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nexus
Apr 20th, '05, 02:18 PM
A positive thread to hopefully off set some of the negativity I have had a place in spawning. Why do you play Hero System? What do you like about it. There's plenty of other systems out there to try, so what draws you to Hero in particular?

Please, I ask that we try to keep this postive. There's plenty of threads for backhanded compliments and bickering. Also if you have chosen to play another system primarely, that's fine. This thread isn't to belittle you or your gaming desicions.

Fox1
Apr 20th, '05, 02:20 PM
I play it because it's the only system I've found that does Superheroes justice in my desired style of play.

The fact that it allows me to function in other related action-adventure settings quite well for the most part is additional icing on the cake.

incrdbil
Apr 20th, '05, 02:27 PM
Well, because I know whatever game I suddenly get a wild idea to do, I can do it with Hero. It's got flexibility and freedom. The breaks and limits are mainly coming from me, not they system establishing the only one way to do something.

Supreme Serpent
Apr 20th, '05, 02:39 PM
Overall, it's a good balance between structure and flexibility.

There's enough structure in the important things to give players and the GM direct control, without bogging down too much into insignificant detail like "thermal factors" for clothing (though IMO HERO has been moving more towards this). It's crunchy enough to be satisfying without choking you. :)

Force
Apr 20th, '05, 03:03 PM
It's the best super-hero game system. It is without peer.

WhammeWhamme
Apr 20th, '05, 03:07 PM
Inertia, the GGU, you, and Corven Ren.

Deejmeister
Apr 20th, '05, 03:58 PM
I can create exactly the character I want, in as much detail as I want.

Oh, and I can punch sombody in the face and knock them out without killing them. (It's amazing to me how many systems overlook that.)

Lord Liaden
Apr 20th, '05, 04:26 PM
With all that I could say about the system, the (current) publishers, and the support both published and fan-free, the biggest factor for me is the people who play HERO. Seriously. There's something about this game that tends to attract more mature, thoughtful, creative gamers than any other RPG I've tried or had contact with. There are certainly exceptions, but overall that's been my experience. The quality of the Internet community drawn to this website only reinforces that impression for me. :)

lemming
Apr 20th, '05, 04:40 PM
The system has good support both from DOJ and the community.

And the system itself is extrmemely flexible, taking some of the oddest tweaks without breaking in my experience.

Black Omega
Apr 20th, '05, 05:16 PM
Hero? I thought this was the next generation of D20??

:)

yamamura
Apr 20th, '05, 05:21 PM
Flexability and the ability to customize.

G

bblackmoor
Apr 20th, '05, 05:22 PM
I play Champions because the people I play superhero games with already know how to play it. Most of us who play superhero games have been playing Champions since the early 1980s, and nowadays we're all too busy to go looking for a new game. Once in a while someone will mention another game, and maybe even try to get everyone to try it, but inertia keeps us with Champions.

Chromatic
Apr 20th, '05, 05:29 PM
I'm sitting in the movie theater watching [____________] and as the characters on the screen are performing amazing feats, in the back of my mind I can rattle off things like,

"hmmm, he grabbed that guy and held him in the air with one hand, easily a 23 strength."

"oooh 4 thugs a the same time? sweep maneuver has modifiers, he must have at least a 20 dex, probably 3 combat levels too"

"that sword sure is sharp, must have done 20 body to that poor sod"

"hmmm the train has at least 5 cars and is full of people, plus it s moving like 60 mph, if the entangles are 5d6, and he's obviously pushing, he needs to have a 45 strength to stop the train if 4 webs broke"

Log-Man
Apr 20th, '05, 05:48 PM
I'm sitting in the movie theater watching [____________] and as the characters on the screen are performing amazing feats, in the back of my mind I can rattle off things like,

"hmmm, he grabbed that guy and held him in the air with one hand, easily a 23 strength."...
That's not a positive. That's a disease.


:winkgrin:

OddHat
Apr 20th, '05, 06:01 PM
My wife likes it, and the only other generic system I like as much (GURPS) doesn't support Supers all that well. Also, I've been playing Champions since I was in grade school. Familliarity counts for a lot.

AmadanNaBriona
Apr 20th, '05, 06:16 PM
Because I can do anything with it.
I can run any genre of game my twisted heart desires and I can tailor the rules to the campaign without rewriting half the system. I can make characters that are fully fleshed out at creation, and don't REQUIRE years of play time to become what I wanted them to be at the start. I can create any virtually effect I can dream up. Even if its a total game breaker, I can still DO it, and can tell WHY and HOW its'll be a game breaker. Because, with a deft flick of the pen on a groundrules sheet I can decide if a campaign is going to be a silver age swashbuckling game where death is rare and plot driven or a gritty, shades of grey, lethal game.
Because, in 26 years of gaming, I've never found a better system.

RDU Neil
Apr 20th, '05, 06:40 PM
Familiarty, flexibility... modifiable... can do any genre at the drop of a hat.

(What I've really liked is that over time I've been able to insert more Nar mechanics without breaking the fundamental Sim nature of Hero... and that has kept me playing it, when I would have gone elsewhere.)

Just Joe
Apr 20th, '05, 06:59 PM
1. It's an excellent, extremely flexible system.

2. If there's any system out there that I would like more, I never found it. I eventually concluded that it was a waste of time and money to try.

3. I've been playing it for two decades or so, as have most of the folks I play it with. We all know the rules fairly well, and have a common understanding about what optional rules are worthwhile when, how strictly to follow the letter of the rules, etc.

Lord Mhoram
Apr 20th, '05, 07:32 PM
It is a flexible system that has yet to fail to run any genre or genre cross I run at it. I love the speed chart. I love the fact there is no randomization in character creation.

And after 20 years with the system, I have the rules so strongly imbedded in my brain that they are instinct and thus, when I run, I never need to think of rules, but only on story, characters and plot. Something I cannot do with another system.

Chris Goodwin
Apr 20th, '05, 07:44 PM
Familiarty, flexibility... modifiable... can do any genre at the drop of a hat.

(What I've really liked is that over time I've been able to insert more Nar mechanics without breaking the fundamental Sim nature of Hero... and that has kept me playing it, when I would have gone elsewhere.)

What kind of Narrativist mechanics have you inserted? Start another thread if you feel it's warranted. I'm very curious.

Dust Raven
Apr 20th, '05, 09:39 PM
I started playing Hero because it was the first game that did superheroes the way superheroes should be done. I kept playing because it also did everything action/adventure just as well. Hero System has some of the best concepts incorporated into the rules and offers the best flexibility of choices in play. It's the only system I know of where you can play a game where you can knock people out without killing then, and play another where you tend to die before you black out... all with the same rules! No other system does that.

shadow_walker
Apr 21st, '05, 05:58 PM
Because incrdbil forces me too *whack* I mean because its a great gaming system and its blows all other games out the water.

incrdbil
Apr 21st, '05, 06:33 PM
:: puts up rolled up newspaper::

Good answer SW :)

prestidigitator
Apr 21st, '05, 07:38 PM
Because I have to have something to do with my free time, aside from sleep and have sex. Lots of free time....

Ternaugh
Apr 21st, '05, 08:20 PM
Because it lets me design my own world, in my own way. It lets my group and I tell stories together, in a fluid fashion, without having to flip through many rulebooks looking for all of the exceptions to the power stunt/spell/feat. It lets me base character development on roleplaying, rather than leveling. It has wonderful support, both from the publishers and the fans.

It is the game system that I have played the most during the last 22 years, across the most genres.

JoeG

AliceTheOwl
Apr 22nd, '05, 05:40 AM
I got into it, at first, because it's what my friends were playing, and if I wanted to roleplay, I had to.

I stuck around because I found that, no matter the character concept, I could build it, the only restrictions being those I placed, myself. I love that I can think of a concept first, then start building and writing, and the number crunching comes last. And as that concept gets more fleshed out, I can continue to add to that character and increase her power gradually.

So in a nutshell, it's the freedom.

Hawksmoor
Apr 22nd, '05, 08:54 AM
I play because it is a mature system. Has been since BBB days. Lots of granularity in skills, the major flaw in my other favorite Mayfairs MEGS system (DC Heroes). And I have played it since I was a teen. My first attempt was bad, I needed MSH to fall back on because of the complexity, but in time that complexity was found to be a good thing.*

I was like 9 or so when I got the Champs I book. Way over my head.

Hawksmoor

Barton
Apr 22nd, '05, 09:04 AM
I like Hero System for its flexability. It can do fantasy, sci-fi, pulp, dark, superheroes.
I just played GRUPS Supers at a convention. GRUPS is very much like Champions, but Champions is IMO more "done" or "crunicher".
I like that a small book like Sidekick can be used by a begginner or a player. A player does not have to know a lot about mechanics, it can be taught quickly. I am a Legion of Heroes member and I have taught many to play.

TheQuestionMan
Apr 22nd, '05, 09:05 AM
It suits me.

Silbeg
Apr 22nd, '05, 09:30 AM
A positive thread to hopefully off set some of the negativity I have had a place in spawning. Why do you play Hero System? What do you like about it. There's plenty of other systems out there to try, so what draws you to Hero in particular?

Oh, where do I start? Note that I still play D&D 3.5, and enjoy the game, even though I personally believe that HERO is a better system.

1) The HERO system really is the only system that I feel does a good balancing job for Superheroic games. I started playing Champions back in '81, and nothing else has quite matched it.

2) Even for non-super games, I prefer the system where experience gained increases capabilities arithmetically, in a player-defined manner. Unless you are expecting a game where neophytes can become world-shakers in a matter of game-months, I don't prefer level/class based systems.

3) Versatility... 'nuff said!

arcady
Apr 22nd, '05, 12:47 PM
While it doesn't handle supers all that well, it handles a variety of other genres with a decent speed of play and a fairly good ability to shape itself to whatever needs may occur.

I chose Hero for my fantasy game precisely because it was one of the only options I could find in which I could recreate magic the way it works in my fiction.

zornwil
Jun 12th, '05, 02:52 PM
Arcady, re "...it doesn't handle supers all that well..." that's blasphemy! Burn you, you witch! :D

Seriously, anyway, for me I did get into it for supers as Dust Raven said, I stayed for the flexibility. I always enjoyed that it was an easy system to customize, I have always messed with it, heavily by some's standards. Yet I can gladly still play in a vanilla game. I've become more interested in the implicit underlying rules upon which HERO is built, to the degree those presumably exist.

Black Lotus
Jun 12th, '05, 03:24 PM
It's quite simple, really: I love HERO because it gives me an extensive, solid, and flexible rules system to build a world around. I'm excellent at creating locations, plotlines, storylines, NPCs, interesting and unusual equipment... and I need a system that lets me do what I want, without having to create my own rules system. (I tried that once... yeah, it sucked. I'm happy to fork over money to game designers who can create something of the breadth and caliber of HERO).

Also, HERO combined with Star HERO is the best sci-fi roleplaying engine ever created. I love that book almost as much as I love my own mother, and possibly more than I love my father. ;)

The Maxx
Jun 12th, '05, 04:01 PM
To paraphrase, "It Can Handle Ultimate, Raw Cosmic POWER!! and still handle itsy, bitsy, living space :D"

:eg:

No other system handles it so well

Questioner
Jun 12th, '05, 04:02 PM
I was introduced to Champions in the beginning of '82 and it rocked. It was great for us comic book fans and allowed us to simulate the characters we liked.

I have continued the system and was thriilled when Hero Games started because now I could make detailed characters in other genres and finally run a Doctor Who style time travelling - space game. As well as supply the habit of super heroics who enjoyed my style of story telling.

The disadvantages and special effects available allow most super concepts to be easily created. Though it has math, it is relatively painless and can be explained to those players who are not fond of tapping on a calculator or filling reams of scrap paper with calculations. Much more fun than GURPS IMO though GURPS does have nice detailed Disadvantages that I have dropped into my Disadvantage list.

I also like it as the core mechanics do allow users to tweak it as they see ift based on their opinions and beliefs on rationality of situations. Some of the changes done in 5th edition and FRED I don't agree with on a personal level but I can alter those in my own running.

It is unfortunate that the general public is more inundated with D20 than Hero System but hopefully that will change in the coming years as more Champions/Hero Systems games start happening.

bblackmoor
Jun 12th, '05, 04:16 PM
It is unfortunate that the general public is more inundatd with D20 than Hero System but hopefully that will change in the comin years as more Champions/Hero Systems games start happening.

I think that's unlikely. I think people like us are equivalent to the people who played Star Fleet Battles fifteen years ago. The game system that's already complex gets more and more optional rules (and arguments about which, more and more, become the focus of the community), the community shrinks until only the die-hards are still playing, and eventually it'll become a stagnant niche, which will finally vanish when the current players all die.

That's what I think, anyway.

Roy_The_Ruthles
Jun 13th, '05, 05:53 AM
I like hero system, because it's not to hard to pick up to play (character creation is harder), you can do anything you want to do with it, play Sci-fi, high fantasy, and top it off with Cyber Punk, and spend hours making a character, fleshing them out, giving them just the right power etc.

John Desmarais
Jun 13th, '05, 07:04 AM
A positive thread to hopefully off set some of the negativity I have had a place in spawning. Why do you play Hero System? What do you like about it. There's plenty of other systems out there to try, so what draws you to Hero in particular?

Please, I ask that we try to keep this postive. There's plenty of threads for backhanded compliments and bickering. Also if you have chosen to play another system primarely, that's fine. This thread isn't to belittle you or your gaming desicions.

I'm basically lazy and don't like having to learn multiple system to run different types of games.

John T
Jun 13th, '05, 07:16 AM
I'm sitting in the movie theater watching [____________] and as the characters on the screen are performing amazing feats, in the back of my mind I can rattle off things like,

"hmmm, he grabbed that guy and held him in the air with one hand, easily a 23 strength."

"oooh 4 thugs a the same time? sweep maneuver has modifiers, he must have at least a 20 dex, probably 3 combat levels too"

"that sword sure is sharp, must have done 20 body to that poor sod"

"hmmm the train has at least 5 cars and is full of people, plus it s moving like 60 mph, if the entangles are 5d6, and he's obviously pushing, he needs to have a 45 strength to stop the train if 4 webs broke"Or, when watching The Incredibles with someone who hadn't seen it before:

Friend: "What is that?"

Me: "Probably an Autofire, Area Effect, Non-selective Entangle, possibly with Sticky."

I like having a system that allows me to simulate virtually anything accurately... might not be CHEAP, but it'll be accurate. :D

John T

BlackSword
Jun 13th, '05, 07:43 AM
I like it for Supers, and it is customizable enough to play other genres. The two groups I play in tend to prefer point-buy systems as opposed to class base systems. (We did play Spycraft for a while and enjoyed it, but did discuss the constraints of a class based game).

atlascott
Jun 13th, '05, 09:13 AM
"Unless you are expecting a game where neophytes can become world-shakers in a matter of game-months, I don't prefer level/class based systems."

Boy, that really hits home! 3.0 and 3.5 d20 REALLY create quantum leaps in character power that make game continuity tough. WIth HERO, you can pace it as you wish.

Hawksmoor
Jun 13th, '05, 09:26 AM
One of the best all around systems for Superheroes. Not perfect, Mayfair's DCH game came close but the skill system and the extremely cheap (read as game breaking gadgets/artifacts rules) stopped it from stealing the title.

HERO would be perfect if the modes of movement were upped so that PCs could out run vehicles and XP awards were increased by 1.5 to 3x the standard amount. That is if you like to play the game the way Steve Long envisions paying points for power tricks and loads and loads of skills.

Hawksmoor

bblackmoor
Jun 13th, '05, 09:29 AM
I'm basically lazy and don't like having to learn multiple system to run different types of games.

Succinct. :)

MisterBaldy
Jun 13th, '05, 09:33 AM
A positive thread to hopefully off set some of the negativity I have had a place in spawning. Why do you play Hero System? What do you like about it. There's plenty of other systems out there to try, so what draws you to Hero in particular?

Please, I ask that we try to keep this postive. There's plenty of threads for backhanded compliments and bickering. Also if you have chosen to play another system primarely, that's fine. This thread isn't to belittle you or your gaming desicions.
Well nexus...you asked, so I shall answer.

I left the HERO System behind about 10 years ago, and it was not due to the lack of wanting to play. I had a very bad experience, and I pretty much swore off RPGs for quite a few years. This was mostly attributed to trusting people that I thought were my friends...and was severely burned by them. I was gaming with TheImperialKhan as well, and he was the one true friend that stuck by me, and my decision to leave RPGs behind.

Here I am, 10 years later. I am back looking at RPGs in a whole new light. I am also exploring the HERO System (more to the point Champions) once again...and doing so with a gusto and heartness unlike before.

My friend TheImperialKhan stuck by me...and he's been a true friend.

So, you ask the question, "Why again the HERO System?"

Well, mostly it's flexibility. It's ability to plug into any genre, and do it well is it's stongest "selling point". :winkgrin: It's what got me to play Champions in 1984, and it's what's got me going back to it now. The game mechanics make sense. Unlike games like D&D 3.0-3.5, d20 System, et.al., the mechanics are fluid, and do not seem contrived. They also do not change from one genre to another. They are consistant.

So, it's consistancy and flexibility have got me going back to the HERO System...and I am not looking back. :thumbup:

Black Lotus
Jun 13th, '05, 09:43 AM
Well, mostly it's flexibility. It's ability to plug into any genre, and do it well is it's stongest "selling point". :winkgrin: It's what got me to play Champions in 1984, and it's what's got me going back to it now. The game mechanics make sense. Unlike games like D&D 3.0-3.5, d20 System, et.al., the mechanics are fluid, and do not seem contrived. They also do not change from one genre to another. They are consistant.

So, it's consistancy and flexibility have got me going back to the HERO System...and I am not looking back. :thumbup:

Hear, hear!

:cheers: :cheers: :cheers: :cheers: :cheers: :cheers: :cheers:

Dr. Anomaly
Jun 13th, '05, 10:36 AM
As many others have said, flexibility is one of the key features for me. I suck at dice rolling (especially during character creation) and having a point-based system where I can build exactly what I want and not have to worry about bad die rolls during character creation are huge selling points to me.

I'm also a programmer and mathematician, as well as a tinkerer. The "do-it-yourself" / "toolkit" approach appeals to me more than I can properly express. I loved (and still love) Legos, and HERO the the gamer's version of the ultimate Lego set!

I became a fan of HERO with 4th Edition (my first encounter with it) and I, along with so many of you, waited the long, dry time until the emergance of DOJ and FREd. Since then, I have been consistantly amazed and delighted by the shear quality of the works published for HERO. That quality, coupled with the immediate and helpful response/support from the HERO staffers, could only further cement my reasons for loving it and playing it.

Last, but far from least, the on-line community here. Though we have our share of troubles, sniping, and flamefests, it's still far superior to most other on-line "game communities" in my experience. The advice is freely offered, the suggestions insightful and stimulating, and most of the members of this community genuinely do their best to help each other out. I can't begin to tell you how many absolutely stunning ideas, brilliant "I never would have thought of that!" suggestions, mouth-watering new applications for powers, and just general all-around helpful notions I've seen posted to these forums. Go team!

Captain Obvious
Jun 13th, '05, 11:01 AM
Last, but far from least, the on-line community here. Though we have our share of troubles, sniping, and flamefests, it's still far superior to most other on-line "game communities" in my experience. The advice is freely offered, the suggestions insightful and stimulating, and most of the members of this community genuinely do their best to help each other out. I can't begin to tell you how many absolutely stunning ideas, brilliant "I never would have thought of that!" suggestions, mouth-watering new applications for powers, and just general all-around helpful notions I've seen posted to these forums. Go team!

*Pours a cooler of Gatorade over the Doc*

The forums are a major plus for Hero. Lots of creativity here, and little in the way of nastiness.

Cancer
Jun 13th, '05, 11:14 AM
I will repeat the flexibility theme ... anything that motivates me enough to start assembling the power/character/whatever, I can build it in Hero.

Also, I GREATLY prefer peaked probability distributions. D20, with its flat p.d.f., drives me absolutely batty. I can live with critical failures, but not every f---ing time I turn around. Gimme nd6 any day.

John Desmarais
Jun 13th, '05, 11:21 AM
HERO would be perfect if the modes of movement were upped so that PCs could out run vehicles and XP awards were increased by 1.5 to 3x the standard amount. That is if you like to play the game the way Steve Long envisions paying points for power tricks and loads and loads of skills.

So, what's stopping you from giving out 1.5 to 3x the "standard" XP award? The recomendations in the book are just that, recommendations. (I'm not sure I follow your movemement rules complaint).

Lord Mhoram
Jun 13th, '05, 11:38 AM
Also, I GREATLY prefer peaked probability distributions. D20, with its flat p.d.f., drives me absolutely batty. I can live with critical failures, but not every f---ing time I turn around. Gimme nd6 any day.

When our group tried D&D 3rd (and all of us long term HEROites) one player said after a few sessions, and a series of lousy rolls "Gimme my Bell Curve back!"

TheQuestionMan
Jun 13th, '05, 11:38 AM
I loved the freedom, creativity, and solid game mechanics.

I know some people complain about fistfulls of D6's, but I like'm.

Cheers

QM

P.S.: Beisides HGDB Members are the most productive, helpful, and generally alround nicest folks around. A real Community yah know.

Black Lotus
Jun 13th, '05, 11:54 AM
*Pours a cooler of Gatorade over the Doc*

The forums are a major plus for Hero. Lots of creativity here, and little in the way of nastiness.

I have noticed a curious phenomenon. Places where more intelligent people tend to gather have cleaner bathrooms. For example, a bookstore usually has a very clean bathroom, with no graffiti all over the stalls or toilet paper strewn everywhere. Whereas, at a truck stop, there may be excrement and other unmentionables spread liberally over various surfaces, graffiti all over the place, a broken-into prophylactic machine, and years of soap scum on the mirror.

I notice the same trend with certain message boards. The HERO boards are an excellent example of a BBS where the members are, on the whole, intelligent, creative, and well-mannered; it shows in the quality and content of the various threads. This speaks very well of HERO. And believe you me... there are some horrid message boards out there. But I'm sure you knew that. ;)

zornwil
Jun 13th, '05, 08:42 PM
As many others have said, flexibility is one of the key features for me. I suck at dice rolling (especially during character creation) and having a point-based system where I can build exactly what I want and not have to worry about bad die rolls during character creation are huge selling points to me.

I'm also a programmer and mathematician, as well as a tinkerer. The "do-it-yourself" / "toolkit" approach appeals to me more than I can properly express. I loved (and still love) Legos, and HERO the the gamer's version of the ultimate Lego set!

I became a fan of HERO with 4th Edition (my first encounter with it) and I, along with so many of you, waited the long, dry time until the emergance of DOJ and FREd. Since then, I have been consistantly amazed and delighted by the shear quality of the works published for HERO. That quality, coupled with the immediate and helpful response/support from the HERO staffers, could only further cement my reasons for loving it and playing it.

Last, but far from least, the on-line community here. Though we have our share of troubles, sniping, and flamefests, it's still far superior to most other on-line "game communities" in my experience. The advice is freely offered, the suggestions insightful and stimulating, and most of the members of this community genuinely do their best to help each other out. I can't begin to tell you how many absolutely stunning ideas, brilliant "I never would have thought of that!" suggestions, mouth-watering new applications for powers, and just general all-around helpful notions I've seen posted to these forums. Go team!
Do you mind if I enjoy the irony of a mathematician saying "I suck at dice rolling"? :D

Hawksmoor
Jun 14th, '05, 03:46 AM
So, what's stopping you from giving out 1.5 to 3x the "standard" XP award? The recomendations in the book are just that, recommendations. (I'm not sure I follow your movemement rules complaint).

RE: XP: Ah, universal acceptance? Love from people that don't know me? I know rules sticklers that say 3-4 is the maximum you can get from a single game. The crux is if the model is model all tricks with points then we have to get more points from the game as a standard.

As far as movement, I think like this: Superman says to Wonder Woman "I'll match you at Mach 3!" and then proceeds to move through General Eiling. Now I ask why can I not do this in HERO? Then I see jets, f-14s flying high over head, or worse a train speeding down the tracks and I say "Can Robotman catch that vehicle?"

Always the answer returns, "Only if movement is your *thing* young HERO padawan. Otherwise movement is just too expensive, vehicles get to move faster than you in combat because that is all most vehicles do. If you want a character that can pace a jet in combat speed then build one that can do that, but that is all he will be able to do."

Did that makes sense?

HERO is great, I love it. I'll play it until I die likely. But love is not blinders, I see HERO's flaws.
Hawksmoor

Hawksmoor
Jun 14th, '05, 06:03 AM
Ah but that is megascale and the ludicrous threads explaining that Megascale sight or rapid sight or other sense is needed plus the 0 OCV rule make Megascale a bad choice.

I think you mentioned a Fuzion mechanic you liked about supersonic flight as an adder and removing NCM multiples and Megascale. I liked that idea. But I always return to the Jets have 50-75 inches of movement per each of their phases and Superheroes have only a measely 10-25 inches in movement.

Heck in Galactic Champions Defender has only 30, Thalya 22, Firedancer 40, GAvis GAn 23, Charm, Rampart and Sage have 10. None of them could outrun a twentieth century jet much less a 3k ion drive pursuit craft in combat mode. Small problem there. Noncombat is a different issue.

Hawksmoor

Fox1
Jun 14th, '05, 06:13 AM
Heck in Galactic Champions Defender has only 30, Thalya 22, Firedancer 40, GAvis GAn 23, Charm, Rampart and Sage have 10. None of them could outrun a twentieth century jet much less a 3k ion drive pursuit craft in combat mode. Small problem there. Noncombat is a different issue.

It's well known that the HERO vehicle constructions and rules suck :eg:

bblackmoor
Jun 14th, '05, 06:33 AM
Mega-scale movement is very cheap. A 5 speed character with 1" of basic mega-scale movement can fly 1500 kph. All of that for 2.5 points. :)

No kidding. I play a speedster/martial artist in one of our most frequently run games, and the last time we got together the subject of how long it would take us to get somewhere came up. Someone asked how fast Blueshift could go.

Blueshift: "Around 140 KPH in combat. My max on open ground, wearing these [her maglev skates], I can hit around 30,000 KPH."

Psi-Breaker: "Thirty-three THOUSAND kilometers per hour?!?"

Blueshift: "Yes. I can't go anywhere near that fast in the city, of course. Traffic gets in the way."

Black Lotus
Jun 14th, '05, 06:33 AM
It's well known that the HERO vehicle constructions and rules suck :eg:

Do they?

*shrug* I haven't found a pure roleplaying game yet with truly good vehicle rules, actually. The only system that accomplishes that is BattleTech.

And d20... oh Lord, their vehicle rules suck worst of all.

bblackmoor
Jun 14th, '05, 06:36 AM
I haven't found a pure roleplaying game yet with truly good vehicle rules, actually.

I think the Hero vehicle rules are adequate. I think vehicles and bases should be cheaper, though, like 1 for 10 instead of 1 for 5.

Black Lotus
Jun 14th, '05, 06:40 AM
I think the Hero vehicle rules are adequate. I think vehicles and bases should be cheaper, though, like 1 for 10 instead of 1 for 5.

I agree that they are adequate, especially considering that you can build whatever you want with HERO.

They're not amazing, but I should mention I don't think that they "suck", either. ;)

zornwil
Jun 14th, '05, 06:45 AM
Vehicle rules are tough, very tough, even in a genre-specific setting. Trying to make them without respect to genre is even tougher. Yeah, I'd say they're adequate, they have flaws but mostly can be fixed reasonably easily in a campaign per that campaign's needs. HERO Movement (IMNSHO) is not as messed up as it is in M&M (though they probably will have their's reasonably fixed in the next edition if not already and I just haven't looked).