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New to the system, want to know what to buy.


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Hey nerds.

 

So I've played about 5 or 6 games of HERO at various conventions and it's honestly always the highlight of my convention visits. Protip: if you ever go to Denver's Genghis Con and there's a HERO game available, sign up. All of the guys that run it are amazing.

 

I really like the system. I really like superheroes in general, so I wanted to give it a shot, but now I don't know what to buy. The original HERO system 6th books were Character Creation and Combat and Adventuring, and they were like 500+ pages a piece. I really should've bought them when they were out. I'm being told now to buy Champions complete, but it's only about 300 pages total, so I really think I'd be missing out on a ton of system information. 

 

So I guess I'm trying to figure out what to buy. I've been told Fantasy HERO Complete and Champions Complete don't actually have all of the options for superheroes/fantasy guys/etc. like the core books would've had. I don't really want to have to buy thirty smaller books to get all the options.

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Champions Complete and Fantasy Hero Complete are 'complete'.  Even if you bought the core books and you wanted to play Fantasy Hero you are going to want to buy Fantasy Hero Complete because there is specific information in there about running a FH campaign.

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I think that you want to decide what it is you want to do first.  If it is superheroes then but Champions Complete and use that to find your way round the system.  Most of us started playing when the game was less than 100 pages or so and we managed then.  :-)

 

You will always be able to buy more if you need it but I think that, for a starting GM, it is better to have that smaller, more compact, more concise interpretation of the rules.  It is easier to hold in your head and most of what is missing is examples on different ways to use the rules.  Guess what, we can help you with that better than any book can.  :-)

 

Doc

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I would suggest if you can afford it get the following two books.

 

Champions Complete: all the rules and basic stuff needed.

 

Champions Universe: list of group, discussion of laws, some tables for example power selection and I think a bunch of example trash mobs like agents and ninjas.

 

The 600+ pages in sixth edition are basically the equivalent of a built in FAQ and thesis of using Hero IMHO so you will not be missing much.

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I've been reading through the Hero System 6th ed. Basic Rulebook to get back into the system and it's another option to consider.  Relatively cheap if you go with print on demand at RPGnow, 160 pages.  The core of the system is there, but it only describes the most commonly used powers/skills/etc.

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Having been in pretty much the same situation very, very recently, here's my 2 CP.

 

I have a paperback of Champions Complete. I have a .pdf of Fantasy Hero Complete, and a .pdf of 6E1. I also picked up Hero Designer. What I recommend is picking up either of the "complete" books as a book - if you have a friendly local gaming store, buy it there, because of "bits and mortar" - and then if you want more, pick up the .pdf of 6E1, characters. But CC or FHC should be more than enough. Frankly, the main things I've really benefited from in 6E1 are its plethora of charts, and informative examples.

 

But I could do anything I want to do with HERO using just Champions Complete. Fantasy, Steampunk, Pulp, Sci-Fi, yes, even supers. Really, either "Complete" book will do you fine.

 

Also, I absolutely, 100% recommend Hero Designer. $25 is a lot of money for chargen software, and I chafe a little since Shadowrun's exellent "Chummer" is a free, fan-made thing, but it's been legitimately indispensable for figuring out the system, and playing with things.

 

Hope that helps!

 

(Edit for typos - indispensable =/= indefensible)

Edited by Altair
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If I were just starting out with Hero System and wanted to run anything but a fantasy campaign, I'd begin with Champions Complete. Otherwise, I'd start with Fantasy Hero Complete.

 

6E volumes 1&2 are the most complete version of the rules ever published and include numerous options and variations. You can get even more options with the two Advanced Players Guides plus Hero System Skills.

 

But when you're just starting out, all that stuff's just a burden. The core Hero System rules have been around for decades, and it's all anyone really needs in order to have a great time playing or running Hero. Those core rules are included in Champions Complete and Fantasy Hero Complete, as well as in the Hero System 6th Edition Basic Rulebook. Either of those three will work, but I recommend either of the Complete books because they come with some nice extras and are truly complete in themselves (whereas the Basic Rulebook keeps referring the reader back to volumes 1 & 2, making it clear it's part of the 6E line and not a stand-alone product like the Complete books are).

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Good point, Altair. Hero Designer is indeed a good buy. I was skeptical, too, having done chargen by hand for decades, but it's nice being able to quickly stat up a character when I want to. It truly is like the difference between using a pencil and ledger or using Excel.

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Champions Complete (as well as Fantasy Hero Complete) represent the current official state of the rules, whereas 6E1/6E2 are a wee bit out of date. Granted, the differences can be summed up on a single sheet of paper, but I think it is still worth mentioning that going forward, the Complete books are the ones to get if you want the official rules and mechanics in their most up-to-date incarnation.

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Also, I absolutely, 100% recommend Hero Designer.

HD helps make sure you build characters which are valid and by the rules.

 

$25 is a lot of money for chargen software,

Lone Wolf charges ~$30 for Hero Lab, a Pathfinder/d20 character generator.

 

but it's been legitimately indispensable for figuring out the system, and playing with things.

Glad that you found it indispensensable.

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  • 2 weeks later...

Arise, ye thread, and live!

 

Champions Complete (as well as Fantasy Hero Complete) represent the current official state of the rules, whereas 6E1/6E2 are a wee bit out of date. Granted, the differences can be summed up on a single sheet of paper, but I think it is still worth mentioning that going forward, the Complete books are the ones to get if you want the official rules and mechanics in their most up-to-date incarnation.

 

Is there such a sheet of paper available? Just curious - a couple of us have picked up the .pdf of 6E1, and I don't want to trip over myself while trying to learn the game. 

 

HD helps make sure you build characters which are valid and by the rules.

 

And frankly, helps me build characters much faster. I really like chargen software, or custom excel sheets for anything this granular.

 

 

Lone Wolf charges ~$30 for Hero Lab, a Pathfinder/d20 character generator.

 

Oh, word. Hero Lab is likewise brilliant, and also priced accordingly. Its UI is a bit more attractive, but other than that, Hero Designer is now the standard that I hold chargen software to. I know a lot of people really dig Hero Lab, and it's understandable. But I never shelled out the cash, not when PCGen exists for Pathfinder. Also, frankly, I've done enough PF characters that the software is only marginally useful to me. 

 

New question: let's say that we're starting to get a hold of the core rules pretty well. What optional stuff would be interesting, and why? Is the APG worth picking up? Its sequel? What do they contain?

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That really depends on how much disposable income you have.

 

I have them and found a couple times they were useful, but I am one if those guys that buys books to read even if we never use it.

 

I would say but the Bestiary first, the extensive examples are priceless IMHO

 

As to the page summarizes the changes, search the downloads section. I know I have seen one, but cannot think of where.

 

The two big ones that come to mind are as follows, I cannot think of any others at the moment.

1 Class of mind for mental powers disappeared.

2 Extensive FAQ and thesis on using the game gone.

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