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Found 6 results

  1. I'm writing a Fantasy Hero game for a convention, which means that run time is a consideration. I want to use the mechanics that provide the right feel but which don't slow the game down. It is likely that some players will be unfamiliar with the Hero System so everything needs to be as streamlined as possible. In my experience, the Hit Location table provides an excellent mathematical distribution of STUN damage, but the time required is significant. An extra 3d6 roll, refer to a chart, then go back to the damage roll and multiply. It's not hard, but in a four hour con game with 6+ players it will add a noticeable amount of time. On the flip side, the standard 1-3 multiplier is simple but too low - without the possibility for higher STUN results, smaller fantasy weapons are not worth using. (For the old-school out there, d6-1 gets the higher STUN results but way too often). I have some crazy ideas using custom d6, but I'm wondering if other people have any ideas.
  2. I think this is a quick, easy, question... but often there are nuances in Hero that come up, especially in the world of 5th/6th and the naked advantages as well as this allowable build that stacks damage abilities on top of equipment damage. (Extra DCs on top of a gun you didn't pay points for... which has always struck me as breaking a fundamental concept of Hero... powers and equipment don't mix... but anyway...) If a character has Deadly Blow "Headshots only" and Weaponmaster "Pistols" and ranged Martial Arts with added damage classes with his Pistol... it is correct that there is nothing in RAW to stop all this damage from stacking? So a 9mm pistol does 1d6+1K... plus 1d6K if a headshot, +1d6K for being a pistol, plus 2 more damage classes from Far Shot or whatever... pistol does 4d6K? (Not involving hit location multipliers at this point.) Correct? As per RAW, there is no reason these all can't stack together? (I'm not saying there aren't issues of balance here, just checking RAW.) There is also nothing in RAW saying that this only applies to human/soft targets... because now that 9mm isn't just a perfect shot to the eye... even if you take away Deadly Blow, and now only 3d6K, that 9mm is doing hellacious damage to non-headshots as well. Just checking to see if I'm reading this right.
  3. Hi Steven I have a character that can shrink down about 4 inches. The character can fly. The flight is linked to shrinking, in words the character can only fly while shrunk. The character is armed with (real weapon) assault rifle which is ranged killing attack. If the character is shrunk, does the size have impact on the damage output of the assault rifle? To me, it would because the character is no longer firing 5.56 mm round at normal size but rather miniscule that the target may or may not even feel. The rules are silent on this which to me implies it does not have an impact. What is your opinion on the issue and how it is intended to work with 6th edition rules? I appreciate your time.
  4. Hi! Hopefully a simple one. I'm looking at the fire, acid, et al. rules (6E2,p147) and I can't find anything that explicitly states when you take damage from a harmful environment but the acid damage example seems to imply that a character takes damage on each of their phases. However, surely this must be wrong as it results in the following: Nimblus the Nimble, Elven Rogue, has Speed 4. Chunketta the Dwarven Warrior Maiden has Speed 2. Both are trapped in a burning room. Numblus the Nimble burns to death twice as quickly as Chunketta, (we'll assume the unlikely chance that rED and BODY are the same for both). As this doesn't make sense, I feel I must have gone wrong somewhere but I can't find anything saying "Environmental damage occurs at the end of the Turn" or similar anywhere. Thanks for any answers!
  5. Has anyone rolled all 6's for a 6d6 or above damage? I've personally rolled all 6's for 1-5d6 damage. Btw, the 5d6 damage where I rolled all 6's (30 Stun) was a NND gas attack on a hero by a villain; still fondly remember that as GM. I know there are some house rules where a perfect 3 does maximum damage but I'm referring to simply rolling the damage dice. I've read multiple reports of how a 6-sided die is not balanced so I'm sure that's one of the reasons for personally never having rolled 10d6 and gotten all 6's. I'm wondering if perhaps a RDG program (random damage generator) might be something to buy; it'd be nice to be capable of getting maximum damage for 10d6 (for both heroes or villains). So, answer the poll because I want to see what you've been able to roll. As Optimus Prime would say: Roll out!
  6. Version 1.1

    72 downloads

    This spreadsheet was made to speed up gameplay during damage calculations on combats and to keep track of NPC resources (END, BODY, STUN). Here is a quick set of instructions to use the file: Sheet "NPC Resources":Type names and/or numbers for each NPC on the battlefeld. Insert their numbers as required (STUN, BODY, END, REC). Copy/paste is OK! As the fight goes on, type the expenses in any column and order in the respective line. Whenever the character takes a recovery, either type anything in the black "REC" line or type "r" in the STUN or END lines. Aid/Drain is also allowed; type them in the last three columns. [*]Damage sheets (Normal/Killing) When a NPC is hit, type in their respective defenses in any of the six tables available. Then, ask the player if he/she wants to roll for hit locations:If so, just select "N" in the dropdown "Auto?" menu and then select the local hit in the respective menu; If not, just select "Y" in the dropdown "Auto?" menu. [*]Ask the player if she/he wants to roll the damage dice. If so, just type the number of dice and select the right modifier in the respective Damage Roll table. If needed, copy and paste (values only) BODY or STUN damages in the correspondent table (the one in which you put the NPC defenses). [*]NPC Resources (again): Type in any line/column the damage taken by the NPC. You may paste something copied from the other sheets; however, if so, paste as "values only"!
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