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IF you want me to DM, you better pick a different system
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<blockquote data-quote="Shard O'Glase" data-source="post: 962410" data-attributes="member: 1134"><p>I can't comment on the difference between the two because there's soemthng about the inks or glue or whatever in gurps books that make me nautios every time i open them up. But hero5 at its core is very basic.</p><p></p><p>Problem is there are tons of things you can choose to do which make it complex.</p><p></p><p>Basic idea is 3d6 determines success roll low.</p><p></p><p>You have skills like pick locks starting at 9+dex/5. If you roll below that number you suceed. Tough locks might give penalties.</p><p></p><p>Combat I actually hate the 3d6 roll, late at night my brain no longer is willing to do the math. Reminds me of thac0 to much. Anyhow its basically your OCV-opponents DCV+11=what you have to roll or less on a 3d6. So for example you have an ocv of 8 your oppenent is highly defensive and has a 10 DCV 8-0 =-2+11=9. You ahve to roll a 9 or less to hit him.</p><p></p><p>Me I simplify it and say DCV+11=the DC of your roll. So 3d6+your ocv should hit that. The probabilite sof success are close enough I believe for this to be worth it.</p><p></p><p>Next complex stage and amybe the hardest part for some is SPD.</p><p></p><p>Your stat which is called SPD is absically the number of times you can act in a 12 second period or the combat turn.</p><p></p><p>Each spd takes acitons at varios seconds depending on your stat.</p><p></p><p>For exmaple a 2spd(aerage joe) moves on second(segment)6 and 12.</p><p></p><p>Spd 3 on 4,8,12</p><p>spd 4 of 3,6,9,12</p><p>spd 5 on 3,5,8,10,12</p><p>spd 6 2,4,6,8,10,12</p><p>etc.</p><p></p><p>Just write the segmetns you act on down, when your segment come sup you act in the rode rof your DEX. Highest DEX acts 1st.</p><p></p><p>The complexaties come in trying to gimick your acitons into this framework to the best effect. Delaying an action, so you can set up a haymaker and hit without the person just walking away(since a haymaker goes on 1 segment after you start it)</p><p></p><p>Damage is basic roll dice subtract defense and apply to stun and maybe body.</p><p></p><p>Killing damage is done different roll dice, add up and roll a multiploer die that number -1 is mutliplied by the total you rolled on the killing diec eand that's the stun damage you do. Its called a stun lotto and its lame.</p><p></p><p>The thing is without knowing the sytem you'll be out in the cold not knowing of lots of combat maneuvers you can pull off. This isn't an easy ssytem to jump into, your DM might be trying to go rules lite to ease everyone into it though.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 962410, member: 1134"] I can't comment on the difference between the two because there's soemthng about the inks or glue or whatever in gurps books that make me nautios every time i open them up. But hero5 at its core is very basic. Problem is there are tons of things you can choose to do which make it complex. Basic idea is 3d6 determines success roll low. You have skills like pick locks starting at 9+dex/5. If you roll below that number you suceed. Tough locks might give penalties. Combat I actually hate the 3d6 roll, late at night my brain no longer is willing to do the math. Reminds me of thac0 to much. Anyhow its basically your OCV-opponents DCV+11=what you have to roll or less on a 3d6. So for example you have an ocv of 8 your oppenent is highly defensive and has a 10 DCV 8-0 =-2+11=9. You ahve to roll a 9 or less to hit him. Me I simplify it and say DCV+11=the DC of your roll. So 3d6+your ocv should hit that. The probabilite sof success are close enough I believe for this to be worth it. Next complex stage and amybe the hardest part for some is SPD. Your stat which is called SPD is absically the number of times you can act in a 12 second period or the combat turn. Each spd takes acitons at varios seconds depending on your stat. For exmaple a 2spd(aerage joe) moves on second(segment)6 and 12. Spd 3 on 4,8,12 spd 4 of 3,6,9,12 spd 5 on 3,5,8,10,12 spd 6 2,4,6,8,10,12 etc. Just write the segmetns you act on down, when your segment come sup you act in the rode rof your DEX. Highest DEX acts 1st. The complexaties come in trying to gimick your acitons into this framework to the best effect. Delaying an action, so you can set up a haymaker and hit without the person just walking away(since a haymaker goes on 1 segment after you start it) Damage is basic roll dice subtract defense and apply to stun and maybe body. Killing damage is done different roll dice, add up and roll a multiploer die that number -1 is mutliplied by the total you rolled on the killing diec eand that's the stun damage you do. Its called a stun lotto and its lame. The thing is without knowing the sytem you'll be out in the cold not knowing of lots of combat maneuvers you can pull off. This isn't an easy ssytem to jump into, your DM might be trying to go rules lite to ease everyone into it though. [/QUOTE]
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