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Omnigames

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    I like girls.
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    Just finished a TPS report.

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  1. I am currently writing a (software) game using the 5ER rules. (I will attempt to write the software flexibly enough to accommodate 6E rules when they are finalized.) How many "modifiers" is it reasonable to assume when calculating (primary) characteristics? Here's an example for Strength... base value: 14 (started at 10, character bought 4 more points) class modifier: 2 (as a brick, he automatically gets 2 more points) racial modifier: 2 (as a dwarf, he automatically gets 2 more points) temporary positive modifier: 2 (he just drank a potion of bull strength) temporary negative modifier: -8 (he was just zapped by a wizard's spell) total: 12 points (base value + class modifier + racial modifier + temporary positive modifier - temporary negative modifier) (note that temporary positive modifier and temporary negative modifier are usually zero except when the result of a temporary action, and then only for a certain time limit) So... when writing my calculation routine, how many modifiers should I assume are "reasonable"? I realize there can probably be many more than I've indicated here but those should be (hopefully) extremely rare and I can deal with them on a case-by-case basis. Thanks in advance!
  2. Re: Stickler for Details: 1/2 Point Issues So it's kinda like Richard Pryor in Superman 3 gathering all the fractional cents to buy a Ferrari!
  3. Re: Stickler for Details: 1/2 Point Issues Can you post the URL for this FAQ? Thanks!
  4. About 1/2 point characteristics and the like... Page 7 of the 5ER states, "he's not allowed to get something 'for free.'" If a character buys only 1 extra point of END, this costs 1 point (rounded up). But since END costs 1/2 point for each additional point purchased, buying 2 points of END costs the same as buying just 1, correct? By extension, if I buy 4 extra points of END, that costs 2 CPs; if I buy 5 extra points of END, that also costs only 2 CPs, because I would round down in favor of "what's best for the character." So... when buying 1/2-point characteristics (or powers, or whatever) does that mean it always costs the same amount to buy in multiples of 2? If so, isn't the character then really getting something "for free?" And if that's true, why would anyone ever buy only 1 point of a 1/2-point attribute if they can get 2 points for the same price? I know I'm splitting hairs here (halfway -- hee hee!) but I think this is an important consideration. Thanks in advance for not cutting me in half! (Sorry, I just couldn't resist!)
  5. According to the rounding rules, .5 is rounded either up or down depending on "what's best for the character." So... can anybody give me some examples of when I should round DOWN .5? In what situations would rounding down .5 be best for the character?
  6. Re: Alignment Issues I'll consider that option as well. BTW, I like the wiki!
  7. Re: Alignment Issues Oh yeah... as far as determining another's alignment, that will come with experience. Initially, you will have no idea of another's alignment and will have to base that on their actions towards you. With time and experience, you will gain abilities that will allow you to instantaneously determine another's alignment. (And of course, they may be able to deceive you based on their experience and abilities, so a really powerful Evil wizard may be able to convince you he's Good until he gets what he wants.)
  8. Re: Alignment Issues WOW! Seven pages of responses so far! I had no idea my question would inspire so much controversy! My original question basically had to deal with translating the HERO system into a computer program. We can philosophize all we want about the nature of alignment -- both in the "real" world and in a game setting -- but I was only attempting to determine the best course of action for writing computer software. The number of available alignments is completely arbitrary, whether that is 2, 9 or 300. And for a computer program, dealing with only 9 options is considerably easier than 300! As Markdoc pointed out back on page 6 (http://www.herogames.com/forums/showthread.php?t=49190&page=6), the alignment you choose (at least for my game) will limit your choice of armor, weapons and spells. Evil characters who use Good weapons will not receive their full effect and may receive penalties or damage as a result. (Neutral characters would not receive penalties but wouldn't gain benefits either.) True, you can change alignments if desired but you must face the consequences of your actions. If you were Good and decided to become Evil, you would have to "prove" yourself to the program. That means you might have to kill innocents (with each kill "lowering" your alignment score by, say, 5 points), steal from shopkeepers or some other action(s). Likewise, if you were originally Lawful but began ignoring your captain's orders, you would drift towards Neutrality or even Chaos. Changing alignments will then limit your choice of armor, weapons and NPCs' actions towards you. That may not be "fair" but it does make for interesting gameplay! It's fairly easy to translate a linear concept into a computer program. It's a bit more challenging to take something as open-ended as the HERO system and turn it into computer instructions. I can only hope my efforts result in a good game. Thanks for all the response! By the way, my alignment is Chaotic Good in the real world. (Honestly!)
  9. Re: Alignment Issues Actually, I agree with others that characters should never be required to be of a certain alignment. I have no problem with Evil Paladins or Good Druids. But alignment will play a major role in my game. Most RPGs limit a character's alignment to "good"; even games that espouse evil characters almost always severely limit those characters' actions and abilities and end up rewarding only those characters who obey the law. In my game, your alignment will definitely carry consequences. For example, evil characters entering most towns will almost certainly be persecuted or at least heavily monitored. Likewise, good characters encroaching into "evil" lands will be particularly sought after by their residents. In my game, if you really want to be evil, you can be. You want to murder children? Go for it! Just beware that officers of the law (and possibly Heaven) will be on your trail!
  10. Re: Alignment Issues As Martin Gardner would exclaim, "AHA!" Thanks for the info. I knew such a robust system like Hero couldn't overlook such a "basic" concept. I will proceed accordingly.
  11. Okay, so I'm a newbie to the Hero system. I am currently writing my ideal RPG for a PC, which will (hopefully) be eventually ported to a console (probably XBox 360 but that remains to be determined). For the past 2 years or so, I had been using the d20 system. However, I only recently (about 2 weeks ago) discovered the Hero system at a local games store. As I'm sure most people on these forums will agree, the Hero system is far superior to d20 and is EXACTLY what I was looking for with which to write my game. So I converted. But I have some issues... I very much like the idea of Alignment in the d20 system. I like the idea of good, evil, law and chaos as determining factors in the universe. Also, certain characters must be of a certain alignment. For example, Paladins must be Lawful Good; if they ever do anything to change their alignment -- even if it's "only" to Neutral Good -- they "fall" from their Paladin status and become a Fighter. Similarly, Druids must be Neutral. I like that and want to reflect it in my game. But unless I completely overlooked it, Hero doesn't (inherently) support alignments. (If it does, please let me know where I can find this information.) So... does anyone have any good ideas as to how to do this with Hero? I was thinking of using a simple 1-100 scale (or similar) for each Alignment axis but am open to other ideas. Thanks!
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