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How to Play HERO (in two pages)


Christougher

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Inspired by (and will probably borrow from) Hero in Two Pages, I'm looking to create a document to hand out to semi-experienced gamers to get them *playing* HERO as quickly as possible, as you might at a convention. Looking for ideas, comments, suggestions, and to overlook the fact that this post is an incomplete rough draft.

 

Quickstart Guide to playing HERO System

 

Play with your dice:

Get used to rolling 3d6, finding the total, and how much lower it is than a given target number. This is the default roll for most things, including skills and attack rolls.

Grab and roll many d6 and find the total. It's often easier to separate into groups of 10. This is usually a Stun(Effect) total; sometimes you need a Body total. Body is 1 for every d6 rolled, except that a 1 gives no Body and a 6 gives an extra Body.

 

Get a feel for who the character is:

Read the background, history, or other handout.

Read the character Disadvantages(Complications).

Read the description, look at the picture or miniature.

 

Look at the Characteristics(stats):

If there is a 'Cost' listed, ignore it for now.

A Score(Value) of 8-10 is 'average human', a score of 20 is 'maximum human', above that is 'superhuman'.

There is a Roll for each stat, if it's not listed, you probably won't need it. If you do, it's Stat divided by 5, round up, then add 9.

Perception is an Intelligence roll.

 

Look at the skills:

If there is a Cost listed, ignore it for now. Most of the names are self explanatory, and have the target (roll under) number listed.

Prefixes like AK, KS, PS or SS can be ignored; it's just a distinction between 'knows stuff' and 'does stuff', but the name should tell you (PS: Plumber, KS: Plumbing).

 

Combat!

Speed is number of times(Phases) you act.

Stun Damage leads to unconciousness. Body Damage leads to death.

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Quickstart Guide to playing HERO System

Play with your dice:

Get used to rolling 3d6, finding the total, and how much lower it is than a given target number. This is the default roll for most things, including skills and attack rolls.

Grab and roll many d6 and find the total. It's often easier to separate into groups of 10. This is usually a Stun(Effect) total; sometimes you need a Body total. Body is 1 for every d6 rolled, except that a 1 gives no Body and a 6 gives an extra Body.

Get a feel for who the character is:

Read the background, history, or other handout.

Read the character Disadvantages(Complications).

Read the description, look at the picture or miniature.

Look at the Characteristics(stats):

If there is a 'Cost' listed, ignore it for now.

A Score(Value) of 8-10 is 'average human', a score of 20 is 'maximum human', above that is 'superhuman'.

There is a Roll for each stat, if it's not listed, you probably won't need it. If you do, it's Stat divided by 5, round up, then add 9. Perception is an Intelligence Roll.

Look at the skills:

If there is a Cost listed, ignore it for now. Most of the names are self explanatory, and have the target (roll under) number listed. Prefixes like AK, KS, PS or SS can be ignored; it's just a distinction between 'knows stuff' and 'does stuff', but the name should tell you (PS: Plumber, KS: Plumbing).

If you have/see 'Levels with' or '+X with' something, remember it (or where you saw it), you might need it later.

Look at the Powers and Abilities:

If there is a Cost listed, ignore it for now.

Read the name and description to know what to call it and what it looks like. Read the power and number of dice to know what it does. Or distance or defense if appropriate.

If there are fractional numbers in parenthesis(+1/2 or -1/4), ignore those numbers for now. The text with them affects how you use the power.

If you don't know what it does, ASK.

Get ready for combat:

Speed is number of times you act in a 12 second turn. If your actual numbered Phases aren't listed, there's a chart for that. Once a Phase starts, people act from highest DEX to lowest.

Attack rolls are affected by your attack skill(Offensive Combat Value aka OCV) and the opponents defense skill(Defensive Combat Value aka DCV). A quick way to figure it is OCV + 11 - 3d6 = DCV hit (or lower). Those levels you saw earlier may apply here.

When you're attacked you can usually choose to Block or Dodge the attack, but this uses your (next) Phase.

Stun Damage leads to unconciousness, Body Damage leads to death. All defenses apply to Stun Damage, only Resistant defenses apply to Body Damage.*

If you take more Stun Damage than your Constitution, it will cost you a Phase to shake off the massive shock.

 

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Quickstart Guide to playing HERO System

Play with your dice:

Get used to rolling 3d6, finding the total, and how much lower it is than a given target number. This is the default roll for most things, including skills and attack rolls.

Grab and roll many d6 and find the total. It's often easier to separate into groups of 10. This is usually a Stun(Effect) total; sometimes you need a Body total. Body is 1 for every d6 rolled, except that a 1 gives no Body and a 6 gives an extra Body.

Get a feel for who the character is:

Read the background, history, or other handout.

Read the character Disadvantages(Complications).

Read the description, look at the picture or miniature.

Look at the Characteristics(stats):

If there is a 'Cost' listed, ignore it for now.

A Score(Value) of 8-10 is 'average human', a score of 20 is 'maximum human', above that is 'superhuman'.

There is a Roll for each stat, if it's not listed, you probably won't need it. If you do, it's Stat divided by 5, round up, then add 9. Perception is an Intelligence Roll.

Look at the skills:

If there is a Cost listed, ignore it for now. Most of the names are self explanatory, and have the target (roll under) number listed. Prefixes like AK, KS, PS or SS can be ignored; it's just a distinction between 'knows stuff' and 'does stuff', but the name should tell you (PS: Plumber, KS: Plumbing).

If you have/see 'Levels with' or '+X with' something, remember it (or where you saw it), you might need it later.

Look at the Powers and Abilities:

If there is a Cost listed, ignore it for now.

Read the name and description to know what to call it and what it looks like. Read the power and number of dice to know what it does. Or distance or defense if appropriate.

If there are fractional numbers in parenthesis(+1/2 or -1/4), ignore those numbers for now. The text with them affects how you use the power.

If you don't know what it does, ASK.

Get ready for combat:

Speed is number of times you act in a 12 second turn. If your actual numbered Phases aren't listed, there's a chart for that. Once a Phase starts, people act from highest DEX to lowest.

Attack rolls are affected by your attack skill(Offensive Combat Value aka OCV) and the opponents defense skill(Defensive Combat Value aka DCV). A quick way to figure it is OCV + 11 - 3d6 = DCV hit (or lower). Those levels you saw earlier may apply here.

When you're attacked you can usually choose to Block or Dodge the attack, but this uses your (next) Phase.

Stun Damage leads to unconciousness, Body Damage leads to death. All defenses apply to Stun Damage, only Resistant defenses apply to Body Damage.*

If you take more Stun Damage than your Constitution, it will cost you a Phase to shake off the massive shock.

* House rule for Convention games. Sure, it's rougher on Normal Damage attacks, but easier in terms of explanation.
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Regarding the house rule that only Resistant Defense stops BOD:

 

If it's assumed that EVERYONE has at least a little Resistant Defense, that may be a good rule.

 

Lucius Alexander

 

The palindromedary protests that this makes Normal Attacks, and STR in particular, more useful in comparison to Killing Attacks

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Since this is for Con's it seems, and the document itself seems to be oriented for newbies playing pregens its easy enough to ensure that all the pregens have enough resistant defense to make that rule distinction meaningless in the context of the game he is running. Seems like a good plan. I would put a note IN the two page document that it is a house rule tho.

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Since this is for Con's it seems, and the document itself seems to be oriented for newbies playing pregens its easy enough to ensure that all the pregens have enough resistant defense to make that rule distinction meaningless in the context of the game he is running. Seems like a good plan. I would put a note IN the two page document that it is a house rule tho.
Hence the asterisk. ;) If there's enough interest, I may do a generic 6E version in addition to one for my own use.
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Since this is for Con's it seems, and the document itself seems to be oriented for newbies playing pregens its easy enough to ensure that all the pregens have enough resistant defense to make that rule distinction meaningless in the context of the game he is running. Seems like a good plan. I would put a note IN the two page document that it is a house rule tho.
The real question is, does this cover the basics enough? Can it get someone playing a game, quickly, and enough to enjoy themselves?
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I already have a copy. In fact I mentioned drawing from it in the first sentence of my original post. But my idea is aimed at a slightly different target.
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I like your addition of OCV + 11 - 3d6 = DCV hit (or lower), something I have touted elsewhere.  Example: Val is playing Sword Saint, OCV 7, fighting Big Eunuch Lai Chan, unknown DCV. Val rolls a 9 to hit Lai Chan; 7 + 11 - 9 = 9. "Will, Sword Saint hits DCV 9," says Val. If you use the above formula, combat will be quicker than me doing the math for everyone. Let me delegate some of that.

 

What other House Rules are in effect?  For example, Freebies  

 

Some gear is free.

 

Our past practice is generally if you don't have it written on your

character sheet and previously cleared by the GM, you don't have it.

If you have something on your person that your character doesn't have

on said sheet, I usually allow it, or an equivalent, at no point cost.

 

For example, let's say that as you sit at our game table, you have in

your pockets a cell phone and a Swiss army knife.  For our Han Dynasty game, that translates as a blank scroll, a calligraphy brush and a jeweler's tool kit.

 

When your Action is announced, please reply. If you do not say your character is Holding or otherwise, then s/he is simply watching, effectively skipping their Action.

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Anyone want to hazard at a "How to RUN HERO in 2 Pages?"   :D

 

My players are all more or less sold on the power and versatility of the system, but my slacker ass can't seem to run it smoothly enough to sell them on the gameplay.

 

ROFL.  If I could, I'd bottle it and make a fortune or two.  

 

Hmm...  Maybe I will take a crack at it someday...

 

Chris.

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Here is one I started a couple of months ago.  Might be a bit more in-depth than yours, but it has the same intent.  

 

Interesting.  Using d20 references makes sense, especially since my prospective players are veterans of that system, but somehow I don't feel right including that.

 

Conversely, part of the reason I didn't explain stats the way you did is that I'm expecting semi-experienced gamers.  Guess I can't have it both ways.  Will have to see if I can boil it down to a sentence or two.

 

Thanks for the thoughts.

 

Chris.

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BTW the Shortcut to counting body. After you count the Stun on the pips. Group your 6s in one Group and your 1 in a second group. If you have more 6's than 1's then add extra number of 6's to 1's to the Number of Dice in the Attack If you have more 1's than 6's then subtract the extra 1's you have from the number of Dice in the attack to get the Body total.

I think that gets the point across. I'll edit it later when I have a clearer head (fighting a cold right now).

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