Christougher Posted September 12, 2013 Report Share Posted September 12, 2013 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. Quote Link to comment Share on other sites More sharing options...
DusterBoy Posted September 12, 2013 Report Share Posted September 12, 2013 I like this, Chris. You explain things very clearly. Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 13, 2013 Author Report Share Posted September 13, 2013 I like this, Chris. You explain things very clearly.Well, it's not complete yet... Quote Link to comment Share on other sites More sharing options...
GhostDancer Posted September 14, 2013 Report Share Posted September 14, 2013 I was looking for something like this. Thank you. Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 15, 2013 Author Report Share Posted September 15, 2013 I was looking for something like this. Thank you.As stated, it's still a work in progress. Anything else you'd like/want to see, what do you think I missed, etc? Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 16, 2013 Author Report Share Posted September 16, 2013 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. Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 16, 2013 Author Report Share Posted September 16, 2013 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. Quote Link to comment Share on other sites More sharing options...
Narf the Mouse Posted September 20, 2013 Report Share Posted September 20, 2013 I approve of this product and/or service. Quote Link to comment Share on other sites More sharing options...
Lucius Posted September 20, 2013 Report Share Posted September 20, 2013 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 Quote Link to comment Share on other sites More sharing options...
psyber624 Posted September 21, 2013 Report Share Posted September 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 21, 2013 Author Report Share Posted September 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 21, 2013 Author Report Share Posted September 21, 2013 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? Quote Link to comment Share on other sites More sharing options...
Tasha Posted September 25, 2013 Report Share Posted September 25, 2013 Here's Narf and Teh Bunny's hero in 2 pages https://dl.dropboxusercontent.com/u/60880190/Hero%20In%20Two%20Pages%20by%20Narf%2C%20T%20Bunneh%20andTasha%20without%20background.docx https://dl.dropboxusercontent.com/u/60880190/Hero%20In%20Two%20Pages%20by%20Narf%20and%20T%20Bunneh%20without%20background.pdf Quote Link to comment Share on other sites More sharing options...
Christougher Posted September 26, 2013 Author Report Share Posted September 26, 2013 Here's Narf and Teh Bunny's hero in 2 pages https://dl.dropboxusercontent.com/u/60880190/Hero%20In%20Two%20Pages%20by%20Narf%2C%20T%20Bunneh%20andTasha%20without%20background.docx https://dl.dropboxusercontent.com/u/60880190/Hero%20In%20Two%20Pages%20by%20Narf%20and%20T%20Bunneh%20without%20background.pdf 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. Quote Link to comment Share on other sites More sharing options...
JasonPacker Posted September 26, 2013 Report Share Posted September 26, 2013 You may want to be more explicit that the 8-10/20/21+ breakdown of characteristics is for the first six, not for things like OCV and SPD, lest anyone get confused. And if you're allowing flexibility in how they're being used, more detail on CLs and how they're used. Quote Link to comment Share on other sites More sharing options...
GhostDancer Posted October 2, 2013 Report Share Posted October 2, 2013 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. Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted October 2, 2013 Report Share Posted October 2, 2013 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. Quote Link to comment Share on other sites More sharing options...
Kraven Kor Posted October 2, 2013 Report Share Posted October 2, 2013 Anyone want to hazard at a "How to RUN HERO in 2 Pages?" 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. Quote Link to comment Share on other sites More sharing options...
Christougher Posted October 2, 2013 Author Report Share Posted October 2, 2013 Anyone want to hazard at a "How to RUN HERO in 2 Pages?" 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. Quote Link to comment Share on other sites More sharing options...
Christougher Posted October 2, 2013 Author Report Share Posted October 2, 2013 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. Quote Link to comment Share on other sites More sharing options...
Tasha Posted October 3, 2013 Report Share Posted October 3, 2013 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). Quote Link to comment Share on other sites More sharing options...
Greywind Posted October 3, 2013 Report Share Posted October 3, 2013 ... or just use Hero dice. Condolences, Tasha. I just got over an end-of-Summer cold. Hates them. Hates them, my precioussssss... Quote Link to comment Share on other sites More sharing options...
Tasha Posted October 3, 2013 Report Share Posted October 3, 2013 my technique still applies to Hero dice. It's just faster once you get used to it. ie 5 sixes, 6 ones on 14 dice of damage. Does 13 body. 2 Sixes, 0 ones on 10 dice does 12 Body. Quote Link to comment Share on other sites More sharing options...
Christougher Posted October 3, 2013 Author Report Share Posted October 3, 2013 It's a decent idea; I'll try my hand at rephrasing. I've also seen 'matching' the 1s and 6s together to balance out the effect. Toss a 3 into that mix, you get a nice even 10 with even Body. Chris. Quote Link to comment Share on other sites More sharing options...
Gangrel44 Posted October 14, 2013 Report Share Posted October 14, 2013 Hi, I'm a new player and I was wondering if you could explain damage classes and how they work in the simplest terms please.... Quote Link to comment Share on other sites More sharing options...
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