Post by Kenneth New on May 9, 2023 17:31:18 GMT -5
The core mechanic is HERO for resolving combat and skills is the 3D6 roll. The official rules require you to roll a target number or lower. This results in a lot of subtraction each round at the table. The following proposed rule flips the 3D6 roll so that the player will always try to roll high and subtraction will only be necessary if there's a penalty to a roll.
Combat Rolls
All other rules remain the same. Penalties and bonuses are now applied to the roll instead of to the chance of success.
Characteristic Rolls
The formula for determining characteristic rolls is (CHA-10)/5, but for convenience sake I have included a table.
Skill Rolls
Skills in HERO are purchased as "familiarities", as "11- rolls" or as "CHA rolls". The starting value for the skill is listed below.
Skill levels now add into the die roll.
Critical Success
If a player rolls 4 higher than the character needed to succeed, then the roll is a critical success. In combat that means that the character gets the maximum amount possible on the effect dice.
Fumble
If a player rolls 10 lower than the character needed to succeed, the roll is a fumble.
Design Notes
Combat Rolls
Attacker | Roll 3d6+OCV |
Defender | Hit Number = 10+DCV |
All other rules remain the same. Penalties and bonuses are now applied to the roll instead of to the chance of success.
Characteristic Rolls
The formula for determining characteristic rolls is (CHA-10)/5, but for convenience sake I have included a table.
Characteristic Value | Characteristic roll |
1-2 | -2 |
3-7 | -1 |
8-12 | +0 |
13-17 | +1 |
18-22 | +2 |
each +5 | additional +1 |
Skill Rolls
Skills in HERO are purchased as "familiarities", as "11- rolls" or as "CHA rolls". The starting value for the skill is listed below.
HERO System Skill | HERO Light Bonus |
familiarity 8- roll | -2 |
11- roll | +0 |
CHA roll | See table above |
Skill levels now add into the die roll.
Critical Success
If a player rolls 4 higher than the character needed to succeed, then the roll is a critical success. In combat that means that the character gets the maximum amount possible on the effect dice.
Fumble
If a player rolls 10 lower than the character needed to succeed, the roll is a fumble.
Design Notes
- This is effectively what 3rd edition D&D did to simplify things by getting rid of THAC0. It should simplify the HERO Light system for players.
- The math works the same in this system as in the standard HERO system as far as chance to hit or succeed is concerned.
- 10 or more is 62.5% chance of success with no bonus, which is the same exact chance to succeed on 11- when rolling under the value like in the standard HERO system