Re: General Rules Issues

Originally Posted by
Steve Long
Q: Should we change the type of dice used?
Steve’s Thoughts: I don’t see any good reason to. I suppose if I wanted to change the way dice are rolled, changing the type might make sense.
IMO I have seen no true reason to step away from a purely d6 system. They have worked quite well for many decades. There are already "different dice" being used currently -- the half d6 (or d3 to some) and the "Stun Multiple" die with (effectively) a second one in place of the six. My point is that even limiting it to just cubicle dice doesn't limit what can be done with those dice.

Originally Posted by
Steve Long
Q: Should we change the way dice are rolled?
Steve’s Thoughts: I’m not convinced this is necessary. I know that some people favor switching to some sort of “roll high” system on the grounds that it’s somehow more intuitive, but I don’t necessarily agree, and I have yet to see any ideas along those lines that really seemed to me to withstand scrutiny. Unless strongly convinced otherwise I intend to stick with the current HERO method of rolling low.
It's not needed, though I do think it would be a slight improvement. Perhaps just a paragraph or two in a "How to Change the system" section of the book that details how to make it a Roll High system.

Originally Posted by
Steve Long
What I would like to do, if I could, is find a way to broaden the HERO System bell curve so that it retains its “dramatic simulation” benefits but allows for roll modifiers that have a lesser overall effect but are still effective. Right now with a 3d6 bell curve, even a single +1/-1 is a significant change; a 3-point difference in CVs virtually guarantees an attacker will hit/miss his target. However, in all my thinking about this over the years I’ve never come up with a way to do this that worked properly.
If we don't introduce other kinds of dice into the system, there are (as I see it) two ways to reduce the "peak" of the 3d6 bell curve. Either change to 2d6 (a bad idea because of lack of spread), or use two dice for to-hit.
One die generates a 1-6 number, and the second for "Low/Medium(+6)/High(+12)". This produces a 1-18 spread that has a flat probability distribution.

Originally Posted by
Steve Long
Q: Should we get rid of the hex/inch as a unit of measurement?
Steve’s Thoughts: I’m strongly in favor of doing this. There’s absolutely no reason to keep the hex. The HERO System shouldn’t require you to use an entirely separate form of measuring things; it’s an impediment to learning the game. It also leads to annoying confusion on some issues (“I can attack anywhere in an adjacent hex... so in theory I have a reach of 13 feet?”). It would make a lot more sense to measure things in meters. That would also allow characters to buy Movement Powers more granularly (e.g., 1 meter of Flight for 1 Character Point).
Without a hexagonal grid, I don't see how we could keep turn modes. Dee-an-Dee oversimplifies movement by equating a 45 degree move of ~7' to that of a N-S or E-W move of 5`. We could go "free range" without any grid by measuring angles and distances directly. That would allow the greatest freedom of movement down to 1m increments, but at the expense of slowing and complicating combats IMO.
Or just have a rule that barring extra reach distance, to engage in HtH combat, you have to enter your target's hex, making the separation (loosely) 1m.

Originally Posted by
Steve Long
Q: Should we change to Imperial measurements?
Steve’s Thoughts: If I were designing the game from the get-go I probably wouldn’t use the metric system; it’s generally annoying. But since the HERO System has used it for over 25 years I don’t see any good reason to change now. If nothing else it’s helped me learn that a kilogram is 2.2 pounds.

No. Despite being stuck in the Imperial Measurement System, I *like* that Hero System uses Metric. IMO using metric gives it greater uniformity. And more of the world uses metric than Imperial, IIRC. Switching might hurt non-US sales.

Originally Posted by
Steve Long
Q: Should we change the rules for rounding?
Steve’s Thoughts: I don’t see any reason to, but since it’s an important part of the system the question needs to be asked.
No. But I would add that in a point-based system, there shouldn't be half-point costs. I would suggest doubling the point values of everything for a two-fold benefit. One, it gets rid of half-point costs, and two, it gives more "breathing room" at the bottom where there are complaints of "not enough granularity in the system".

Originally Posted by
Steve Long
Q: Should we eliminate the distinction between Active Points and Real Points?
Steve’s Thoughts: This would be a really radical change and would require changing how a lot of other aspects of the system work (e.g., Adjustment Powers, Power Frameworks). While it would simplify some things, it strikes me as upsetting the apple cart to an extreme degree — the AP/RP distinction is firmly ingrained in both the rules and the minds of gamers. I don’t think eliminating the concept is worth the difficulties it would cause — but as always I’m willing to listen to discussion.

IMO there is no better way to initially gauge power builds against each other than the AP/RP methodology.

Originally Posted by
Steve Long
Q: Should we redefine the HERO System to allow for “absolutes”?
Steve’s Thoughts: My thinking is that we should not. The HERO System has always lacked absolutes — with a few minor exceptions, there’s no absolute, 100%, guaranteed way to hit, do damage, be invulnerable to damage, be invisible, perceive something, or the like. There are plenty of good reasons for this (not the least of which is that in fiction, such “absolutes” often turn out to be not so absolute after all), and it’s sort of a core philosophy of the system. There are some specific questions dealing with “absolutes” issues below, but in general I think it’s best to keep things the way they are and simply incorporate the Absolute Effects Rule from FH into the core rulebook.
I love that, with a few exceptions that Hero System is not based upon absolutes like I had found constantly in Dee-an-Dee. In the same way the system (to me) is a fusion of geometric and linear progressions, I think there is room for both absolutes and non-absolutes (within reason -- no 100% rDR!
).

Originally Posted by
Steve Long
Q: Should some version of the “Hero Points” rules from Pulp Hero be included in the core rules?
Steve’s Thoughts: I’m in favor of doing this, even if I only make them optional, because I think it’s a valuable mechanic that can add a lot to many campaigns. Players seem to like having just a bit of control over things, and Hero Points gives that to them without running roughshod over the GM. I think they enhance the “dramatic realism” aspect of the HERO System.
I believe they can add flair to a game, but I believe they aren't universally appropriate across all genres of games. Thus I would suggest they not be made a "hard" rule.

Originally Posted by
Steve Long
Q: Should the Superheroic concept of “you have to pay for everything” be explained in greater detail?
Steve’s Thoughts: I think it should. I think gaming and gamers have matured to the point where we can safely explain that even in Superheroic games, it’s probably OK to have minor items (like ordinary flashlights and cellular phones) without paying for them. Combat-effective items like weapons and armor should always require points, but I don’t think it’s going to unbalance anyone’s campaign if characters have ordinary cars to drive around in “for free.”
Similarly, I want to emphasize early in the 6E rulebook that GMs shouldn’t stress about making characters pay points for things that don’t really have any impact on the campaign. If you want your character to be an expert on Italian literature, just write down KS: Italian Literature 17- for 0 points — when is that ever likely to have any effect on the game? Even some standard Skills, like Navigation, probably only need to be paid for in certain types of campaigns. Bringing this issue to everyone’s attention early on should effectively counteract the idiotic and ignorant arguments we sometimes see about “you have to buy chairs with Character Points.”
I think the superheroic version of "having to pay for everything" is best summed up by: If it significantly affects the game and/or combat, it has to be paid for. Like spoons. 
I am uncomfortable with giving characters something for free without a methodology. A system I would favor would give each player a uniform number of "free" background skills of their choice -- or perhaps a detailed as a specific number of points to buy only background skills.
SteveZilla
"In this present crisis, government is not the solution to our problem; government is the problem." - Ronald Reagan
"It is impossible for a government to spend its country into prosperity because it is impossible for it to tax its country into prosperity."
"Ooohhh no! There goes my die roll / Go, go SteveZilla!" - FireTiger
"Pardon me boy / Is this the lair of Great Cthulhu?
In the city of slime / Where its night all the time."
Bookmarks