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m.mavnn

HERO Member
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Everything posted by m.mavnn

  1. I suspected as much. Unfortunately I've lost track over the years of even _which_ email address it was linked to. I've tried a couple of candidates without success, so it's probably one I no longer have access to. Thanks for the reply.
  2. Thanks @Ninja-Bear , and yes I think I might give it a few trial battles. Especially because I'm still planning to have the bell curve kick in fairly quickly (hence not planning to use d12s; in the progression I'm planning, the 1/2 dice step is the only step in which you'll be rolling less dice my way than the official way). I'm also planning to let people choose one or the other way of rolling as they prefer - as the DM I was just going to use the standard rules given it's convenient to always use the same dice and I know Hero well. That said, I'm sure the excuse to buy a bunch of pretty d6s will not be missed by the dice loving section of the players .
  3. I'm all ears! ... Well, apart from the bits that aren't. But I'm definitely interested in the realizations.
  4. I used to have an account 'back in the day' (2008) which I was unable to log back into. Its slowly occurring to me that one of the admins might be able to help. Would there be any way of merging the old account into this one, or even just recovering access to it? The account profile is here: https://www.herogames.com/profile/231-mavnn/
  5. The gardener: not the sharpest tool in the box, the gardener has plenty of sharp tools in his box. And he's not afraid to use them on anyone who hurts his friends, showing that he's had plenty of practice to build both his muscles and his skill with his tools. Sure, once he's shown his loyalty and bravery someone will probably take him on and train him up, but he'll never forget that deep down he's just a humble gardener who people keep on mistaking for a "real" hero. (He's probably a decent herbalist on the side as well, although he'll claim that he's not a "real doctor")
  6. @LoneWolf I think you've slightly missed the intent of my question; I'm well aware of the statistics of both games and how they differ, and I'm not asking for help converting damage between the two. In fact, a big part of wanting to move away from Pathfinder is that I'm not keen of the escalating hit points issue and how it forces you to only use "level appropriate" enemies to avoid either overwhelming or pointless amounts of damage. My intent is much more constrained than that; in a low level fantasy game, killing attacks tend to be very common and rarely hit more than a couple of dice (maybe 3) dice of damage, making them much less "reliable" (and with much less of a bell curve) than normal attacks of the same DC. If you crunch the numbers, that means that the spread of results from rolling a 1d10 killing attack isn't too far off rolling 1 1/2d6 killing attack. So basically, I'm thinking of making killing attacks scale by each DC adding a dice size (up to 1d10 for 5 DCs, and then probably going to 2d6). Easy to remember, allows players to use their existing dice, and shouldn't make too much of a difference to the odds in combat. Normal attacks would still be normal attacks. The question was more if anyone had tried anything similar and whether the small differences in results made more of a difference to game play than is obvious from the "theoretical" numbers.
  7. Honestly, I'm mostly considering it for one player who's first rpg was the Pathfinder game (now into its 3rd? 4th? year) and who has amassed a broad dice collection and likes to pick the 'right dice for the job'. For them it's part of the fun of the game, and I don't see any reason to spoil it 🤷‍♂️
  8. So, I'm considering suggesting a move to Hero from Pathfinder. And I'm not particularly worried about convincing them to try a more flexible rules set, having seen them all get frustrated at (and in some cases try to bend the rules around) not being able to grow the characters to match the story rather than the 'class'. Which only leaves me with a much more serious issue: they really like their pretty dice Given this'll be a fantasy game, I forsee a lot of killing attacks so I'm considering using dice for the different DCs of KAs. It seems to work fairly nicely, something along the lines of: 1, 1d4, 1d6, 1d8, 1d10 for the first 5 DCs without skewing the resulting body damage too far. In fact, I think they might even be quicker to pick up than the normal Hero progression ("you want me to roll one and a half dice?!"). Has anyone tried anything like this before? The numbers start drifting rather more if you start using d12s, and I still don't have a good use for d20s so I'm also all ears for ideas there!
  9. A little bit late to the party, but "Medieval Demographics Made Easy" is a great resource for answering these sorts of questions quickly.
  10. I'm planning a Fantasy Hero campaign in which most spells will be: Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4), Incantations (-1/4), Requires A Water Magic Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), IIF (Spell Components; -1/4) It starts filling up the character sheet pretty quickly, especially as many "spells" are actually multipowers with the modifiers applying to every slot. Is there anyway of creating a "grouped" limitation that appears as just "Magic" but still causes the increased END to auto calculated and lets modifier intelligence function?
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