelobster for most of my html/css/javascript/php work. Any recs on the linux side of things? I don't mind learning eclipse, I was just never able to get it working right on windows (plus there's also a bazillion versions - heck I might even dust off my c/c++ skills). But it definitely seems like overkill. Then again, maybe not. Like I said, while I don't mind diving in, having some lightweight tools also helps. 2) For those who are familiar with tux, where the heck would be the most logical place to install Hero Designer? Putting it in the HOME directory wouldn't work for me as I want multiple users on my machine (all me - I've just found it useful from a project management POV). /opt? /opt/local? /usr? Some other homebrew directory? For example on windows I actually created my own "c:\apps" directory and most software I have goes there.
  16. custom multipliers works even better
  17. This is pretty much what I've steered them towards. Especially using active point caps to give them a reason to broaden out the characters rather than become uber-archtypes of specific powers. So the air mage now has more "airy" powers & spells, the bodyguard/fighter has "found" religion and is now on the march towards becoming a paladin (with deity specific powers). Damage and armor caps I have also found useful in taming the arms race 12-15 DC damage, armor set a little below that and additional limits on hardend/penetrating/armor piercing have also worked in that regard.
  18. Thank you folks. Fwiw, I've already done just about all of the things you've mentioned as part of my campaign design (skill caps, damage caps, stat caps. etc...). And (as megaplayboy suggested) I've already done that too. And will be raising the caps as we go forward (again) And this wasn't so much me looking for ideas (now) as an observation that the books provided very little guidance. It would have been nice if they had showed how the sample characters could have looked when they were going against some of the sample villains. I could write a book on how I've had to battle and manage my *players* over the fact that too many of them designed (and often keep creating) superheros in a LOTR or D&D or Turakian Age style world rather than "adventuring" characters who advance and grow. The first game I had a character (a fighter type) come in with 5 levels of Deadly Blow (in daggers), DEX 20, STR 20, +5DCV, +4 OCV (daggers), +3(HTH), +5DCV (HTH), autofire, autofire skills, 2-weapon fighting, and so on. Without "magic items"! And the spellcasters were just as bad. For reference, in the bestiary, the "Demon Prince of Strength" (a 1300 pt monster) has an OCV/DCV of 11 And while this forum and the folks here really helped me "tame the beasts" it would've been nice to have some "official" indicators I could have shared with the players. For background several of my players have "RPG related PTSD". Their previous GM took the role that it was GM vs Players and his job was to kill them (his words). My approach is more of a "computer simulation". You are doing things in the world and the world reacts, with each NPC essentially living their own lives and pursuing their own goals. If the players interfere...well that's what hunteds are for. But this has definitely colored their gaming perspective. It's been slooooowly changing. This thread should be stickied somewhere as it greatly summarized many awesome ideas that are scattered around the forums. Thanks again. JB
  19. This was just a general observation on what I've seen in the books and what I was wrestling with. But it is something that makes me hesitant to play a fantasy hero game again. mixing major powers like spells purchased with XP and equip is a royal PITA. We even started using resource points to help in that regard. Works OK and it's an interesting tactical variant, not my fav. And in a heroic game you're not spending xp on gear. That's cash and loot. Game's been going for a few years now so the points are quite high (500cp + 175 disads). And I did a fair amount of tweaking to FH so that they're still using their XP to approx the D&D versions of the characters. So that in and of itself isn't an issue. The characters have been buying stats, skill, perks, talents and powers (story permitting). Setting up a martial block on a trigger is EXPENSIVE . But since I did use that one against them (with another linked triggered attack as a follow up) it was an obvious power for some of them to save up for. As for awards, typical session has characters getting 1-5 with major awards for story plotlines (xp and disads).\ JB
  20. 1 word... Hit Locations OK that's 2.
  21. Hi Folks, I've been running a fantasy hero game for the past few years (may run a mechwarrior variant next) and I''ve noticed what I consider to be a serious lack in the hero books. And this applies to every genre. Specifically character advancement. Yes a trip through the bestiary or any book shows characters at various point levels. but actually advancing characters is another story entirely. Sure, I can look up a lich (powerful undead wizard - 900 points Turakian Age page 302) but what would a normal human fighter look like at an equivalent point value within the "canon"? For example I've got human normal fighters running around with CSLs of +20. And DCVs even higher. There's not a critter in any of the books that could even touch my players. Now I can obviously adjust things (and have) so it's all good, and we're having fun. But that's not the point. Excluding characters that have to put all their XP into "spells" where would fighters and thieves put their experience? Especially since in a heroic game equipment and magic items don't cost character points. We're currently using 5th ed, but the 6th ed books have the same limitation. It's as if the game is designed for the characters to remain relatively static. Am I just seeing things? Or is this (as I suspect) the legacy of the "superhero genre" origins of the system. JohnBear
  22. You might also remember that JRRT wrote The Hobbit as a bedtime story for his kids. LOTR was written after that because people wanted a sequel to Hobbit. As I remember from his bio, he was quite apologetic to his publisher as LOTR was more of a sequel to Silmarillian than Hobbit. And Silmarillian hadn't even been published; it was just a pile of notes he started putting together whilst recovering in the hospital during WWI. So my personal guess is that the hobbits were created to help his kids identify with the characters in the book.
  23. Author: Melissa Scott Books: The Silence Leigh Trilogy ( Five-Twelfths of Heaven, Silence in Solitude, The Empress of Earth) Highly recommend.
  24. FYI, that applies to every "abuse loophole" in every game system. And a good chunk boils down to playstyle. I am in the midst of "re-training" my players (amid much caterwauling, wailing, and tearing of hair shirts) to not break the genre or the GM. I've never had to be so heavy handed as a GM in my life. ::shakes head::
×
×
  • Create New...