Digest Archive vol 1 Issue 359

From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, May 26, 1999 3:29 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #359


champ-l-digest Wednesday, May 26 1999 Volume 01 : Number 359



In this issue:

Re: Concentrate
Re: Fantasy HERO & Questions about it...
Re: Fantasy HERO & Questions about it...
Fw: Fantasy HERO & AD&D
HERO Games Website
Hero site problems?
Vehicle components?
RSR....sort of
Re: RSR....sort of
Re: Vehicle components?
Re: RSR....sort of
Re: RSR....sort of
Re: RSR....sort of
RE: RSR....sort of
RE: RSR....sort of
RE: RSR....sort of
RE: RSR....sort of
RE: RSR....sort of
Re: Fantasy HERO & Questions about it...
Re: Concentrate
Re: RSR....sort of
Re: Vehicle components?
Re: Vehicle components?
Re: Vehicle components?
Re: Fantasy HERO & Questions about it...
Re: RSR....sort of
Re: Vehicle components?
Re: Concentrate
Re:-Division isnt high math
The Pacifist [was Re: Pasifistic Staff Fighting]

----------------------------------------------------------------------

Date: Wed, 26 May 1999 06:22:29 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Concentrate

At 09:13 PM 5/25/1999 -0500, Brats Incorporated wrote:
>
> To rephrase my question,
> character has concentration(-1/4) and gets hits by an EB and
>takes damage.
> Does the power remain active or drop?

The way I read it, the Power goes down.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

------------------------------

Date: Wed, 26 May 1999 06:33:45 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Fantasy HERO & Questions about it...

At 10:57 PM 5/25/1999 -0400, Jason Sullivan wrote:
>
> What to do about "Special Weapon Maneuvers."
>
> For example, in a Champions game, if I wanted a two-weapon knife
>fighter, I would buy a standard HKA with OAF, and then buy Autofire, OAF
>(the other knife), and Limited Power: Uses seperate Levels and attack
>rolls (-1/4) to simulate the ginsu-type chopping action of the two bladed
>attack.
>
> In Fantasy HERO, this is not so... you don't pay points for
>standard weapon attacks.
>
> My question is: How do I resolve this?
[snip]
> I could make it a skill, like An Eye For an Eye would with their
>special Gun Fighting skills.

I think that this would be the way to go. However, tread carefully, and
model the Skill closely to its ranged equivalent.

> also...
>
> Certain races have "Latent Abilities" in their blood, specifically
>Demihumans like Dwarves and Elves. They can develop these abilities over
>time. It would include abilities like Infravision, Innate Mana Ability,
>Detecting Secret Passageways, Passing Without Trace, etc.
>
> With elves, they have a certain ammount of "Noble blood" that lets
>them do this, which also corresponds with the maxium position they can
>hold within the Elven courts.
>
> Should I:
> a) Charge for "Blood" with points
> b) Charge for "Noble" station
> c) Charge for a "down payment" on each potential power (like
> you would with a Talent).
> d) A combination of any of the above.

This is a hard call. Personally, I'd charge points for the Noble
station, plus whatever the character is actually able to do. What you
*should* do is whatever fits the tone of the campaign.
As a general rule, the rarer you want this to be among PCs, the more you
should charge for it.
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

------------------------------

Date: Wed, 26 May 1999 10:17:08 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: Fantasy HERO & Questions about it...

On Wed, 26 May 1999, Geoff Speare wrote:
> > For example, in a Champions game, if I wanted a two-weapon knife
> >fighter, I would buy a standard HKA with OAF, and then buy Autofire, OAF
> >(the other knife), and Limited Power: Uses seperate Levels and attack
> >rolls (-1/4) to simulate the ginsu-type chopping action of the two bladed
> >attack.
> I created a couple maneuvers for two-weapon fighters, which I don't have
> written up, but which basically were:
> 1) Block: block with a bonus, since you are using two weapons
> 2) Normal: +1 DCV or something for having the 2nd weapon in hand
> 3) Attack: Attack with both, DCV penalty, small OCV penalty, -5 STR for
> each weapon.
> These maneuvers were available to all characters, but the character needed
> Weapon Familiarity: two weapon fighting to avoid a -3 OCV penalty.
Doesn't someone have a modified Sweep maneuver like this? Was it
Mr. Surbrook?
> > Advanced weapon techniques, such as fantasy Rangers often use (two
> >weapon style) and "special" attacks (like Archery- certain shots, such as
> >pinning shots [Entangle] or "Elfish Quick Fire" [Eliminate the "takes 1/2
> >a phase to notch arrow."
> I would allow both of these as house rules: the pinning shot is a called
> shot with high OCV penalty; and Elfish Quick Fire could be a Fast-Draw like
> skill.
I'll have to write these up.
> Actually, I allow archers to pull arrow, nock, and fire as a 1/2 Phase with
> a Fast Draw roll already...
Ouch.
> > Certain races have "Latent Abilities" in their blood, specifically
> >Demihumans like Dwarves and Elves. They can develop these abilities over
> >time. It would include abilities like Infravision, Innate Mana Ability,
> >Detecting Secret Passageways, Passing Without Trace, etc.
> I would charge points for all of these, except I'm not sure what you mean
> by Innate Mana Ability. I might not charge for the ability to have mana,
> but I would certain charge for the END Reserve (or whatever) that
> represents the mana. If the mana reserve is really really handy, I might
> require a Perk: Innate Mana Ability.
Anyone can learn Magic. END expenditure determines where the
magic "comes from." Channeling the Forces of the Universe through your
body? Use your own END and suffer from fatigue. You're specially
Blooded, and have a Mana Pool (END Pool)? You can cast using that...
You know True Magic (not very likely, but...), but all your magic 0 END,
no Gestures, Incantations, and what-have-you required- but add a
limitation that it only works in certain areas, or if you appease certain
Gods.

> I would also require a Perk for having Noble blood, which could be bought
> up to Perk: Elvish Noble.

Gothca. In addition to this, I should designing specific Elven
houses, so there are already clearly defined "power sets" the character
can choose from...
The House of the Stars would be able to use certain magics
(Fairie Fire, anyone?), have Ultravision, Clairsentience based on
Astrology, etc. The House of the Wood would have an affinity with Plant
Magic, the ability to hide in densely wooded areas, and pass without trace
over snow and leaves.

------------------------------

Date: Wed, 26 May 1999 09:28:17 -0500
From: "Daniel" <drake01@flash.net>
Subject: Fw: Fantasy HERO & AD&D

- ----- Original Message -----
From: Daniel <drake01@flash.net>
To: <SteveL1979@aol.com>
Sent: Wednesday, May 26, 1999 8:27 AM
Subject: Re: Fantasy HERO & AD&D


> The site is called dungeon hero at
> http://www.planetx.org/~joe/gaming/dh.html
> the author has all the spells from the players handbook converted over
> listed by class and level.
> ----- Original Message -----
> From: <SteveL1979@aol.com>
> To: <champ-l@sysabend.org>
> Sent: Wednesday, May 26, 1999 5:41 AM
> Subject: Re: Fantasy HERO & AD&D
>
>
> > In a message dated 5/26/99 3:05:16 AM Eastern Daylight Time,
> ravanos@NJCU.edu
> > writes:
> >
> > << Does anyone know of any links to sites that deal with Fantasy
> > HERO, or HERO conversions of AD&D?
> >
> > I'm specificly looking for AD&D spells converted to HERO, and AD&D
> > Character Class Abilities converted to HERO.>>
> >
> > I believe the Hero Games website has a link to a site containing a
> > large number of AD&D spells translated to HERO System terms. I haven't
> > looked in a while, though, so I'm not sure if it's there.
> >
> > Steve Long
> >
> >
>

------------------------------

Date: Wed, 26 May 1999 10:31:47 -0400 (EDT)
From: SURGAT <RAVANOS@NJCU.edu>
Subject: HERO Games Website

Is the HERO Games Website down? I can't seem to connect to host.

------------------------------

Date: Wed, 26 May 1999 10:47:44 -0400
From: David Stallard <DBStallard@compuserve.com>
Subject: Hero site problems?

I haven't been able to connect to herogames.com in two days. Any word on=

what's going on?

------------------------------

Date: Wed, 26 May 1999 09:56:32 -0500
From: redbf@ldd.net (bobby farris)
Subject: Vehicle components?

Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have
a question on how the Hero system would be used to model something.

I want to play in a science fiction campaign where the players might be
allowed to construct their own starships or modify existing ones by
buying new and different components. For example:
A simple starfighter hull might be able to hold 100 tons of equipment.
A shield generator giving a 5DEF force field might be 15 tons.

So lets say that the player wants to "get rid" of some equipment on his
ship to make room for a new shield generator. Game mechanic wise this is
easy. He just re-writes the ship up. However I want the player to have
to deal with space constrictions and how much equipment the ship can
have.

Other than just grabbing the tonnage/space factors out of thin air does
anyone have any suggestion on how to do this/

------------------------------

Date: Wed, 26 May 1999 10:01:46 -0500
From: redbf@ldd.net (bobby farris)
Subject: RSR....sort of

I have a player that wants to have a power...we will call it
power X.
Power X always works, however how well it works depends on how well the
character performs a skill.

At first glance it would appear to be a RSR. However, as I said, the
power never fails, but the "active points" of the power change depending
upon how well the player makes his roll.

------------------------------

Date: Wed, 26 May 1999 10:12:27 -0500 (CDT)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: RSR....sort of

You could roll the activation roll once for every 10 points of power,
but that's too much rolling. So we need to figure out the probablities
for each level of activation in order to assign a proper limitation value.
Unfortunately, I think that on 3D6 the probabilities change per increment
because of the bell curve. If that's a concern, you can always use a d20
for the actual 'activation' roll.

Curt

> From: redbf@ldd.net (bobby farris)
>>
> I have a player that wants to have a power...we will call it
> power X.
> Power X always works, however how well it works depends on how well the
> character performs a skill.
>
> At first glance it would appear to be a RSR. However, as I said, the
> power never fails, but the "active points" of the power change depending
> upon how well the player makes his roll.
>
>
>

------------------------------

Date: Wed, 26 May 1999 11:15:00 -0400
From: Bill Svitavsky <nbymail11@mln.lib.ma.us>
Subject: Re: Vehicle components?

At 09:56 AM 5/26/99 -0500, bobby farris wrote:
>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have
>a question on how the Hero system would be used to model something.
>
>I want to play in a science fiction campaign where the players might be
>allowed to construct their own starships or modify existing ones by
>buying new and different components. For example:
>A simple starfighter hull might be able to hold 100 tons of equipment.
>A shield generator giving a 5DEF force field might be 15 tons.
>
>So lets say that the player wants to "get rid" of some equipment on his
>ship to make room for a new shield generator. Game mechanic wise this is
>easy. He just re-writes the ship up. However I want the player to have
>to deal with space constrictions and how much equipment the ship can
>have.
>
>Other than just grabbing the tonnage/space factors out of thin air does
>anyone have any suggestion on how to do this/
>

Star Hero had some pretty nice rules basing the size of equipment on the
active points of a power. It also had a Miniaturization Advantage, which I
believe cut the size of equipment in half for every +1/4.

You could probably make your own system for this pretty easily. If I were
doing so, I might work size with some powers differently than others,
rather than going solely by active points. FTL can be relatively cheap,
after all, but I'd be inclined to have FTL drives be fairly large pieces of
equipment. (If I recall correctly, FTL costs were different in Star Hero
than in Champions, so this particular problem didn't come up.)

The other interesting thing SH did with Active Points was to base monetary
costs off of them. So you could build a pocket-sized nuke, but it was
expensive both in points and in cash.

Bill Svitavsky

------------------------------

Date: Wed, 26 May 1999 23:28:15 +0800
From: Owen G Wylde <ferret@amitar.com.au>
Subject: Re: RSR....sort of

Curt Hicks wrote:
>
> You could roll the activation roll once for every 10 points of power,
> but that's too much rolling. So we need to figure out the probablities
> for each level of activation in order to assign a proper limitation value.
> Unfortunately, I think that on 3D6 the probabilities change per increment
> because of the bell curve. If that's a concern, you can always use a d20
> for the actual 'activation' roll.
>
> Curt
>
> > From: redbf@ldd.net (bobby farris)
> >>
> > I have a player that wants to have a power...we will call it
> > power X.
> > Power X always works, however how well it works depends on how well the
> > character performs a skill.
> >
> > At first glance it would appear to be a RSR. However, as I said, the
> > power never fails, but the "active points" of the power change depending
> > upon how well the player makes his roll.
> >
> >
> >
Why not have a low power always on with an autofire?
Then use the autofire rules to find out how many "shots" are effective?

(my first post here)

Owen Wylde

------------------------------

Date: Wed, 26 May 1999 11:27:02 -0400 (EDT)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: RSR....sort of

On Wed, 26 May 1999, bobby farris wrote:
> I have a player that wants to have a power...we will call it
> power X.
> Power X always works, however how well it works depends on how well the
> character performs a skill.
> At first glance it would appear to be a RSR. However, as I said, the
> power never fails, but the "active points" of the power change depending
> upon how well the player makes his roll.

I'll use EB for my demonstrations:

#1:
1d6 EB
+5d6 EB, Limited Power: Scaled Activation Roll (based on X
skill/OCV) (-1/2)

#2
2d6 EB
+1d6 EB, Act: 15-
+1d6 EB, Act: 14-
+1d6 EB, Act: 12-
+1d6 EB, Act: 11-
+1d6 EB, Act: 10-

...or any combination there in. Try drawing a graph, depending on
how much "power" you get from rolling and compare it with the probability
of actually rolling that number. Using this, you can get drastic
increases on very rare occasion by buying low activation with high dice of
power (+1d6 EB, Act: 15- to +5d6 EB, Act 10-).

I hope this gives you the desired effect.

Also, I like using a modified form of Linked called "Scaled Link"
when powers are dependent upon another (ex: +1d6 HA Scale Linked to every
5" of Movement for Captain Locomotive).

------------------------------

Date: Wed, 26 May 1999 11:28:42 EDT
From: SteveL1979@aol.com
Subject: Re: RSR....sort of

In a message dated 5/26/99 11:01:28 AM Eastern Daylight Time, redbf@ldd.net
writes:

<< I have a player that wants to have a power...we will call it power
X. Power X always works, however how well it works depends on how well the
character performs a skill.

At first glance it would appear to be a RSR. However, as I said, the power
never fails, but the "active points" of the power change depending upon how
well the player makes his roll. >>

Sounds to me like you just need to tinker with RSR a little bit --
and since you're the GM, hey, you're allowed. :)
For example, if the character fails his RSR or makes it exactly, he
can use X% of the power's Active Points. For every point (or two points, or
whatever) by which he makes the roll, he gets another 5 or 10 Active Points
(or whatever) to use. Set the numbers so that he needs to get a fairly good
roll -- say, a 5 or less -- to access all of the Active Points.
Since only the points above X% are Limited in this situation, I'd
apply a flat Limitation (probably -1/4) to all points above X%. (I'm sure
there are more mathematically accurate ways to model this, but sometimes
simpler is better, I think.)

Steve Long

------------------------------

Date: Wed, 26 May 1999 11:32:43 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: RSR....sort of

Here's an idea that's so crazy, it just might work.

Let me know if this is stupid.

Buy the core power that never fails, call this Y. Now, buy an addition to Y
and call it Z. Give Z the RSR limitation and [ahem] autofire. So, for every
2 points you make your skill roll by, Z is added to Y to make X, thus...
X = Y + (1+i/2) * Z
where i is your success margin on your skill roll.

Here's an example, Captain BigShooter has a cosmic plasma pulse ray [X] that
ranges from 6D6 to 16D6. This is bought as a 6D6 EB [Y] with another power
bought as +2D6EB AF5 RSR [Z]. Active points on Z are 15, so the Captain gets
a -1 on his BigShooter skill roll. So, let's say his BigShooter skill roll
is 13 with all the mods, his DC's on the shot look like this...

BigShooter roll EB
14 + 6D6
13 8D6
11,12 10D6
9,10 12D6
7,8 14d6
< 6 16d6

If this makes you uneasy, make Z a 0END Aid to Y with some kind of quick
rade rate limitation, even a [-1 totally fades at end of phase]. Of course,
you could smooth out the power curve by leaving the fade rate right where it
is.

Just a theory based on the idea that you can put advantages/limitations on
parts of a power.
BRI

] I have a player that wants to have a power...we will call it
] power X.
] Power X always works, however how well it works depends on
] how well the
] character performs a skill.
]
] At first glance it would appear to be a RSR. However, as I said, the
] power never fails, but the "active points" of the power
] change depending
] upon how well the player makes his roll.
]
]

------------------------------

Date: Wed, 26 May 1999 11:36:54 -0400
From: Geoff Speare <geoff@igcn.com>
Subject: RE: RSR....sort of

>Buy the core power that never fails, call this Y. Now, buy an addition to Y
>and call it Z. Give Z the RSR limitation and [ahem] autofire.

The problem is that Autofire shots are counted as separate attacks vs.
defenses -- they don't add up into one big power. To do it this way would
require a house rule to Autofire. Since you can do it without a house rule
by purchasing the maximum possible damage and applying an appropriate
Limitation, I wouldn't go with Autofire.

Geoff Speare

------------------------------

Date: Wed, 26 May 1999 11:37:32 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: RSR....sort of

Tell us more of this scaled link. This sounds very useful.


] Also, I like using a modified form of Linked called
] "Scaled Link"
] when powers are dependent upon another (ex: +1d6 HA Scale
] Linked to every
] 5" of Movement for Captain Locomotive).
]
]
]

------------------------------

Date: Wed, 26 May 1999 11:42:05 -0400
From: Brian Wawrow <bwawrow@fmco.com>
Subject: RE: RSR....sort of

You're absolutely right. But the AF doesn't apply to multiple attacks, it
applies to multiple additions of power. It's still only going to be one
single EB being shot, but the additions of active points to that power has a
mechanic exactly like autofire, dig? You'd probably want to call it
something different to avoid confusion. Scaled Adder [+1/2] or Colin [+1/2]
or whatever you want.


] The problem is that Autofire shots are counted as separate attacks vs.
] defenses -- they don't add up into one big power. To do it
] this way would
] require a house rule to Autofire. Since you can do it without
] a house rule
] by purchasing the maximum possible damage and applying an appropriate
] Limitation, I wouldn't go with Autofire.
]
] Geoff Speare
]
]

------------------------------

Date: Wed, 26 May 1999 10:46:18 -0500 (CDT)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: RE: RSR....sort of

>
> ] Also, I like using a modified form of Linked called
> ] "Scaled Link"
> ] when powers are dependent upon another (ex: +1d6 HA Scale
> ] Linked to every
> ] 5" of Movement for Captain Locomotive).
> ]

I've always assumed that the linked limitation automatically implies
that the active points available for the dependent power are proportional to the
active points used of the main power. For example if you've got
+50 str linked to 6 levels of growth, you don't get to use all 50 extra
strength, if you've got only one level of growth on.

Curt

------------------------------

Date: Wed, 26 May 1999 11:06:58 -0500 (CDT)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Fantasy HERO & Questions about it...

On Wed, 26 May 1999, Jason Sullivan wrote:
> On Wed, 26 May 1999, Dr. Nuncheon wrote:
> > On Tue, 25 May 1999, Jason Sullivan wrote:
> > > What to do about "Special Weapon Maneuvers."
> > > My question is: How do I resolve this?
> > For the knives...well, based on talking with people that actually use
> > multiple weapons in (simulated) combat, you really don't usually attack
> > with both weapons at the same time - you either use one to 'set up' the
> > other or keep one on defense while one is on offense.
> Granted, certain styles alternate weapon use, certain styles use
> secondary weapons like the Mein Gauche for blocking, and certain styles
> use weapons in tandem.

Forgot to add: for the 'double strike' you'd put the levels into extra
damage. 8)

> ...so, do I have them spend the points for _just_ the ammount of
> Autofire like a floating Advantage (they get the HKA free with the weapon
> in Heroic games)-- or do I have them pay for the entire "power." Even
> then, is it purchased OIF or OAF?

According to Ninja Hero, it'd be the latter - the example for damage
shield has the character paying for the HKA. I'd call it OAF, because you
only have to disarm one knife before they can't use the autofire, right?

I'll tell ya, I'd personally want an 'attack tricks' multipower under
those rules, though. Paying for everything gets really expensive
otherwise.

> I'm all most positive my players will want to use even more
> esoteric fighting styles that require me to cobble out new skills or
> constructs... AP, Penetrating, etc.

Find Weakness is your friend. Actually, Find Weakness basically mimics AP
(with some limitations and some advantages)...so a talent that lets you do
an 'attack flurry' wouldn't be completely out of line.

> > > This is needed because of:
> > > Advanced weapon techniques, such as fantasy Rangers often use (two
> > > weapon style) and "special" attacks (like Archery- certain shots, such as
> > > pinning shots [Entangle] or "Elfish Quick Fire" [Eliminate the "takes 1/2
> > > a phase to notch arrow."
> > I'd make the Quick Fire a skill/Talent - wouldn't Fast Draw work for that?
>
> Bows have a Limitation where they take a 1/2 phase to notch an
> arrow. I don't think Fast Draw itself would circumvent this. Fast Draw
> would allow a nocked arrow to be used "faster", however.

Bows have whatever limitations you say they have. Remember, this is a
heroic game, so the players won't be paying points for their bows. If you
want to let them use Fast-Draw with the arrows, go ahead.

> > Another option is to make sure that each character type or race has things
> > that they can do that no other type/race can. That way, the humans whon't
> > feel shafted because the elves get to learn cool powers, because they'll
> > be saying, "Look what /I/ can do!"
>
> Humans are the most favored race by one of the Gods.

Yeah, but I'm talking about individual humans. Having stuff for all of
humanity is great, but that doesn't affect the players much, and if the
players with human characters see that their elfy friends get all sorts of
cool magical powers that they don't, they're not going to want to hear
"But humanity as a race is better off than the elves..."

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: 26 May 1999 12:18:17 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Concentrate

- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Concentration has two forms: concentration to activate and concentration to
use.

If disturbed while activating a power that requires concentration to
activate, the prep time is lost and you must start over. But once the
power is active, and concentration is not required to maintain it, the
power remains active as normal.

If the power requires concentration throughout, if the character is
disturbed, the power goes down.
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Comment: For info see http://www.gnupg.org

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- --
Rat <ratinox@peorth.gweep.net> \ Happy Fun Ball contains a liquid core,
Minion of Nathan - Nathan says Hi! \ which, if exposed due to rupture, should
PGP Key: at a key server near you! \ not be touched, inhaled, or looked at.

------------------------------

Date: 26 May 1999 12:19:32 -0400
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: RSR....sort of

- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

* Jason Sullivan <ravanos@NJCU.edu> on Wed, 26 May 1999
| #2
| 2d6 EB
| +1d6 EB, Act: 15-
| +1d6 EB, Act: 14-
| +1d6 EB, Act: 12-
| +1d6 EB, Act: 11-
| +1d6 EB, Act: 10-

Technically speaking, each d6 requires a separate activation roll. But
yes, if you want to institute a home rule, you can lump it all under one
roll.
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------------------------------

Date: Thu, 27 May 1999 02:30:07 +1000
From: "happyelf" <jonesl@cqnet.com.au>
Subject: Re: Vehicle components?

- -----Original Message-----
From: bobby farris <redbf@ldd.net>
To: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Thursday, May 27, 1999 12:56 AM
Subject: Vehicle components?


>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have
>a question on how the Hero system would be used to model something.
>
>I want to play in a science fiction campaign where the players might be
>allowed to construct their own starships or modify existing ones by
>buying new and different components. For example:
>A simple starfighter hull might be able to hold 100 tons of equipment.
>A shield generator giving a 5DEF force field might be 15 tons.
>
>So lets say that the player wants to "get rid" of some equipment on his
>ship to make room for a new shield generator. Game mechanic wise this is
>easy. He just re-writes the ship up. However I want the player to have
>to deal with space constrictions and how much equipment the ship can
>have.
>
>Other than just grabbing the tonnage/space factors out of thin air does
>anyone have any suggestion on how to do this/
>
>

what do you men by thin air? my ship combat
rules gave powers a size based on this formula
as a base:

AP/10 times size(hex total)/100 in hexes.

hence an 80 ap power
in a 125 hex ship will fill ten hexes
as a base. there were power
modifiers for size changes, also.

in this case, the base total hexes of the ship
that can be used are halved, as there are the hexes *not*
filled with crew space, although these cockpit
hexes can be used if nesecary.

>
>
>
>

------------------------------

Date: Wed, 26 May 1999 11:56:50 -0500
From: redbf@ldd.net (bobby farris)
Subject: Re: Vehicle components?

happyelf wrote:

> what do you men by thin air? my ship combat
> rules gave powers a size based on this formula
> as a base:

I have never seen your ship combat rules. If you post them or email them me I
would appreciate it.

> AP/10 times size(hex total)/100 in hexes.
>
> hence an 80 ap power
> in a 125 hex ship will fill ten hexes
> as a base. there were power
> modifiers for size changes, also.

This looks like a good rule. Thanks...I will tell you if I end up using
it...

------------------------------

Date: Thu, 27 May 1999 03:18:18 +1000
From: "happyelf" <jonesl@cqnet.com.au>
Subject: Re: Vehicle components?

i wish. dang things died in my computer crash, and
that was the third re-write. bit of a shame considering the grief
it caused when i posted them to the whole list (biiig text file/faux
pass/spham), but it's just a matter of muddling through all the
math again. The idea basically was plotting
ship combat in 3d, using a set of 'paired stats'
which defined how each possible pair of ships related- disance, relative
speed, vectors, ect. this made mass
combat a real pain, but it was simple to plot
3d action, small dogfights, ect.

Apart from this, the idea was to divide the
total hexes of ship area into 'modules' and
give them vectors (port, starboard, for aft dorsal and ventral),
which related to the paired stats,
resulting in a hit location chart that would do
a mech combat game proud. I'll keep yer addy
aside in case i recover or redo it some time.

- -----Original Message-----
From: bobby farris <redbf@ldd.net>
To: happyelf <jonesl@cqnet.com.au>
Date: Thursday, May 27, 1999 2:55 AM
Subject: Re: Vehicle components?


>happyelf wrote:
>
>> what do you men by thin air? my ship combat
>> rules gave powers a size based on this formula
>> as a base:
>
>I have never seen your ship combat rules. If you post them or email them me
I
>would appreciate it.
>
>> AP/10 times size(hex total)/100 in hexes.
>>
>> hence an 80 ap power
>> in a 125 hex ship will fill ten hexes
>> as a base. there were power
>> modifiers for size changes, also.
>
> This looks like a good rule. Thanks...I will tell you if I end up using
>it...
>

------------------------------

Date: Wed, 26 May 1999 13:37:33 -0400
From: "Scott C. Nolan" <nolan@erols.com>
Subject: Re: Fantasy HERO & Questions about it...

At 11:06 AM 5/26/99 -0500, you wrote:
>On Wed, 26 May 1999, Jason Sullivan wrote:
>> On Wed, 26 May 1999, Dr. Nuncheon wrote:
>> > On Tue, 25 May 1999, Jason Sullivan wrote:
>> > > What to do about "Special Weapon Maneuvers."
>> > > My question is: How do I resolve this?
>> > For the knives...well, based on talking with people that actually use
>> > multiple weapons in (simulated) combat, you really don't usually attack
>> > with both weapons at the same time - you either use one to 'set up' the
>> > other or keep one on defense while one is on offense.
>> Granted, certain styles alternate weapon use, certain styles use
>> secondary weapons like the Mein Gauche for blocking, and certain styles
>> use weapons in tandem.
>
>Forgot to add: for the 'double strike' you'd put the levels into extra
>damage. 8)
>
>> ...so, do I have them spend the points for _just_ the ammount of
>> Autofire like a floating Advantage (they get the HKA free with the weapon
>> in Heroic games)-- or do I have them pay for the entire "power." Even
>> then, is it purchased OIF or OAF?
>
>According to Ninja Hero, it'd be the latter - the example for damage
>shield has the character paying for the HKA. I'd call it OAF, because you
>only have to disarm one knife before they can't use the autofire, right?


This is getting pretty complicated. I'd like to suggest a simpler way to
model a two-handed knife fighter in Fantasy Hero. It's the one I use
in my campaign. The character has 2 levels in the Sweep maneuver,
and I allow Sweep to accomplish multiple hits on one target as well
as one hit each on multiple targets. It ain't exact, but it is a lot
simpler. Simple wins out every time in my book.

------------------------------

Date: Wed, 26 May 1999 10:18:41 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: RSR....sort of

At 10:01 AM 5/26/1999 -0500, bobby farris wrote:
> I have a player that wants to have a power...we will call it
>power X.
>Power X always works, however how well it works depends on how well the
>character performs a skill.
>
>At first glance it would appear to be a RSR. However, as I said, the
>power never fails, but the "active points" of the power change depending
>upon how well the player makes his roll.

What I'd do with this is build the minimum level of the Power normally,
and then the amount that it will be if he makes his Roll exactly with the
normal RSR, and then increasing levels of the Power in a pattern of
increasing difficulty based on the Activation Roll table:

Roll made Bonus
Exactly -1/2
By -2 -3/4
By -3 -1
By -4 -1-1/4
By -5 -1-1/2
By -6 -2

And so forth, doubling the bonus for every -3 to the Roll until you get
to the maximum that can be done.
Alternately, if you prefer a simpler approach, just buy the entire gap
between the minimum and maximum with both "Required Skill Roll" and
"Maximum of X Active Points per -1 Roll is Made By" for Limitations. For
the bonus for the latter, I'd recommend using half the bonus for the
toughest roll on the table above (not counting the -1/2 -- so if the
toughest penalty would be -6, take out the -1/2 for a base -1-1/2 bonus,
and halve it for -3/4).
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

------------------------------

Date: Wed, 26 May 1999 10:34:55 -0700
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Vehicle components?

At 09:56 AM 5/26/1999 -0500, bobby farris wrote:
>Since I am patiently waiting on the Ultimate Super Vehicle (USV), I have
>a question on how the Hero system would be used to model something.

Thank you for being patient. I can only say that I sent in my Final
Draft last October (and re-sent it in December, after Bruce had a computer
failure -- which is completely understandable, since I'd just had one myself).

>I want to play in a science fiction campaign where the players might be
>allowed to construct their own starships or modify existing ones by
>buying new and different components. For example:
>A simple starfighter hull might be able to hold 100 tons of equipment.
>A shield generator giving a 5DEF force field might be 15 tons.
>
>So lets say that the player wants to "get rid" of some equipment on his
>ship to make room for a new shield generator. Game mechanic wise this is
>easy. He just re-writes the ship up. However I want the player to have
>to deal with space constrictions and how much equipment the ship can
>have.
>
>Other than just grabbing the tonnage/space factors out of thin air does
>anyone have any suggestion on how to do this/

In my manuscript, I adapted the weight charts from 3rd Edition Star Hero
(which someone else cites here, I think). This starts at 0.2kg at 0 Active
Points, and doubles for every 10AP, with "skips" similar to those on the
STR Table to keep things reasonably simple. If the device is a Bulky
Focus, multiply mass by 4; if it's Immobile, multiply mass by 16.
An alternative method, which will yield more variable results, is to use
2/3 the sum of Base Points, Active Points, and Real Points with the above
formula.
There is also an optional +1/4 Advantage, Miniaturized, which will
divide a Device's Mass by 4.
I think I may have more stuff on the topic in the book, but this much
should get you started. :-]
- ---
Bob's Original Hero Stuff Page! [Circle of HEROS member]
http://www.klock.com/public/users/bob.greenwade/original.htm
Merry-Go-Round Webring -- wanna join?
http://www.klock.com/public/users/bob.greenwade/merrhome.htm

------------------------------

Date: Wed, 26 May 1999 11:08:15 -0700
From: Mark Lemming <icepirat@ix.netcom.com>
Subject: Re: Concentrate

Stainless Steel Rat wrote:
>
> Concentration has two forms: concentration to activate and concentration to
> use.
>
> If disturbed while activating a power that requires concentration to
> activate, the prep time is lost and you must start over. But once the
> power is active, and concentration is not required to maintain it, the
> power remains active as normal.
>
> If the power requires concentration throughout, if the character is
> disturbed, the power goes down.

I got tripped up by this power lim since I wanted a character that could
do energy manipulation at 1/2 DCV, but concentrate didn't really fit.
Looks like we came up with 1/2 DCV for -1/2 Lim.

- -Mark

------------------------------

Date: Wed, 26 May 1999 19:28:45 GMT
From: "Stuart Axmaker" <cptspith@hotmail.com>
Subject: Re:-Division isnt high math

>Grant Enfield wrote:

> > For all the complaints I hear about how complex HERO is, I see people
> > picking up the system very quickly. This doesn't mean they can go home
>and
> > make the character they want work well all by themselves, but a helpful
>GM
> > solves that problem quickly. One player I know never figured out how to
>make
> > a character (as far as I know) and had a great time playing his
>characters.
> > And the "hard math" Christopher referred to is, I believe, Subtraction
> > (Additions tricky partner). Of course I'm preaching to the rest of the
>choir
> > here. :)
> >
>
>Shame on you, you are probably upsetting someone ;) its pretty obvious
>division is the offender most game systems dont require it, anywhere.
>They simplify down to addition or subtraction or chartifiy everything.
>
>Maybe HERO should have the costs buried in tables... certainly wouldnt
>simplify things for me.

Oh, the math stops everyone; I had one player who was a
computer-geek/phisics major in my game - years ago - and of all the players,
_he_ would take about a minute to figure out the total of three dice. It
seems to be more the ability for players to realize that it's not hard, than
the actually difficulty of the math itself.


- -Reverend Spith
Savior of Humanity
Secular Messiah


_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com

------------------------------

Date: Wed, 26 May 1999 15:20:23 -0400
From: "William K. Bushway" <bushway@us.hsanet.net>
Subject: The Pacifist [was Re: Pasifistic Staff Fighting]

> At 05:31 PM 5/24/99 -0400, Jason Sullivan wrote:
> > I lack The Ultimate Martial Artist and Ninja Hero.
> >
> > Are they any special rules for "non-damaging" attacks?
> >
> > A character I am creating has a 20 point CAK, and I would like to
> >give her maneuvers with a staff based on defense and attacking without
> >hurting an opponent.
> >
>
> Is this a superheroic level game, or a heroic level one?
>
> Also, how do you define not "hurting" an opponent? Not causing injury? In
> that case, nerve strikes doing NND damage might do the job, even though
> they're causing a lot of pain. (This fits Hero System-wise, anyway;
> realistically I'm not sure.) If you want to cause neither injury nor pain,
> that's pretty difficult. I could imagine a grab with a staff, but it would
> be hard to base a martial art off of that. Trips (throws) I could see a
lot
> easier, but calling that not injuring an opponent ("The ground is what
> injured him!") seems pretty shaky.
>
> Pulling your punch is a very effective way of not injuring opponents, by
> the way. Maybe she should buy a few levels with it.
>
> Bill Svitavsky

I've been exploring some of these same ideas for a Dark Champs character
I've been working on. I've always been interested in - but never played -
the type of character who has no superpowers, yet can compete with
superpowers due to incredible physical training. My first attempt will be
the Pacifist (or the Apologist - from the REM song) - an ex-supervillain
martial artist who practices the "Pure Martial Art" ("all other styles are
merely misguided corruptions"). He spent the last few years proving the
superiority of his style by severely beating other martial artists - often
crippling or nearly beating his opponents to death. He used the resulting
prison time meditating, and discovered that what he was doing was wrong.
He's decided he must return back to the secret monastery from whence he
came, to study and meditate more. However, before he does, he must right
the wrongs he committed, "balance his karma" as it were.

However, he's also pledged not use his art to harm a living being again.
Unlike Jason Sullivan's MA, the Pacifist's art has no weapon elements
("Weapons are a crutch for the talentless"). Even when he trips his
opponent (as above), he makes sure they aren't harmed. The most his attacks
do are leave his opponents prone, out of position for attack, or incapable
of attack. Basically, he tries to show how futile it is for his opponents
to attack him - they're just burning END and wasting time. He's got an NND
that's basically a Vulcan neck pinch, and maybe some pressure point strikes
that "turn off" an opponent's limbs (which he can reverse instantly with
other strikes).

My only problem - I don't have the UMA, and I've never put together a
character who's only schtick is martial arts. As this isn't a wild MA
campaign, I'm not looking for Soul Drains or Chi Magic, but he does have to
compete with the occasional Super. Maybe a Desolid "super dodge" or Damage
Reduction "taking the punch" that Requires Skill Roll or takes Extra Time to
set up...

Any help in building the Pacifist's style would be appreciated.
***
William K. Bushway
"I'm betting that I'm just abnormal enough to survive."
- -The Tick, The Tick vs. The Breadmaster

------------------------------

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*****************************


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