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algesan

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Everything posted by algesan

  1. My apologies, yes, I can recreate the wheel. It is definitely doable since I've at least modified the the wheel before when I last GM'd a game using the Hero system years ago. That was when I mixed into a 5th Edition HD template and export template what I consider the best part of 6th to cancel out the biggest flaw in 5th (IMHO at least), which was pulling the direct link between combat and DEX. My irritation is over why it would be necessary when it is, from my personal experience, trivial to have shifted the files to a new hosting as it appears so many of the 6th Ed versions of the export formats did. Of course, I did make an error, I forgot about the Wayback Machine as another poster pointed out in another thread. If, of course, all of the users who created the text based 5th Edition export formats that are no longer available chose to deny Hero Games the right to host their files, then I offer my most abject apologies for any impression you have of my tone that I reached from the absolutely and totally incorrect conclusion that such files were simply discarded by Hero Games when they changed the forum area. Of course, the files are still available at this location online: https://web.archive.org/web/20060630084337/http://www.herogames.com:80/FreeStuff/HeroDesignerV2/export templates/RPM_RTFCharacterSheetsv2.zip
  2. Thanks much, hopefully this will solve my problem with HD caused by Hero Games being lazy (BTW, that is the nice reason why some files for HD are missing) and not copying any 5th Ed usable word processor editable export files over to this site.
  3. Yes, repeatedly and repeatedly downloaded different files, I mentioned in the OP just how worthless they are for 5th Edition users. Fortunately, someone mentioned the Wayback Machine in another forum below and I scooped up some pre-6th export formats that Hero Games decided not to copy over. I just downloaded some old friends I recognized and later I will see if they got fubar'd by "updates" from HD.
  4. There were a number of .txt and .rtf export formats for Hero Designer during 5th Edition (and early 6th), what happened to them? All there is left is a bunch of uneditable (and paper hungry) HTMLs and text formats for 6th Edition that reject any data from a HD character built under 5th Edition rules. Nothing that can be opened in a word processor for editing. The only sort of functional two page format left is the PDF export...which cuts a lot of the notes and other details out...as well as being uneditable without paying for an expensive PDF editor. Just curious, since it looks like giving the finger to those who don't change up to the new vision of 6th Ed, despite HeroGames still selling a bunch of 5th Ed books. Not that big a deal I guess since I'm only using HD for my convenience in building my player characters.
  5. I'm wondering what happened to all the great NON HTML 5th Edition formats that you could upload into Open Office and edit before printing.
  6. It's Yet Another Silly HTML character sheet. Good enough for a quick print, but forget trying to easily edit it. Sure, you can copy & paste it into your word processor, but all the HTML crap means you would have to rewrite it. Worst thing? There were a dozen or more Excellent editable 5th Edition export formats for MS, OpenOffice, etc. a few years ago that appear to have totally disappeared. Now, it is HTML or "RTF" that doesn't convert over to either word processor. Oh, or I guess you could do 6th Edition, but the best thing (IMO) out of 6th was pulling OCV/DCV out of DEX and the rest was okay I guess, but not worth the change.
  7. The problem being they are already pretty well done. As it is, my players are having fun for the last few sessions running a Weird War Two based on the Dust 1947 (aka Dust Tactics) world. Four players filling out a squad of five (oops, the SGT is dead now and no replacements), starting out as ASOCOM Ranger privates. So far, for intro, they have confirmed the existence of Axis Zombies, haven't found out about the Gorillas yet, haven't met one of the actual super soldiers (one each from Soviets and Allies), have dealt with Soviet Steel Guard (Terminator sized, disabled Red Guard heroes wired into mech chassis), Soviet mecha (as well as watching their Allied light mecha go absolutely apesh*t with his quad 50s trying to penetrate its armor right before it gave him the heavy flamer treatment), etc. Aliens (the original concept, but not mentioned anymore) and maybe Cthulhu can be added in (Dust actually is producing some minis for the tabletop now). Ignore the pricing on each link, I just pulled the first one I saw and they might be the super premium prepainted and/or limited edition ones, so the price may be seriously high. The regular minis are at least as reasonable as GWs...to the point where I almost thought of building Guard out of them. http://www.dust1947.com/news_d.php?id=413 http://www.dust1947.com/products_d.php?sid=80&id=959 http://www.dust1947.com/products_d.php?sid=28&id=1004
  8. Currently in my 50s. Yep, understand about eyesight, but it appears my aging issues are in the "going long" variety (IOW, I have more trouble with close vision, but not with distant vision). Correct on the birdshot, there are also other factors that reduce that range (for example, using 2-3/4" shells in a 3" magnum to get extra rounds in the magazine). Most engagements are at ~300m or less from a study done a long time ago before Vietnam, which is one reason why the USA switched from the M-14 (with 7.82 equivalent) to the M-16 (with 5.56 equivalent). The 1000m range for the .30 caliber rounds was set (IIRC) because that is about when the round goes subsonic and tumbling gets worse, and this does not speak to any ammo from the last two or three decades that might have improved on that. I agree on most civilians not having 11000m to shoot, or the skills (I don't, but I'd try it if I had to), but simulated targeting works fairly well on shorter ranges, so you can learn 300m shooting at 10m, although not as easily. OTOH, I'm more worried about the RPG aspects of this since by its nature, most PCs (and NPCs) are not decrepit, overweight, out of shape, aged individuals. They tend to be paragons (or at least a bit above average) in physical and mental skills. A non-military style PC generally has a lot more in common with Sgt York or Rambo than a civilian in most RPGs. (Yes, there are exceptions here, I've even run several, but the ability to put steel on target when needed is never a bad thing.) People not shooting that well is a function of the amount of training (which is why the Marines have a rep for being better shots than the Army, they spend more time on the range putting steel on target, at least they used to) they get as well as some natural advantages. I lean more to the training, because most of my "natural" advantages relate more to early exposure to firearms, excellent early teachers, a steady hold (but is that nature or training?), much respect but no fear of firearms, etc. That being said, I don't consider my skills all that extraordinary compared to members of not only my extended family, but my wife's extended family, as well as a number of unrelated friends. If you want insane skillz, then I'd suggest an E-5 Sgt from Poland when I was on active duty. I watched the guy use a M-60 to engage group targets at 1000m+ with a series of single shots during several qualifications. Remember that the M-60 has no semi setting, it is full auto with only user trigger control to set the size of a burst. I mention him because when I asked him how the heck he shot like that, he told me about years of Warsaw Pact training: Go to range and shoot, clean equipment, go to field and do live fire maneuvers, clean equipment, rinse, repeat.
  9. Seriously? Wellllll, let's start with the fact that using iron sights on my old M16, I'd have no problem engaging targets at 300m with a good chance of scoring a hit, expect to hit at 200m with regularity (>75%), almost guarantee a hit at 100m (unless the target ducks on time), etc. Similar results with similar rifles. With my carbine, about 100m would be my limit, but that is mainly because it uses a pistol round, not a rifle round, so power issues would come into effect. Pistols of a variety of calibers, no problem taking the shot at 30-40m, but combat ranges work more as 10m. With high quality handguns and professional shooters, 200m isn't an unreasonable range, the weapons will work that far...with IRON SIGHTS. Oh, the 10m range I noted personally above...at that range, I can put 45 rounds (three full clips) at speed (every time the gun comes back "into battery", I put a round downrange) entirely inside the torso of a human target. I'd offer more on pistols, but IMO pistols are what you carry when you aren't expecting trouble. As for shotguns, modern 12 gauge 3" magnum shells using #1 to #000 buckshot, I've seen deer hit and killed at ~100m ranges. Note that most of my *personal* stats listed here are based on what I've fired, not what these weapons are rated for. After all, effective range on the various .30 caliber versions all are listed at around 1000m (7.62 NATO pretty much). Other than the law enforcement stats on pistols, I'd pretty much say that you are off by an order of magnitude on all of your ranges.
  10. Heh, because it is a bit hard for most players to get into. As for En Garde! itself, it is a great game for developing a character (like Traveler), but not so hot in the playing of it (again, like Traveler, but Traveler had more support) as well as being saddled with a clunky combat system that actually appears to be more useful for an early PBM (or PBEM if you wished) style. Pretty much, without any outside support, the GM had to gather his characters, plan out broad events, get each characters' plan for the next month, then decide if anything actually happened (other than the stated stuff) and roleplay that or adjust his event timeline. Other than the combat system (which was given a fan mod in an old Dragon to be a d100 system, much more playable) and general lack of module support, it is actually one of the best PnP RPGs out there for simulating Three Musketeers era urban swashbuckling. Edit: Not to be confused with Osprey's En Garde which is a similar period tabletop skirmish game based on the excellent Ronin system (it is arguably Ronin v2, but loses some of the "flavor" from Ronin of the special rules of the different warbands....but that "flavor" included some broken stuff that the author refused absolutely to address despite having simple fixes pointed out to him). It isn't like most of Osprey's stuff based on some other combat system.
  11. Well, that didn't work, but for another reason I had to do a reboot on the system and this morning I find I don't have a problem anymore. Go figure. Thanks for the assist.
  12. I'm trying to create a character. In the Disadvantages tab, I already have one for Psych Limit Overconfident, but on the 5th Disadvantage, no matter what I choose, it sticks a Psych Limit Overconfident in for 5 points (including the 5 points in all the counts). It will not get rid of it until I delete enough Disadvantages to have less than five. When I go back to Edit it, it edits as a "Hunted" (the one I wanted) and when I go back, the points for the Hunted are there correctly, but it still reads as Overconfident and the text goes from black to blue. When printed to PDF, the points for the hunted are correct, but the text still reads for Overconfident with the anomaly of it having an 8- roll (same as the Hunted) It may be a similar issue since I have a few skills in my first character that I changed from 3 point stat based to 1 point familiarity that also highlighted as blue text while displaying the stat based roll. In those cases though, the PDF print correctly shows the 8- skill roll. Potential additional clues, the exact same Psych Limit Overconfident was on the first character I created in the 5th position, except for showing the base 5 points.
  13. Re: Source for Comstar Traveller Hero books? Heh, another player with interest in the books pops up. Let me know if you have another set. If not, status on the 0.9 pdf? TIA
  14. Re: 5th Ed Paratwa I'd handwave it that way as a GM, but that might be an idea, except how do I build the automatons? As followers? With some kind of mindlink? As totally loyal permanent Summons from a power that only works one time ever? Might be a bit too cheap that way for a PC although it would help the need to have multiple stats. I'm actually thinking this might simply not be doable by the written rules without spending waaaaay too many points.
  15. Okay, some know who these are, some don't. For those that do, I'm not worried about the gear from the setting, just the character. I'm not going to deal with the Ash Ock ability to be either a combined consciousness or separate tways. These are the original "straight" Paratwa. For those who don't it is a character with one mind and two physical bodies. Problems: Despite having three potential "forms", the mind cannot be attacked as a separate entity other than by powers that would normally affect the mind of a normal human and in that case the bodies are not affected technically. Depending on the build, does the DEX and SPD have to be bought for both the mental and physical parts? In theory, both the physical bodies and the mind can be stunned (by regular damage in the first case and mental powers in the second) individually, so do all parts need to buy CON and STUN? Using the "base" Paratwa form you have two physical bodies that cannot recombine, but if one of the bodies is killed, then the other one goes homicidal (although that is from the book, so it could be dropped). Possible method: Duplication (base is a pure mental spirit/AI build, plus two physical human bodies), except, these are not multiple free willed entities, they are only one character, however both bodies can act in each phase in perfect harmony. Everything I look at seems to be awkward and clunky, requiring hand waving, anyone have any idea about how to do this elegantly?
  16. Re: The Classic Justice League starting members on 350 points Today it would be easier to consider the costume as a nanofabric that gives him plus stats through a IIF. It is how I used to build the "normals" as supers. Take my 20 points and crank it around into +stats.
  17. Re: What do you think of Endurance Reserve in 6E? Well, use the Cumulative advantage if you don't like the Ritual disadvantage. Or reverse it onto Morbane who gets the AID d6/flunky with a maximum of .... 10 flunkies' worth? 60 points be enough for all powers? Using standard effect that would require 20 flunkies, but that is the bit you can fiddle with. Actually, I always looked on it more as trying to help players have more elegant ways to simulate abilities and powers. Of course with more elegance and flexibility comes more abuse potential.
  18. Re: What do you think of Endurance Reserve in 6E? Depends on how they are built. I build wearable items (usually) as +X to stat Y and expendable items (usually) as AID. So in that case, they would stack because the Belt would be giving you +X STR and the Potion would give you Yd6 of STR Aid.
  19. Re: No more Figured Characteristics?! Heh, no, it just removes some of the more obvious ways.
  20. Re: Urban Hero: a new take on Bardic Music Dimension shift for a modern day US citizen, a musician and bit of a loser here. Magic system basis is Intent and Will controlled by chants. Intend what you want, Will it to happen and focus it through the chant, in this case, songs. Mentl is very high powered and totally untrained. Magical Music Page 1 Page 2 Page 3 Page 4 Magical Music part two, but I'll just give you the starting link on this one. You have to get about 4 pages into it before Mentl cuts loose. Page 1 That was the flashy stuff, read the entire comic if you want to see some of the less flashy effects. Like in the latest page, the old high priest making the comment that from residual effects of a song even he was attracted sexually to Mentl and he (the priest) didn't swing that way...
  21. Re: No more Figured Characteristics?! The problem is that it only takes one powergamer in a group to stick it to a particular gaming campaign. Big advantage to an old school D&D style system, not many chances to powergame if the GM is halfway competent. Right now I have four players, although about half the time one of us isn't there on any given day. Player 1: Doesn't care too much about learning the system, just wants to understand his character and how it works so that he can play it. Character development for him is "I want to do X, Y and/or Z better and be able to perform decently in combat". Player 2: Loves the system, but as long as he can do the buffing/scholar shtick with decent combat capability once in a while, he is happy. Accepts balance limits without trying to push them. Player 3: Knows the system fairly well, but isn't too worried about powergaming. He enjoys playing, but he doesn't mind "pushing" limits if possible. Player 4: Doesn't try as hard as he used to in the min/max front, but still does so out of habit. He will try to scrape out the best bang for the point. If something can make his character more powerful, he is right on top of it. Partly it is funny because he hasn't caught on to some of the potential abuses built into 5ER and my house rules. For myself, I know both sides. There is a line between character concept and character usefulness (a big brain 98 pound weakling in a three person group that regularly has to fight 10-15 NPCs needs to improve enough to at least survive combat oriented minions). I do like to min/max my combat power, but mainly so I can pull up extra background skills for fun.
  22. Re: What do you think of Endurance Reserve in 6E? This looks like a case of player rules lawyering. Now, rules lawyering discussions are part of the fun (YMMMV) of a gaming session or discussion and sometimes we all learn something new, but... I'm the GM, there is no higher court to appeal to and so when I rule that something is abusive, then it must go. I even have places in the rule books that say that and, amusingly enough, I don't think I've ever found a formal RPG that didn't have GM is boss and the rules are a guideline. Rules abuses are by intent. Some players come up with wickedly clever ones (and usually get to do them once), but otherwise don't bother with it. Some players try over and over again to "push" their abilities, no matter the situation. So as for the situation you mentioned: "No, you cannot do that." "But it says I can in the rules!" "GM Rulezorz is in the rules too as a trump card."
  23. Re: No more Figured Characteristics?! Heh, it took me a bit of time here and a bit of time there playing with HD and then printing out a few 6e sheets. The rule of thumb I found in threads that +25 character points is fairly close, I used 30 bonus stat points to convert 4 characters over and with the savings from stat costs, it worked out fairly close. IIRC I ended up buying no OECV, just the DECV. Hmmm...These toons had bought up EGO for the ECV levels, but only one had any use for OECV.... Heh, the other three could now sell back their 3 base OECV levels. One thing I did to get a handle on the no figured thing was start from scratch. I build 0 pt, 10 pt, 30 pt, 50 pt, 75 pt, 100 pt quick toons to see what happened.
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