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  1. Hey Bigdamnhero, I just wanted to say thanks for writing up this movement example!! I see nobody else replied, but i think that's very cool, and will definitely give it a shot when our Star Hero campaign gets to space combat. Standard Hero vehicle combat is okay for ground and air vehicles, but i really was not looking forward to trying to use it in space. I'm a firm believer in inertia and the vacuum of space. Without air under ones wings or asphalt under ones tires, things are be different. It really annoys me when some sci-fi shows depict space battles as airplane dogfights and i was dreading our space fights looking like that. So all hail Babylon 5, BSG and The Expanse for showing us how amazing some realism can be. The movement system you've described looks like the perfect cure, and separating ones movement vector from their heading and using angles seems brilliant... If you play again soon, would be sweet to see a short video depicting a few turns of space dogfight combat. Thanks again and all the best!
  2. Yeah, good point, duuhhrr.. I wasn't thinking it through fully. So then buying a skill to 14- would instead be buying roll bonuses. Got it. Needing to translate the printed material in one's brain constantly hurts my brain a bit... But i concede that it is 6 of one .5 dozen of the other. Last lingering question though.. Does roll-high still give the same degree of intuition? I'm not sure and am admittedly biased... But it seems that adjusting the goal might give a better and more "always on" intuitive sense. We play with two small 3d6 charts on the outside "Player surface" of my GM screen which i made with excel, so they can see the likelihood of an outcome (one bell curve to hit a specific number, and one sum curve showing cumulative odds to roll under). I explain it as putting the player in control, and think it's important for them to have some intuition that "Oh, my range modifiers do this, and if i make a placed shot it does this, it's a slow monster so DCV is probably manageable, chart says i'll still have an x% chance, so i'll go for it." I explain that when players do this math, it simulates how as a pro marksman intuitively can be thinking "It's a tough shot, but I can do it!" or "it's an insane shot, i will probably miss...". If they decide what to do accordingly, i think it makes them more capable and in control, and most importantly less likely to do things they didn't really understand or wouldn't have done if they had known their odds. So, if your players have that finesse with the roll high inversion, then i'd fully condone it. I've never tried, but i'm suspecting it probably works fine once the brain flip-flops. Deffo not gonna change my group to roll high though. Their brains (and mine!) would explode, and for whatever reason, i love the standard way. And I came here to just point out that it's not too hard to teach the standard roll under method. In the end, to each their own. My 2 cents has been paid in full.
  3. I have 2 cents for this thread, as I also have a new game group (old friends, new to hero system) which i'm starting a Star Hero campaign with. They naturally asked about the roll low thing, but I cleared them up and made them pretty happy in maybe 5 minutes by explaining: A: Think Golf. This isn't some alien concept, par is like your success goal, which means LOW. Just this one point got me 90% there with my group. B: GM applied modifiers are a big part of hero system, and if you want them to be intuitive, one simply must use a roll low mechanic. B.1: It's quite elegant for me to tell a player they have an advantage for some reason so "+1 to your roll". Plus one is good right?? Yes it is! B.2: Or the inverse, they are trying to do something really difficult, so i say "Go for it at -3". They know minus is bad and might have second thoughts. --> Inverting the test roll mechanic borks this up. C: Final point i teach on this topic: 3d6 tests are all about finding a statistical probability range for the player that fits a situation in a fair way, roll under golf rules apply so that bonuses and penalties make sense. Doing damage, well that depends on the attack you hit with. Grab as many dice as your attack allows and go for it, may you always roll high! Unless you're pulling a punch or holding back strength. (laugh) So the whole group quickly got it, was on board, and they today think it's a really elegant system, which it is. Hero system needs some expert hand holding to get past the learning curve, but i'm pretty confident i could get anyone to fall in love with the roll-under system if i sat down and talked it through with them. Biggest risk is they might go play other systems and start to realize how dumb those non-hero game mechanics are. (LOL) I know i find it painful to play other systems, though i do regularly as a player... (I don't have the intestinal fortitude to GM other systems...) One of my players said it best. "Wow, Hero System is like the GM on the Critical Roll videos saying 'How do you want to do this', but all the time!! I don't have to wait until I roll a 20!" Couldn't have said it better.
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