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Juxtapozbliss

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  1. Like
    Juxtapozbliss reacted to RPMiller in Hero System for FoundryVTT   
    YMMV, but my son's group used the aforementioned module for the first time and for their very first playtest of Hero, and found it helpful and easy to use.
  2. Thanks
    Juxtapozbliss reacted to 1upstories in Hero System for FoundryVTT   
    @Legendsmiths I can supply assistance on this project if you would like. I am relatively new to Hero 6e, but since I've found I love it.
  3. Like
    Juxtapozbliss reacted to RPMiller in Hero System for FoundryVTT   
    I've been using this one as well. It definitely gets the job done.
  4. Like
    Juxtapozbliss got a reaction from RPMiller in Hero System for FoundryVTT   
    I’ve mentioned this before…but there is a fan-made unofficial system for Foundry for Hero System 5 and 6. You can even import HDC files from Hero Builder with it. It doesn’t have everything, but you can run combat with it. It’s very impressive for a volunteer project. 
  5. Like
    Juxtapozbliss reacted to Craftzero in Hero System for FoundryVTT   
    Any word on that roadmap, Legendsmiths?
  6. Haha
    Juxtapozbliss reacted to techogre in Hero System for FoundryVTT   
    It's like the old song says:
     
    99 Bugs In The Code
    99 Bugs
    You take one down, upload to git
    137 Bugs in the code!
     

  7. Thanks
    Juxtapozbliss reacted to Jkeown in Hero System for FoundryVTT   
    Don't mean to hijack a thread, but here's a link to my token collection. Should go nicely with this awesome implementation of HERO for Foundry. 
     
    Champions Tokens
  8. Thanks
    Juxtapozbliss reacted to Legendsmiths in Hero System for FoundryVTT   
    Just ran through a demo with DOJ (Hero Games) and have the full approval to proceed. We've got one last visual bug to squash (hopefully today) and then we can release to the wild. There will also be an announcement by Hero about this.
  9. Thanks
    Juxtapozbliss reacted to Legendsmiths in Hero System for FoundryVTT   
    Howdy folks! I've been anxious to share this news with you until I had more than just promises to share. 
     
    I am developing the Hero System for FoundryVTT, under license with Hero Games, and I am just wrapping up on the foundation before moving into automation. My goal is to keep this as simple as possible, focus on automating the things that have greatest impact (e.g., using/tracking END), and allow others to build on it. 
     
    Hero for Foundry will take 2 forms:
     
    Hero 6E Basic will be a FREE ($0) system for FoundryVTT that will only include content from the Hero System 6E Basic Rulebook. You will be able to add skills, maneuvers, talents, powers etc from any Hero book, so you can do more than just what's in Hero Basic. The core functionality of the system will be present:
    Combat Status Dice Rolling (including counting BODY) Speed Chart/Turn Tracking Character input will be manual (type it in, drag/drop skills/perks/talents/powers) with no power calculation  
    Hero 6E Complete (name to be finalized) will be a PAID ($TBD) system for FoundryVTT will include content from 6E1 and 6E2, and will be built on Hero 6E Basic with the following additions:
    More automation  HeroDesigner Import Support for Complete Adventures Support for Content Packs (e.g., Star Hero, Fantasy Hero, Grimoire, etc.)  
    Once the Hero 6E Basic Foundry VTT System is complete enough I will release it. Timing is unclear, but should be around June/July timeframe, possibly earlier. At that point we will gather feedback, fix things that need fixing, and then start talking about Hero 6E Complete. 
     
    Hero 6E Complete will be funded by a crowdfunding campaign. We will have stretch goals related to more complex functionality, content generation, and more. Once funded, we will begin work on that, providing backers license keys on completion and then offering Hero 6E Complete for sale in the Hero Games store (and possibly elsewhere). 
     
    I am really excited to be doing this. I have long used MapTool as my primary VTT for Hero, and love it dearly. However, I think the fit and polish of Foundry is finally where it needs to be and I think Hero needs to be visible and successful on that platform. 
     
    I have long been an advocate for Hero. My first attempt and bringing Hero to a broader audience as the publication of Narosia: Sea of Tears. Building on that, the Hero community needs a robust VTT that is easy to access, stable, and free of subscriptions. Lastly, with the completion of my NOVA6 Game (that is my next crowdfunding project now that it is ready), I've started work on Narosia 2nd Edition and my love letter to Post-Apocalyptic play: Atomic Sky. Atomic Sky is sandbox style PA adventuring with 240+ mutations, gear out the wazoo, and a QuickStart system to make characters and start playing in an hour.
     
    Atomic Sky needs a slick VTT, so here we are. 
     
    Feel free to ask any questions and I will do my best to answer. Keep an eye here for updates as we make more progress. 



  10. Like
    Juxtapozbliss reacted to NuSoardGraphite in How do you balance encounters?   
    Re: How do you balance encounters?
     
    To determine if your PC's can handle an encounter there are three things you need to determine;
     
    Combat Value: Compare the combat values of the combatants involved. If the CV's are comparable (equal to within 1pt difference) then the fight should be fairly even. If the CV of the enemy is 2pts higher then the PC may be in trouble. If the CV of the PC is 2pts or more higher, then the PC will have an easy time. Its okay to compare the average CV of the parties involved.
     
    Dex and Speed: Faster characters tend to have more options in combat. If one side is faster than the other, that will swing the odds in their favor.
     
    Attack vs Def: Compare the average damage that an opponents attack will do vs the Def of the PC's. If the average damage is close to the Def, the attack can do some damage but isn't overly powerful. If the average damage is less than the Def of the character, then the opponent will have a difficult time hurting the PC. If the damage is significantly higher than the Def, then the character is in serious trouble if they get hit by that attack. You can compare the same with the PC's attack vs the enemy's Def and this will tell you how easily the PC can take the character out.
     
    There are many other minor factors to consider in combat including Body and Stun levels, various Powers, tactics and skills. But in general the three above are the main one's to consider in combat and all the other factors will revolve around these three.
  11. Like
    Juxtapozbliss reacted to Alibear in How do you balance encounters?   
    Re: How do you balance encounters?
     
    Start small and build up slowly from there. Once they handle lesser encounters you'll get a rough idea on how they'll handle bigger foes.
     
    Bad guys would normally be built on 25% - 30% less points than the PC's as I never stat out non combat stuff unless they are very important and likely to be regularly occurring NPCs.
     
    Things like KS, contacts, transport fam.s and the like are really for the PCs not my NPCs combat character sheets.
     
    As ever though, experience running combats is an invaluable guideline.
  12. Like
    Juxtapozbliss reacted to massey in How do I balance NPCs?   
    You need to know how tough your players' characters are.  Generally in Champions (completely dependent on the campaign, but generally), PCs will have attacks around 12 damage classes (like a 12D6 Energy Blast).  Their OCVs/DCVs will be around 8-9, and their Speeds will be 5-6.  Characters traditionally have defenses between 2 to 3 times their number of damage classes.  So a PC on the lower end of defense might have 25 Def or so, while someone on the upper end might have about 35.  They'll also normally have a Con score that is high enough so that whatever damage gets through their Defense (on an average roll) won't Con-Stun them.  They normally have enough Endurance for a full Turn of combat, and enough Stun that they can stay awake through 3-4 average hits.
     
    So a normal PC might look something like this:
     
    Bob the Brick
    Str 60
    Dex 18
    Con 25
    Speed 5
    PD 35 (25 resistant)
    ED 25 (25 resistant)
    Endurance 50
    Stun 50
    OCV 8
    DCV 6
     
    That's a pretty tough starting PC, probably too tough for some people's games, and too weak for others.  He'd need skills and other abilities, of course, but this is a good example for our purposes.  So let's say there are 3 basic types of opponents that Bob the Brick might have to face:  agents, other supers, and master villains. 
     
    Agents have to team up to defeat a PC.  One on one, player characters should cream them, often with a single hit.  An agent might have a special weapon or something that can harm the super (Bob the Brick doesn't have any Flash Defense, so agents with flashbang grenades might be able to temporarily blind him), but it's work to do so.  Agents usually need the element of surprise, and they have to coordinate their tactics, and maybe even with all that they have to get lucky as well, to be a threat to the PCs.  Agents generally have lower Speed scores, way less Defense, less OCV and DCV, way less Stun, and they don't hit as hard as PCs.  Some GMs like to take agents and power them up, making two agents (or even one) a threat to a PC, but I think this is a huge mistake.
     
    Sample Agent Man
    Str 10, Dex 14, Con 13
    PD 10 (5 res), ED 10 (5 res), Stun 25
    OCV 5, DCV 4, Speed 3
    Blaster rifle -- 9D6 Energy Blast, 32 charges OAF
    Flashbang grenade -- 6D6 Flash vs Sight & Hearing, AE Hex, 1 charge OAF
     
    Bob the Brick can take on 4 or 5 of these guys without too much worry.  Theoretically they could drop flashbangs on him as soon as his eyes clear from the previous one, and you can drag this fight out over the course of a few turns.  You can whittle down Bob's Stun total by blinding him, then having everyone coordinate their attacks and blast him.  Just remember that agents are there to make heroes look good, and they shouldn't operate as a perfectly coordinated team -- they aren't the main characters.  If Bob picks up a delivery van and hurls it at a group of agents, even if they dive for cover out of the way, they're as likely to drop their guns and run away as they are to stay and fight.
     
    Other supers can be built on roughly equal points to your PCs.  Remember that villains usually aren't as fleshed out as PCs.  Villains normally don't spend points on wealth, or a lot of skills, or other roleplaying elements.  So make sure that a 400 point PC isn't totally outclassed by a 400 point villain who only bought combat abilities.  Ask yourself -- how often will he hit the PCs?  Can he Con-Stun the PC in one shot?  Does he have attacks that they don't have defenses for?  How long will it take the PC to chew through this guy's Stun total?
     
    Other supers can be brought to heel by some critical weakness.  Let's say you have The Titanium Terror, some cyborg super-robot thing that is a carbon copy of Bob the Brick's stats.  Well that's going to be a real rough fight for Bob.  He's 50% likely to lose.  But remember, we don't want Bob to lose, because he's the hero.  There is a player who created Bob and that's his character, and if Bob loses then the player has nothing to do and now he wants to go home.  You're the GM, and if Titanium Terror loses, you've got a lot more villains where he came from.  He's not your only character.  So maybe you give your cyborg robot-thing a Vulnerability: x2 Stun from electrical attacks.  Now Bob doesn't have electrical attacks (he's just big and strong), but when you set up the battle you make sure to set it near a substation or a power plant or something.  At least put some high tension lines nearby.  And then you can drop a hint in your description that when Bob punches the robot, sparks come out or something, and maybe that makes a light-bulb go on in the player's head.
     
    Master villains are designed to fight the whole team.  I'd recommend getting copies of your players' character sheets, taking them home, and running a few mock combats against your master villain ideas.  If the villain cleans their clocks really easily, then he's too tough.  If he loses within 2 or 3 phases, then he's probably too weak.  I'd actually recommend cheating a little bit.  Give him +50 Stun, "only during the first turn" or something like that.  That way if they players do really well and KO your guy in the first phase, he stays up anyway.  You clearly underestimated them.  On the other hand, you might want to put him in a big explosive lab as well.  If he is taking your heroes to school, blowing them apart with no problems, maybe you give a hint to one of your last heroes standing that Professor Executioner is standing right in front of that big glowing reactor...
     
    Master villains will usually have a few more points of Defense than the average hero, 2 or 3 more damage classes, 2 or 3 higher OCV, and maybe 2 extra Speed.  Give them 50% more Stun since they're fighting a group of heroes, and that should be about right.
     
    Professor Executioner
    Str 60, Dex 25, Con 30
    PD 35 (35 res), ED 35 (35 res), Stun 75
    OCV 10, DCV 8, Speed 7
    Executioner Beam -- 14D6 Energy Blast
    Energy Field -- 7D6 Entangle
    Rocket Boots -- 30 meters Flight
     
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