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sentry0

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Posts posted by sentry0

  1. 6 hours ago, Ndreare said:

    I was going to play with it. But still waiting on google to roll out. I still have v2.0.1

     

    You can click on the beta link below for your device type.  Be warned, that you cannot have the production (2.0.1) and Beta versions on the same device.  You will lose your loaded characters if you switch to the Beta track.

     

    Android Beta - https://play.google.com/apps/testing/com.herogmtools

    Apple Beta - https://testflight.apple.com/join/VnuJAmln

  2. A new build is incoming to address some lingering issues with the UI.

     

    What you can expect.

    • The home screen has been redesigned
    • Added icons to the drawer menu
    • Added dice to the dice rollers
    • Removed the main subheading on the view character screen
    • Fixed a bug on the hit screen w/rolling multiple hits
    • The characters screen now prints by character name, not file name
    • Fixed an issue with the notes screen

     

    See the attached screens for the look and feel updates.

     

    home-new.thumb.png.48441f52eeec87910c08029ca79fe057.png   drawer-icons.thumb.png.0434e34761bc3b25e410b35fa69c6581.png    result-new.thumb.png.225227cb3c6b479145ba32a884ad120e.png

  3. I just pushed an update that addresses several issues with viewing characters.  These updates are currently pending review so please be patient while they head through the various app store review processes.  The 2.1.2 version should hit your devices within a day or so.

     

    I think all the egregious bugs have been fixed but I could use some help verifying.

     

    Thanks to those already in the beta programs 😁

  4. 1 hour ago, Ndreare said:

    I love this app and play with it a lot. I just wish there was a way to export the random characters.

     

    PS: For both your apps I have tested it on Samsung dex and they respond well to resizing for side by side multitasking. I do not know if you did that on purpose. But I love it.

     

    Great job!

     

    Thanks, the re-sizing is on purpose.  I apply a linear scaling technique using this humorously named library - https://www.npmjs.com/package/react-native-size-matters

     

    I have a bunch of bugs to squash in the new HSM app by the looks of things.  It's a bit of a trainwreck right now 😒

  5. The Hero System Mobile app has gone through a significant amount of changes in the latest update.  From a user perspective, the interesting bits will better support the 5th edition of Hero.  Here is what you can expect there.

     

    Here are some general fixes in the patch.

     

    Now, that’s what you can look at and play with.  Under the hood, I significantly rewrote some areas and upgraded many libraries.  I am starting a beta program to test the under-the-hood changes before I unleash the latest code on the app stores for general consumption.

     

    You can help by testing the app by joining the open Beta for iOS or Android. I'll post the beta links at the end of this post as they come in.

     

    As always, leave bug reports in this thread or DM me directly.  Bad crashes should prompt a crash report, so please take the time to file one. It does help to receive them.

     

    Thanks so much for your patience while I got this patch sorted, and happy bug hunting.

     

    PS: I do most of my in-depth testing on an Android phone, so I could use some help from the iOS side of the fence.

     

     

     

    Beta Links

    Android Beta - https://play.google.com/apps/testing/com.herogmtools

    Apple Beta - https://testflight.apple.com/join/VnuJAmln

  6. I created a video about what it's like to build a power in Gemini.  

     

     

    I used Gemini Studio to build the power as it's the easiest way to build.  The app is in alpha right now for Android and iOS.  If you are interested in joining send me a message with your email and target device, and I'll add you to the appropriate alpha.

  7. 9 hours ago, DentArthurDent said:

    I’m considering starting a campaign, maybe twenty to thirty sessions, in a setting where Han Solo and Mal Reynolds would be at home. 

    Usually, I create giant sandboxes and give the players a lot of input. But some of the players prefer a more linear story. (I think it helps them evaluate how they are doing. Although, personally, I rate rpg’s on laughs and gasps.) So, this time I’m looking at a “Treasure Hunt in Space” or “Indiana Jones in Space” type of story.


    Have you done anything like this before?

    Do you have any thoughts about pitfalls to avoid?

    What would make interesting high-tech treasure?

    What are some high-tech clues to follow?

     

     

    I recently purchased https://www.herogames.com/store/product/1056-the-void-pdf/ for $2.  It's a light read for a bunch of space opera-esq ideas set in a specific region of space (The Void) that I think have some cool ideas that would fit nicely into what you describe.

    It's crammed full of ideas for a region of space you could conceivably use as a setting (with work) or just as a stop along the way on your travels.

     

    Worth $2 IMO.

     

  8. Hey all, I will shed some light on Gemini for people to understand it.

     

    Gemini is my passion project that I’ve been picking away at for a few years now.  It started as a Rifts conversion to OpenD6 that I ran for fun a few years ago.  During that playtest, I realized that the ‘Special Abilities’ system in OpenD6 was a little anemic in some regards (and super overpowered in others).  My perspective was mainly influenced by my years of playing Hero.  I liked much of the speed and simplicity of OpenD6, and I knew I wanted to merge the two somehow.

     

    That led me down the path to something called Chimera.  Chimera was just something I did for my friends.  At one point, I got some feedback from outside my circle of friends via Reddit, and I threw together a basic website for it to keep interested parties in the know.

     

    I built apps for character building and playing the game locally because I’m a software dev, and I could.  COVID hit, and we couldn’t play in person anymore, so I built out Roll20 support via the apps by allowing you to export the characters you build in the apps directly into a Roll20 game via an importer script I wrote.  I also customized the Wild Die API script and created my character sheets for Roll20 for Chimera.

     

    As the rules evolved and stabilized, I wanted to see if there was a way to publish the rules.  My main concern was that some critical concepts were burrowed from Hero. Since OpenD6 is OGL and Hero is not, it made sense to approach DoJ first.  Luckily, Jason Walters was receptive to the idea, so we ended up negotiating a deal to bring Chimera to print.  As we worked through the details, it was decided to retire the name Chimera, and instead, we picked Gemini as the name.

     

    And here we are.

     

    There’s been a Patreon earlier this year, and I have recently resurrected this project.  Some typos and misprints in the reviewed document need to be corrected.  I also just want to remove some rules and streamline things even further. 

     

    Recently, I returned to Reddit to the OpenD6 subreddit, which is small but the best source I could find for feedback from that side of Gemini.

     

    I’ll offer this community the same access to the apps and Roll20 support that I gave to the OpenD6 community.  I have the book available for consumption and can get you into the Alpha test for the apps (Android and Apple).

     

    Have a look at this video for a high-level overview of the app - https://youtu.be/mgf_bst7-qk

     

    I have compiled a 4-page document that includes the introductory chapter, which you can view here.

     

    Gemini-Studio-home.png

  9. 56 minutes ago, unclevlad said:

    You're using the wrong DEF in computing the STUN probability.  You're using rDEF.  That's why most of em are WAY too high.  For some of these characters, the entire defense is "don't ever get hit"...which I've seen but is, IMO, idiotic.  But Sapphire still has a 20% chance of being stunned, using DEF instead of rDEF.  That's at least twice as high as I'd tolerate, but I build to real, dangerous fights.

    Ah, that makes much more sense... I will readjust the live sheet.

  10. 3 hours ago, WhiteShark said:

    This isn't hard limits or traditional campaign maxima and should be able to turn out characters that deviate quite a bit from the baseline, provided they pay price elsewhere.

    Yes, this is a very important thing to keep in mind... it's an attempt to enable character build diversity but within 'reasonable' limits.  Looking at the chart, it's relatively safe to assume some things...

    image.thumb.png.b64fb16b415d29c45bbc9379a34a36a8.png

    • Players will probably naturally float higher than the 0.0 mark
      • How much higher is the question... I think 10% makes sense looking at the admittedly limited sample size
    • Players will want to maximize their builds to whatever you set your limit too
    • 'John Everyplayer' (JE) is like a scaffold for your players to build on top of
      • It's expected that players will not look like JE 
      • There's no problem going over the suggested or even under (Does a Brick 'need' an 8 DCV?  Who ever has those points for MDCV and EGO?)

    It's been an interesting experiment, one I will keep maintaining if there's any interest (editors welcome). The usual disclaimers apply, which is to say, use at your own risk.  The numbers try to factor out many things, like player tactics, element of surprise, etc... These things are obviously super important in any combat scenario.  With the recent addition of the 'Time to Unconscious' (TTU) and 'Time to Kill' (TTK) I think it's become even more obvious that it's kind of a silly concept of two characters standing toe-to-toe horsetrading attacks.  It's not how things go down in games at all. 

     

     

  11. On 8/14/2023 at 1:21 PM, unclevlad said:

    Actually, there is a closed-form solution to the problem P(X=R) where R =  the sum of N 6-sided dice.  It's just...pretty messy, as it gets into combinatorics.  Scroll down about halfway to point 6, which gives the form:
    https://www.omnicalculator.com/statistics/dice

     

    With a larger number of dice, another approach that'd be accurate enough would be to use the normal distribution;  as the number of dice grows, the sum of them gets closer and closer to being normally distributed.  The mean and standard deviation on Nd6 is easy.  The mean is N * 3.5;  the standard deviation is SQRT( [N * (6^2 -1) / 12] )  or SQRT(N*35/12).  Then, Google Sheets has a NORMDIST function:

    NORMDIST(R, Mean, SD, Cumulative)

    R is the number to roll

    Mean and SD are the distribution mean and standard deviation from above

    Cumulative is False here, we want the probability of rolling exactly R.  Cumulative would be, I believe, < = to R.  

     

    So
    =normdist(D6, 3.5*$E$5, sqrt($E$5*35/12), false)

     

    Where E5 has my # of dice to roll, then in my test sheet, column D has R values.  

    To cross-check?  AnyDice.com has a great calculator that does it exactly.  The differences were small on my 12d6 test;  they'd be somewhat higher on, say, 8d6, and probably excessive if you drop down to something like 6d6.

     

    Note that in a loop?  You can save some time by starting the loop at DEF+1.  At DEF or lower, the stun is gonna be 0.  Plus, for a reasonably large number of dice...say, 8 or more...the probability of reaching 5*N is TINY...that's 40+ on 8 dice.  Even 4.5*N, 36, is a pretty extreme outlier...AnyDice says 36+ on 8d6 is only about 6%.  In most cases, what you're looking at isn't how this adds to being KO'd...it's the risk of getting stunned.  But this should be fast enough that you can run the loop from DEF+1 to full max N*6 readily enough.  (Best rolls I EVER saw...11d6.  19 BODY, 58 STUN.  And once, a perfecto on 6 dice...all 6's.  The latter is pretty obviously 1 in 46,656;  the 11d6 roll is about 0.01%, or roughly 1 in 10,000.)

     

    A rough gauge for this, tho, might be to say how many strikes before KO, using 4 per die as the average?  That's what I use for my personal estimations.  The low damage rolls, as you note, do nothing.  The VERY high damage rolls, I'll worry about Probability of Being Stunned...which you can also estimate here.  

    Given DEF D, and CON C, then it should be

     

    1 - (D+C+1, Mean, SD, true)

     

     

    Very useful information Vlad... I will certainly incorporate your suggestion. 

  12. I added configuration parameters to the table you provided and rejigged a few things @WhiteShark

     

    Everything in column U is used to calculate the values in V3 to AD30.

     

    • rDEF % - What percentage of your PD should be resistant
    • Mitigation %- The desired amount of damage you want players to mitigate (on average).
    • TTU - The desired TTU you want your defenses to reflect (you may not get this exact number)
    • TTK - The desired TTK you want your defenses to reflect (you may not get this exact number)
    • Min BODY - The minimum amount of BODY you'll allow on the low end
    • Min STUN - The minimum amount of STUN you'll allow on the low end

     

    Things get weird on the low end so I added in the Min STUN/BODY columns

     

    See the screenshot for what it looks like.  Everything is configurable so I hope it is versatile enough for different GMs and styles of play.  Theoretically, you should be able to adjust those parameters and have a more/less lethal game.

     

     

    image.thumb.png.eaac329f80f7e2b352447d0031defe3e.png

  13. 7 minutes ago, WhiteShark said:

    Hm... I've realized a flaw in my average STUN/BODY damage formula. With Normal Damage, for example, I was doing DC * 3.5 - DEF. At first glance that looks alright, but then I realized a problem: average damage shouldn't actually be zero if DEF is higher than DC * 3.5. Even if DEF is higher than the mean roll, there's still a chance of rolling higher than DEF, and a proper damage average would take that into consideration. Therefore, the proper calculation should be:

    SUM(MAX(each possible damage roll - DEF,0) * probability of that roll)

    But that requires knowing the probability of each possible roll on Xd6... and the formula for finding that requires expanding a polynomial, something I don't think is possible on a spreadsheet. Applying this by hand, I found that, for example, the average STUN of DC 2 vs DEF 6 is actually 1.56, not 1.

    My plan is tomorrow to try and code something to find the real averages for any given DC since I don't think it's possible on a spreadsheet without entering a bunch of tables by hand. The current averages on the progression table I gave you probably aren't off by too much, but they will tend to be low.

    I'm playing around with something myself.  The calcs are kind of low, but I think with a little bit of tweaking they will be fine.  

     

  14. I updated the spreadsheet.  I did some custom scripting so that the values you calculated show up as tooltips for the user.  Now when you edit the DC column the tooltips will automatically update for you.  I think it's unobtrusive this way, people can choose to ignore it and adjust things however they see fit.

     

    I ditched the dropdown pickers... they actually didn't allow for editing after the fact which is exactly what I don't want 😁

     

    I cut a new version of the sheet at v0.0.3-alpha.

  15. 19 hours ago, WhiteShark said:

    Book NPCs are... not really helpful, it seems. Some seem in line with our progression, some invest nothing in combat stats. Some are meant to have equipment and thus have little built-in DC. Some are villains built with thousands of points but do proportionally far less DC than the 400 point heroes do. If I threw out all the """outliers""" like a statistician with an agenda all I would be left with are the ones that mostly fit the characteristics progression I already have in mind

    I doubt anyone in the writers' pen ever built an NPC as we build our personal characters we play.  Honestly, I'm less inclined to worry about the historical data so much as a point of curiosity.  When I build NPCs, I don't care too much about point values and whatnot. They'll just be what they need to be.

     

    Quote

    At this point I think we have no choice but to be somewhat arbitrary. It may also be the case that different genres will necessitate modifiers to the baselines, but I hope not.

    That's why I favor not going too much on the automation side because that's really a question the GM should decide anyway.

     

  16. 3 hours ago, WhiteShark said:

    Ok, I've worked out a ratio. I wasn't sure where to put it on the Google sheet or whether it even belonged there so I'm uploading it here. In actual play you'll have to round the values but going into decimals was the only way to make the progression regular. The rDEF ends up much lower than your suggested 40-50%, (edit: I miscalculated, the growth rate is exactly 40%) but I think that's ok; the way the 400 point characters are built makes BODY damage a rarity, which seems more like a genre convention for superheroes than a real baseline. The starting row doesn't quite match a 0 point character because that wouldn't produce the desired Hits to KO and Hits to Dying ratios; that said, it's only a little off.

    Let me know what you think. I believe this will be a useful tool for working out baselines at other point values.

    DamageDefenseProgressionTable.xlsx 7.11 kB · 1 download

    Again, this is super cool.  I already have a few ideas percolating about what to do with this information that may be useful.  I'm thinking something simple like a set of cells that suggest the 'optimal', i.e., calculated value for when someone sets the campaign baseline DC value.  People can safely ignore it that way 😁

  17. 38 minutes ago, GoldenAge said:

    Are you even considering Multiple Power Attacks? It's similar to Spreading but much more dangerous. Heck, "multiple" everything is available to all characters - Rapid Attack and a simple skill level purchased to offset Multiple Attack penalties can turn an average Martial Artist into a spinning whirlwind of awesome! 😄
    (See my villain: Dervish)

    How do you factor maneuvers into the Rule of X when complimentary Skills can create huge power shifts? Impossible? Anyone ever have a player pony up and Multiple Attack an Area Effect, Autofire EB???
    I have. I'm still shook.

     


    From the file itself (emphasis mine)...

    Quote

    This tool is one of many tools and techniques GMs have to bring some hard and fast rules in to balance their campaign. This spreadsheet is not a substitute for a GM's critical character analysis

     

    And further in...

    Quote

    Do not factor in standard or optional combat maneuvers into the variables

     

    So because it doesn't work in some scenarios we should toss it?  Is that the argument?

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