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gorman
Mar 3rd, '03, 01:45 PM
Hi to everybody!

First of all, this is not meant as flame bait. I'm genuinely interested in having people's opinions on the decision I'm about to take. I have bought all 3 major superheroes games out there (Hero, SAS and M&M) and want to decide which one to start GMing. I plan on buying pretty much all supplements for the three lines, money is not (luckily) an issue here.
I've narrowed down the choice between Hero and M&M. But I really can't decide between the two. Since I inquired on Green Ronin's forum I thought... why not here?
I already bought Hero Designer, if that could help explaining your reasoning.
Thanks to everybody for their input. :)

Acroyear
Mar 3rd, '03, 01:52 PM
I own all 3, as well.

I think M&M needs a little more maturing/more releases and such before it can be fairly appraised. On its own, I find it a little lacking.

As set up, too... combat is not only fast, many think it's way too fast. A lot of house rules are out there to slow combat down (lots of 1 shot KOs aren't desired).

Derek Hiemforth
Mar 3rd, '03, 02:05 PM
I would respond to your question with a question. Do you ever plan to run anything besides superheroes? The answer to that may help you decide.

If you never plan to run anything but superheroes, both M&M and Hero have a lot to recommend them. M&M is probably faster and simpler, while Hero is more detailed and has a bigger support base to draw from.

However, if you think you might run something other than supers somtime, and you're interested in doing that without changing rules engines, definitely go with Hero. M&M is purely a superhero game. It's core mechanic is d20 System-based, but there's enough difference between it and other d20 games that you might almost as well be changing rules systems when you switch between them.

Hero has a much stronger "out of the box" ability to handle multiple genres and power levels, and in fact already has genre books out for Sci-Fi and Martial Arts in addition to Supers (with Fantasy coming this summer).

Plus, there is no canned setting available yet for M&M (if that matters to you). The Freedom City book is now about four months behind its originally announced shipping date. For Champions, on the other hand, the Champions Universe setting book and a huge book of villains (Conquerors, Killers, and Crooks) are already on game store shelves, with the Millenium City book due out soon.

mattingly
Mar 3rd, '03, 02:07 PM
(Although I'm the editor for Hero Games' magazine, these opinions are only mine.)

I've played both, as well, and in our group, we didn't see much of a difference in combat time. Acroyear, were you playing M+M with the Hero Points rules? That's 5 hits each combat for each character that are pretty ineffective, meaing that each character will average at least 4 hits to take down.

Also, we noticed that Bricks are even more effective in M+M than the are in Champions. Apart from that, it's a pretty good system.

Last I heard, M+M had two or three supplements planned. Anyone know what else is coming down the pike for them?

Anyway, to compare the two systems, Champions is more finely grained. You can get exactly the character you want, but it takes time to build him that way. Once you've got him built, though (and the Hero Designer makes that much easier), the in-game play goes pretty smooth once you're used to it. Plus, there are plenty of combat options that you can add later, if you want.

M+M character creation is quick 'n' easy, and once everyon'e spent their Hero Points, combats end very quickly. In many ways, it reminds me of the early editions of Champions, in which Skills were very broad. Things like "Detective" and "Acrobat" covered what are now several Hero skills.

Celtic Cowboy
Mar 3rd, '03, 02:17 PM
I'd look at the players as well. If they're heavy DnD they might take to MnM a little faster. If they love stuff like GURPS than the switch to Hero is easy. I love Champions but it's like pulling teeth to get some of my group to even look at the Hero System.

I think you can have a good game with either once things are going and everyone spends more time thinking about the game than the mechanics.

Mark

MisterVimes
Mar 3rd, '03, 02:23 PM
Since I run a Homebrew campaign, I lift liberally from many sources. I run HERO, but I intend to STEAL like a fiend from SAS and M&M :D

Monolith
Mar 3rd, '03, 03:20 PM
If you are looking for a game that is going to be well-supported, then go with HERO. While Green Ronin does have an adventure, a GM's Screen, a campaign world, and an enemies book coming out this year, that is about all the support you are going to get in 2003. HERO, on the other hand, has 10 products out right now and 9 more due this year; plus at least 2-3 pdf products coming out.

Other than that, it just comes down to personal style of play. If you are tired of the basic d20 concept and are looking for something different, go with HERO.

Willpower
Mar 3rd, '03, 03:53 PM
My experience with M&M was different than others seem to be. Everyone always talks about how quick M&M plays compared to Hero, but in all the games I ran the fights in M&M were only minimumly quicker. Certainly not enough to switch systems, thought their were some aspects of M&M I really liked, like the Hero Point aspect. These though could be retrofitted to Champions with little problem. I certainly never had a problem with one shot KO's. Particularly when a Hero Point could help.

Monolith
Mar 3rd, '03, 03:55 PM
Originally posted by Willpower
I certainly never had a problem with one shot KO's. Particularly when a Hero Point could help.
Following the guidelines in FREd, it is very easy to have 1-2 shot KO's in the HERO System. So at least in that regard both systems can be fairly similar.

Cybernaut
Mar 3rd, '03, 03:57 PM
M&Ms? I love those, especially the blue ones...:D
(gets up from desk and runs to the vending machine down the hall)

DoctorItron
Mar 3rd, '03, 04:08 PM
Derek said it well.

The Hero System lets you play non-superhero games without having to learn a new set of rules. I'm in a Stargate-genre game right now using D20 and we're constantly trying to adapt characters because the rules in different books conflict with each other. Wouldn't have that problem if we started with Hero.

Agent Escafarc
Mar 3rd, '03, 05:38 PM
Originally posted by DoctorItron
Derek said it well.

...because the rules in different books conflict with each other.

How about the same book, same skill:

M&M Page32:

DEMOLITIONS (INT)
Trained Only
You know how to create, set,and disarm explosive devices .....
....(later in write up) Disarming an explosive device requires the use of the Disable Device skill....
:rolleyes:

Storn
Mar 3rd, '03, 06:32 PM
I am GMing M&M now. In a co-GM'd superhero world that up to now has been Champions and the co-GM will continue to run Champions.

I REALLY like M&M from a GM stand point. It is child's play to keep track of damage resolution of multiple NPCs... much easier than Body, Stun, End costs for powers, Con stuns, various defenses etc. etc.

Having said that; I think Hero/champions is a bit more solid in the combat dept. There is a real keen depth to a good combat in hero. But we threw out the speed chart years ago...and that has simplified and bettered and sped up combat for our group significantly (1d6+SPD, if initiative is over 11 person gains a second action after all first actions, 17 or better, 2nd and 3rd actions after all other actions. 4 intitatives to a Turn (or equal to 12 phases the ol' way)). We also do not allow a free REC. You have to burn an action to take one. Which also speeds up combats.

But M&M does play faster (I do not use all my villain pts for all my villains, rather a grab bag that they all draw from... keeps the combats a bit quicker).

We will probably play both for some time. My co-GM is excellent at handling numbers of a detailed Champs combat. I'm not. So that is the reason I use MM.

Law Dog
Mar 3rd, '03, 08:43 PM
Originally posted by Storn


But M&M does play faster (I do not use all my villain pts for all my villains, rather a grab bag that they all draw from... keeps the combats a bit quicker).


A wonderful adaptation from the king of karma systems, MSHRPG. Are you also allowing the heroes to keep a karma pool?

Chaosliege
Mar 3rd, '03, 09:05 PM
I have never played M&M, so I dont know how much help I'll be, but if I'm hereing correctly, it's a d20 game. That in and of itself would be enough for me to not want to play it. D20 works fine for fantasy games, but every time I've tried playing a d20 based hero game, it doesn't work. Hero works great.

Storn
Mar 3rd, '03, 09:07 PM
>>>M&M is purely a superhero game. It's core mechanic is d20 System-based, but there's enough difference between it and other d20 games that you might almost as well be changing rules systems when you switch between them.<<

I actually disagree with this statement considerably. I can take the base stats of ANY d20 character, monster etc and run in it easily with M&M. Do spells and all abilities cross over neat? No, of course not. But if I want to set my superheroes up against a dragon from Monster Manual... it is really pretty damn easy. so easy, I can run it out of the Monster Manual opened.... so there is a lot of d20 product and support out there to dip in. Do I care if the points match up perfectly?... nope. I want ease of use.

Want to play Sci-fi, yeah...that's pretty easy (maybe a bit bland and generic, but it would work just as well as d20 Star Wars and probably better).

Want to play fantasy? good lord, that is supremely easy given the product out there. There are even quick and dirty ways to use spells out of the Player's Handbook or any d20 product.

>>A wonderful adaptation from the king of karma systems, MSHRPG. Are you also allowing the heroes to keep a karma pool?<<<

I played Mshrpg a couple of times 15 years ago. I don't remember karma systems at all. If it is similar, I'm not surprised...I just do it so that the minor underlings may get a Villain point if the story needs it...but the majortiy of the Villian points are for the main Villians.... useful for simulating that comic book convention of "I planned for this contingency, my hover bike will whisk me away from those pesky heroes as the warehouse burns down around their ears!" or what have you...

So saying M&M cannot do these things is a bit shortsighted. Can Hero do them? Oh yes, and in a lot more detail. But not everyone is into all that detail. In some ways, Hero is more work than converting M&M to a fantasy game... because there is so many decisions to make. Now, I like making those decisions, but others want to run something out of Greyhawk... or Dark Sun or some setting. This is where Hero doesn't come up to the bar. Terran Empire will be an interesting test if Hero gamers are interested in settings besides Champions.

Willpower
Mar 3rd, '03, 11:15 PM
This might be different in different parts of the book, as some have pointed out there are a few places M&M contradicts itself, but this is the way Villain points are supposed to work anyway. Villains don't get individual villain points, the GM gets 12 villain points to use during the game to split up for all the villains. Not sure how this is supposed to change later on when heroes get more hero points. I think the only villains to get individual points would be the ones that have purchased extras. I can look this up and include the page where it talks about this later, don't have my book with me, but I think it is the gamemastering section.

tenebre
Mar 4th, '03, 05:22 AM
im a hero biggot.
all other games suck!!!!!!!
except V&V :-)


hahahah

I woudl say Hero jsut cuz its teh best system i have ever played

Alien Knight
Mar 4th, '03, 05:24 AM
Ok, to start with, that's almost how villain points work. The GM starts with a pool based on the number of players who show up and their respective character levels.
Tonight I'm running the last session in M&M format for my experiment in which system works best with my group. Four out of five players have told me that they'll be in attendance and all their characters are PL 10 so I'll have [10 + (10 + 10 + 10)/2 ]/2 = 12 villain points. Not that I've really had to use these, the players are really stingy with theirs and generally finish the night with most if not all their points unspent.

Anyway, I'm still not sure how I feel about M&M. On the one hand, combat is pretty straightforward compared to hero. I find hero combats tend to devolve into wargames. That's not a BAD thing, I like the occasional wargame, but it doesn't feel like a comic-book combat to me. M&M character creation is bone simple. Other than the tendancy to min/max (and this is really rampant with my players, your results may vary) this has got to be the most player-friendly supers creation system since V&V. I have one player that is floored by HERO, it's just too complex for him to deal with after a day at work.
One thing I did notice about M&M is that you have to be pretty careful about making villains. A PL 11 villain can easily be untouchable by a PL 10 hero. The same works in reverse. Because of the way Protection works, pretty much every one of my PCs are immune to mooks.

ANYWAY, to make the point. You could just do what I'm doing. Start a campaign and switch out systems after X adventures. When you're done, see which one works best for you and your group. It's the only way to be sure.

Happy Gaming!

Storn
Mar 4th, '03, 05:55 AM
Alien Knight, your Min/Max comments are interesting and important.

Since I made up two of the characters out of 3 PCs, I wasn't worried. But this group is not min/maxed at all (if anything, a bit weak). But we are playing superspies in a superhero world. These folks have a LOT of skills and it brings down their impact considerably.

However, since I have them up against similar foes to themselves (other superspies), they tend to not be anywhere min/maxed at all. I have one villian who is PL 15 and would get his butt kicked in a stand up fight.

I do agree that Armor and Protection are powers that you really have to judge against the attack of the players.

As for Mooks, I make sure that they have the "gang fire" Feat of up to +5 for ATT, a corresponding -5 to DEF. Reflecting perfectly the comic book tactics of Hydra, Cobra etc. They get hit easily, but occasionally they hit with Kirbyeseque energy siiphon accelerator <boom>.

But I did have one fight where PL 4 mooks went down very quickly against the players. Almost too easily. But I'm learning as a GM. I remember the early days of Hero, when my 125 pt character was going up against speed 4, dex 18 .357 magnum weilding bar fighters. (I was 14 dex, 3 speed). Early GM. My character was smeared. We learned from that.

death tribble
Mar 4th, '03, 06:24 AM
I say Hero.

Because I know what I am doing with Hero.

RDU Neil
Mar 4th, '03, 09:49 AM
Being the other half of the co-GM with Storn... we are purposely playing both systems, in the same campaign world, to see what we like and dislike. Storn has made most of the points already... as we each run a game that fits to our personal style. I love HERO, and have never seen the need to use another system... but I've learned to enjoy playing other systems in order to steal occasional ideas from them.

Ala Hero Points... I long ago stole the Deadlands "Chip" concept and ported it to Hero in place of the old Luck rules. It has worked tremendously for our group... and in fact is MORE flexible than Hero Points in M&M. (We are currently playing M&M "by the book" in order to see what works and what doesn't, rather than start tweaking with House Rules right from the beginning, as is our tendency.)

M&M has many "1st Edition" flaws, like contradictory statements, and unclear concepts... but so did early Champions editions. Because of this, as Storn pointed out, it is very easy to make an unbalanced character... either over or under powered. My example is my character, who was originally built in Hero system. A cybernetic martial arts guns and knives chick called Cyber Blade. When I translated her STR over I wasn't sure what to do. I gave her 1 level of Super Strength in M&M, thinking that was close to a 30 STR in Hero. Now, in Hero 30 STR with Martial Arts can be very effective... but in M&M, I've found myself bouncing off of a couple of villains, and only by spending Hero Points to reroll, hoping for a critical, could I hope to hurt the villain. OTOH, as Storn pointed out, Cyber Blade was taking out well trained agents (not thugs) with one shot. That seemed out of character as well.

In the end, my only concern with M&M is that the level system, as simple as it is, doesn't have a concrete balance of threat level. As pointed out before, a PL 11 character can easily be completely immune to a PL 10 character... rather than "just a little better" which the level difference implies.

I've also not found M&M to be any faster in combat, because we still spend a lot of time looking up "What does that power do?" in the book... where I have had the basics of Hero memorized for years, and only now have to check a few new 5th Edition rulings to see if I like them, or want to ignore them. That changes the "speed of combat" issue quite a bit, but then I've rarely run long combats, and as a group, the players and I really try to avoid "war gaming" and strive to keep combat fast paced and dramatic.

Good players make any system "the best." ;)

Starcorp Man
Mar 4th, '03, 10:08 AM
I like M&M, not nearly as much as Hero. I think M&M's biggest problem is the skill points, there's not enough in comparison to a Hero character.

Another aspect to the M&M/Hero debait is that M&M tend to have fewer "Minor Powers," in comparison, and a great need to have Protection like powers. Agents also tend to be a joke. For years my players respected Viper and Viper 5(6) Teams but in M&M you can't simulate it.

gorman
Mar 4th, '03, 11:58 AM
I'm reading your comments. Would be very interested in learning the final outcome of Alien Knight. Unfortunately I don't have enough time to start playing with two different systems (let alone convincing players to learn two different systems instead of one).

Anyway, I've played GURPS for years (abandoned it in the past year, they really ought to do a new edition), don't particularly love d20 games (nor dislike them, mind). Liked a lot the "flow" of V&V combat.

Derek Hiemforth
Mar 4th, '03, 01:14 PM
Originally posted by gorman
Anyway, I've played GURPS for years (abandoned it in the past year, they really ought to do a new edition), don't particularly love d20 games (nor dislike them, mind).Based on this, I really think you'd be happier with Hero. Hero overall isn't that similar to GURPS (it's more flexible, more powerful, and more universal, IMO), but enough of the core concepts are similar that you'd find learning Hero fairly easy. :)

Willpower
Mar 4th, '03, 08:02 PM
Yes, didn't Steve Jackson actually help develop the Hero system. I know I read about him being linked to the system somewhere, but its been years.

Law Dog
Mar 4th, '03, 08:16 PM
Of course, tomorrow you have the opportunity to check out the new Marvel game, too. Inquest Gamer 96 has the basic game included. I'm fairly excited based on some good things I've heard.

Hoping it is actually good.

Derek Hiemforth
Mar 4th, '03, 08:49 PM
Originally posted by Willpower
Yes, didn't Steve Jackson actually help develop the Hero system.Not to my knowledge. (I'm 97% sure he did not.) However, he did borrow a lot of concepts from Hero for GURPS, and he mentions Champions as one of GURPS' main influences in the main GURPS book. (Perhaps that mention was the source of the idea that he was "linked to" the Hero System.)

Law Dog
Mar 4th, '03, 09:00 PM
Originally posted by Derek Hiemforth
Not to my knowledge. (I'm 97% sure he did not.) However, he did borrow a lot of concepts from Hero for GURPS, and he mentions Champions as one of GURPS' main influences in the main GURPS book. (Perhaps that mention was the source of the idea that he was "linked to" the Hero System.)

That sounds right to me.


I still bust out in laughter whenever I see the GURPS power of Walk through Ice.

On a more positive note, you can even observe the Hero influence in M&M and SAS. Good solid concept hold up over time and imitation is the sincerest form of flatery.

gorman
Mar 5th, '03, 01:23 AM
Originally posted by Law Dog
Of course, tomorrow you have the opportunity to check out the new Marvel game, too. Inquest Gamer 96 has the basic game included. I'm fairly excited based on some good things I've heard.

Hoping it is actually good. :) I live in Italy... I will have to wait for other's opinions on various boards. It won't be easy to get a copy of Inquest here... :(

tesuji
Mar 5th, '03, 04:30 AM
Ok from my perspective...

I have GMed HERo for ages, starting with Champions3 in the earlier 80s and thru 4 and into 5. its the system i have GMed more than any other, with Vampire coming in second and various iterations of DND (1st and 3rd only), traveller, and others filling the gaps.

Were are abandoning our current HERO5 champions game for MnM. After some playtests, MnM showed both a smoothness of flow and design and a style that was preferred over hero and this is from a gang of hero experienced players.

During our early playtests and such as well as in actual character generation, i heard the phrase "just like in the comics" multiple times stated aloud by various members. I never, in decades, heard that during any hero character generation.

Just to touch on a few points...

Support... There are about four Supers products on schedule for MnM in 2003. While HERo has many more products on the schedule, I am uncertain as to how many of them are "supers" as opposed to Fantasy HERO and Star HERo and Elmer Fudd HERo and so on. Frankly, I found little use in say STAR HERO for my supers games.

balance... like all games, balance is a thing for the GM. Can you build a PL11 character that is immune to a PL10 character... yup. In MNM you can. Then again, in HER a 300 pt character can be immune to a 350 point character. In both cases, it takes a specific type of rock-paper-scissors designing. In MnM, attacks other than "bash em with eb" are effective enough to be common and that makes immunity actually rather hard unless you are dealing with specific and narrow counter designs. )The characters i have designed and seen designed for play typically dont just have their EB and their AP Eb but also have several other types of attacks. Whether the character have secondary powers and such is a matter of taste not system. My characters have seemed to have enough points to have more than just the basics covered in MNM much better than in HERO even at 350.

One other thing to remember about the powers in MnM... you don't have everything as a separate power. A character with only FireBolt (EC+10: Fire) can spend HERO POINTS to also throw a FIREBALL Explosion, a Conflagration (lasting burn such as in hero terms a continuous fire), and even for short periods for things like fly and engulf himself in fiery sheath. (Oh yeah, damage shield works in MnM and you dont even have to make it a clinging NND autofire damage shield to be effective!) So sure, the HERo character probably had three or four more powers printed and pointed and squeezed into his multipower and ec frameworks... while the MnM character buys only the powers he wants all the time and can do "stunts" and the like on occasion to use his powrs for other things than the ones he did the math on.

MnM's drawback is that it has first edition errors in writing and such, but, i have a stinking suspicion that the erratta and FAQ will be a lot smaller than the seasoned veteran HERO5 has right now. Its also a lot simpler a system to manage.

But all the above are just back-n-forth quibbles... if you want supers play to be quick and dynamic, and less about accounting and more about FX... MnM is the better choice for you.

Alien Knight
Mar 5th, '03, 04:53 AM
Originally posted by gorman
I'm reading your comments. Would be very interested in learning the final outcome of Alien Knight. Unfortunately I don't have enough time to start playing with two different systems (let alone convincing players to learn two different systems instead of one).

Anyway, I've played GURPS for years (abandoned it in the past year, they really ought to do a new edition), don't particularly love d20 games (nor dislike them, mind). Liked a lot the "flow" of V&V combat.

Well getting them to learn two systems was pretty easy. Everybody wanted to try out the new kid on the block. Fortunately, everybody and their dog is at least passing familiar with d20 so the learning curve wasn't real steep.

I'd like to know how the experiment comes out too. Last night was game night and out of five players, I had two cancellations and a no-show. We did spend some time talking about the system though and I got a bit more of a player's perspective. One of the guys mentioned that he didn't like the canned powers aspect of M&M. (Curiously, this is the guy who's character has 10 levels of Sorcery.) I found that kind of odd as I thought the character creation rules made things a lot easier on the players. Shows what I know, eh?

From what I've seen of GURPS supers (admittedly not much considering the volume of GURPS stuff I own), M&M is a lot less lethal. Like HERO, it's dang hard to kill somebody accidentally. In GURPS I keep thinking, "10d6 attack vs. 15 health points. Oh my."

That's actually a good thought. What kind of supers game were you considering for your campaign? Street level? Four color? Golden Age? Mystery Science Theatre 3000?

Agent Escafarc
Mar 5th, '03, 05:10 AM
The only major problem with M&M I have so far is that skills cost too much. But we are playing our first game with the system next week so I may find others.

Storn
Mar 5th, '03, 05:10 AM
Originally posted by Derek Hiemforth
Based on this, I really think you'd be happier with Hero. Hero overall isn't that similar to GURPS (it's more flexible, more powerful, and more universal, IMO), but enough of the core concepts are similar that you'd find learning Hero fairly easy. :)

Derek, I'm sorry that I'm disagreeing with you twice in one thread. But c'mon, Gurps has MORE in common with Hero than not.
3d6 roll under skill
disadvantages
similar range of stats (8-18 basically)
point system for chargen

And I think Gurps is very, very flexible except in one place: Supers. So, yeah, a Supers game is probably going to be easier in Hero. Gurps doesn't ramp to high power levels as easily. But that is it. Gurps does pretty much every other genre you care for pretty well. Different "feel", but does it well.

I'm not a huge Gurps fan. But I don't think the differences are all that much. I actually love Gurps skill & magic spell structure...although it gets rampant with all the supplements.

Storn
Mar 5th, '03, 05:15 AM
tesuji, nicely written post.

On the skills in M&M, I just learned this myself... take a look at Talented Feat. It allows bonuses to a group of related skills. So, the thief who needs Move Silent and Hide can buy Talented Feat and get a bonus to both. That makes skills cheaper, slightly.

We are still using 1:1, but many on the Green Ronin boards are using 1:3 skill pts.. I think that might be overly much... but 1:2 probably wouldn't bother me much.

gorman
Mar 5th, '03, 05:22 AM
Originally posted by Alien Knight
That's actually a good thought. What kind of supers game were you considering for your campaign? Street level? Four color? Golden Age? Mystery Science Theatre 3000?Four color, I love the Marvel Universe. I would be striving for that "look and feel".

Alien Knight
Mar 5th, '03, 05:32 AM
Ok, that really matters. HERO characters tend to have a real Marvel-ly feel to them. In my experience with the system (since the 80's, I've got the blue boxed set) beginning characters tend to have the power levels and range of capabilities you find in your average mighty Marvel mag.

M&M doesn't capture that as well for me. Granted I've only run four games with it, but the quirky d20 mechanics (I know, I know, use 2d10 instead, sheesh) seem to make things a little too, I dunno, random. There are some things I like about M&M over HERO, but at the end of the day I think I prefer the way HERO allows you to simulate whatever your imagination can conceive over how M&M handles things.

Of course this is just my opinion, your mileage may vary. I intend to buy everything from both companies and mine them ruthlessly for ideas regardless. ;>

gorman
Mar 5th, '03, 06:22 AM
Originally posted by Alien Knight
I intend to buy everything from both companies and mine them ruthlessly for ideas regardless. ;> Me too, which is why I wasn't afraid of putting this thread both here and on Green Ronin's boards. :)

Anyway, I'm really attracted system-wise by Hero's ability of recreating everything within the system (which is incidentally where GURPS lost me). I'm only afraid I won't be up to the task of GMing the game. I'm afraid that generating villains will take me too much time, afraid that combats will take too long. Afraid that Hero does not have the mechanics to allow one to pull power stunts (at least not as elegantly as M&M).

Alien Knight
Mar 5th, '03, 06:48 AM
Yeah, that's a good point. GURPS suffers pretty heavily from, "if it ain't in the book, well, too bad." M&M also suffers from that, but to a lesser degree. Yes, you can make your own powers and some people really like the system that handles it. I am not one of those people. I like to see where the numbers are coming from.

You're also right about characters taking a while. Might I suggest that you play a few sessions (a fight or two at least) with random pre-gens to get your players used to the system and how things work, then start the campaign? A big resource is going to be the Powers Database. That is going to be EVER so helpful to a lot of players. The ragged remnants of my group and I discussed that last night and determined it to be the best idea for a HERO book in some time (possibly ever). Kudos. Golf clap. Promotions all around.

Anyway, back to chargen. After a while it comes pretty naturally. Sure I need to refrence the book now and again, but I can do it freehand in about an hour, less if I'm using software. Keeping in mind that the best villans are the recurring ones, it's not as much effort as you'd think. Now doing the artwork, that's time-consuming. Not a system related thing though. Drawing a super-hero is drawing a super-hero no matter what stats you plug into him/her/it.

I wouldn't worry about being up to the task of GMing HERO. Other than the combat system, you're looking at GURPS (more or less). You know GURPS, so this won't be as big a leap as you might think. Sure the rulebook is HUGE, but it's mostly the toolbox for character/campaign design. Go nuts. You'll probably have a good time.

Barton
Mar 5th, '03, 07:49 AM
It has been pointed out in many different posts that character design is a stumbling block for players and GM's. I have Hero Designer and have worked with it. While not a perfect program, it is GOOD. I would recommend anyone serious about Hero system purchase it.
A suggestion to DOJ: lower the price of Hero Designer! This is my opinion would increase sales of the Champions and other Hero products. Adobe Systems gives away Acrobat Reader but sells a lot of Acrobat. Just my two cents.

schir1964
Mar 5th, '03, 08:50 AM
Or purchase Metacreator (www.alteregosoftware.com) for a lesser price and get the Hero 5th Template for it for free. Either way you go, it makes things much easier for creating characterss.

Although this Template is not "Offiicial" as far a Herogames is concerned, it is compliant with all the Rules of the 5th Edition.

Note: You can get the Gamma release of the Hero 5th Template from me directly.

- Christopher Mullins

gorman
Mar 5th, '03, 09:10 AM
Originally posted by Barton
It has been pointed out in many different posts that character design is a stumbling block for players and GM's. I have Hero Designer and have worked with it. While not a perfect program, it is GOOD. I would recommend anyone serious about Hero system purchase it. I have already bought it. I was just too curious to see how it would work. So I do have it. Factor that in when you give me your advice. :)

mattingly
Mar 5th, '03, 09:15 AM
Afraid that Hero does not have the mechanics to allow one to pull power stunts (at least not as elegantly as M&M).

I always figured that's what the new Power Skill was for.

Monolith
Mar 5th, '03, 09:24 AM
Originally posted by gorman
I'm only afraid I won't be up to the task of GMing the game. I'm afraid that generating villains will take me too much time, afraid that combats will take too long.
As I have posted in other forums, it is not necessary to completely write-up a villain for the game. When designing villians all you really need are the basics:

Lord Dire:
Ex-DEMON Morbane who fled the organization. Lord Dire is seeking an elixir to extend his lifespan – fearing that the evil he has done will be catching up with him is his eminent death grows near. Lord Dire will mostly be involved with mystical encounters, as he seeks to expand his arsenal of mystical items.

STUN: 40
END: 50
PD: 25 (15r)
ED: 25 (15r)
Stun #: 51
DEX: 23
Levels: +3 Ranged

Mystic Might: Multipower
1) Eldrich Bolt: 12d6 EB
2) Disintegrate: 4d6 RKA
3) Bonds of Ballor: 6d6 Entangle
15” Fight OIF (mystic cloak)
15 PD 15 ED Force Field (OIF (mystic cloak)
Mystic Shields: Mental Defense 15 points

That is all the information you really need to play a villain in a game. Now if Lord Dire becomes a permanent addition to the game you will want to fully stat him out. But if he is a one or two shot villain, 10 minutes to make this up is all that is required.

I have also found that if you keep villains "loose" playing the campaign itself will help you develop them if they become something besides short-term encounters.


Afraid that Hero does not have the mechanics to allow one to pull power stunts (at least not as elegantly as M&M).
As far as power-stunts go, that is really nothing more than having the Power Skill, and then working out a few pre-defined power-stunts with the GM before the game begins. CKC has some nice power-stunt examples given for a couple of the villains in that book.

schir1964
Mar 5th, '03, 09:29 AM
Originally posted by mattingly
I always figured that's what the new Power Skill was for.
I was thinking the same thing, but I wanted to look up the description again before suggesting it.

As it turns out, the Power skill might just do the trick.
I can't be sure since I'm not sure exactly how Hero Points work.

Anyway, if you need to do something different with your power (rarely, not a common occurance), then Power skill is exactly what you need. And since you pay for it once, you can try to do different things over time without having to continually spend points.

However, it does have some restrictions to it concerning combat. See the Hero 5th: Power skill section.

- Christopher Mullins