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Snick3

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    Snick3 reacted to Toxxus in D&D 5e conversions   
    I highly recommend Variable Power Pools for D&D classes that can swap out their prepared spells each day (Wizards, Clerics, etc.).
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    Snick3 reacted to Toxxus in D&D 5e conversions   
    Killer Shrike has converted older editions and his website has TONs of good information.
    http://www.killershrike.com/
     
    You'll find direct conversions of D&D to HERO somewhat tricky to do because some of the D&D spells are overpowered as !@#$ for their level and the points based nature of HERO makes those spells have to be downgraded substantially.
     
    The classic cheese spells of D&D 5th edition (banish, hypnotic pattern, force wall, force cage) can be recreated roughly in HERO, but they won't be as crazily overpowered as their counter-parts.
     
    I've done a lot of on-the-fly conversions using some rough rule of thumbs such as:
    Armor class: Converts directly to Resistant PD / Resistant ED in HERO.  Chainmail adds 6 to AC (16) so in HERO it is 6pts of rPD/rED.  Plate Armor adds 8 to AC (18) so it is 8pts of rPD/rED. Add the DEX bonus part of AC to DCV.  Add the shield bonus part of AC to DCV. Example:  You have an NPC with a D&D AC of 20 (10pts above starting value of 10) wearing chainmail and a shield.  Chainmail = 6pts rPD/rED and the NPC gets +2 DCV for the shield and +2 DCV for DEX. Spell Levels: Level 1 = 30 active points (max).  This goes up by 7.5 pts per level in a medium-magic setting.  You could raise it by 10 or more per level in a high magic setting.  Ex:  Magic Missile (1 pt NND RKA, Autofire, Single Hex, Accurate, Does Body) Level 2 = 37 active points. Ex:  Hold Person - Mental Paralysis 1d6 (+1 DEF). Level 3 = 45 active points. Ex:  The classic Fireball - 2d6 RKA with an 8 meter AoE Level 4 = 52 active points. Level 5 = 60 active points. Ex:  Cone of Cold - 2d6 RKA - Area of Effect Cone - Armor Piercing Level 6 = 67 active points. Level 7 = 75 active points. Level 8 = 82 active points. Level 9 = 90 active points. Ex:  Meteor Swarm - 2.5d6 RKA - 8 meter AoE - Autofire Saving Throws: One approach - Add a -1 limitation to all spells that they are either completely negated or their damage is reduced by half if the target ties or wins a characteristic roll vs. casters spell casting ability. Zapperon has a Magic Skill of 15 or less and he blasts Ser Rogerio with Cone of Cold.  Ser Rogerio must make a Constitution roll (13 or less for him) and make the roll by the same amount or more than Zapperon to take 1/2 damage. Other Options: To retain a more Saving Throw feel of D&D compare the spellcasters OCV to the targets Characteristic / 3. Ex:  Zapperon has an OCV of 7 and Ser Rogerio has a Constitution of 18  (18/3 = 6) so Zapperon will need to roll a 12 or less (11 + 7 OCV - 6 DCV) to do full damage to Ser Rogerio. Reverse rolls for a more "Saving Throw" feel. Ex:  Zapperon has an OCV of 7 and Ser Rogerio has a Constitution of 18 (18/3 = 6) so Ser Rogerio will need to make a CON save of 10 or less (11 + 6 for CON - 7 for OCV) to resist 1/2 the damage of the spell. Weapon Damage:  Use the weapon charts.  It doesn't conver well. Attack Bonus:  Remove the STR bonus from an NPCs attack bonus and add that to OCV. Hope that helps a bit. 
     
     
     
     
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