HERO System Discussion
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Back by popular demand! This file, which is also available for free from the Hero Games Online Store, contains all the errata known to me as of today. If you find an errata in the core rulebook which isn't listed here, please PM me to inform me about it. Please don't post it here, because I may not see it. Sending it to me directly ensures that I won't overlook it. 6E Errata 2020-02-09.pdf
Last reply by unclevlad, -
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I have always been mesmerized by the snapshots of (potentially) other campaigns that are scattered throughout rulebooks. Many is the time I have looked closely at an image from one of my Champions books and have been inspired by the implications of the image to craft an entire adventure. Case in point: I was looking something up for my 5e pulp campaign and I came across this image: From page 313 of Hero System 5e Revised. I mean: what the &%$ ! What is the context of this image? It's clearly an intelligent ape of some kind, running from a gladiator-type fight with a dragon-snake..? The gorilla dude is dropping his sword…
Last reply by Ninja-Bear, -
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I was thinking of a substute serial numbers filed off version of Beamline for @tiger's Argent thread, and figured turning into a "deadly" energy ball form would be good to make him different enough from make this theory villain different from Beamline. So the big question is...how would YOU make the energy ball form? Would it be a multiform (form one: various energy blasts, former two: Desolification and affect real world surface energy blast and flight)? Or some other way?
Last reply by unclevlad, -
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It was mentioned in another thread that the cost of skill levels might benefit from a bit of analysis, so let’s do that, starting with Combat Skill Levels. +1 OCV costs 5 points but you can get a skill level that gives you +1 OCV for 2 points. Sure, it is limited to a single attack but if your character is MegaBlast whose only offensive power is his MegaBlast, that is a bargain: you’re probably never going to use your OCV for anything else. We can pretty much guarantee that is someone is buying 2-point levels they are only planning to use a single attack most of the time and, in a game with hit Locations, are going for Head Shots all the time. Al…
Last reply by Gauntlet, -
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When a player is using a skill, when is the best time to make them roll it. Would there be times that you could just give it to them without a roll, or should they always be rolling. So hey GMs, what are your thoughts.
Last reply by unclevlad, -
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Is there a rule for similar skills? For example: Epah has Electronics at 14-. Epah may use Bugging and Security Systems at 8-. I played 1E and 3E for years and 6E a bit, but we had so many GMs and so many house rules, it often all runs together.
Last reply by Lord Liaden, -
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Hello Herodom! As some may know, I've never been a big fan of the Hero stat blocks, and have started working on something knew for my group. That said, I was curious about the community thought about a few things and wanted to ask a few questions. 1. How many pages is your idea Hero Character Sheet? 2. Do you think a sheet strictly for combat would be a helpful addition? This would contain all the charts and tables specifically for combat, and perhaps list various attacks.* 3. Do you prefer a list format, or do you like something more condensed (like have a paragraph of skills rather than one skill per line)? 4. What do you think is missing fro…
Last reply by Sean Waters, -
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I'm looking for thoughts and feedback to help decide on changing the CV calculation from DEX/3 to DEX/5. I would probably drop Martial Arts, as I already feel they're too cheap, and this would make them more so. I know I have to review all of the combat manuevers to see if they should be changed. I don't think Skill Levels will need to be repriced; but I'll check anyways. I'm considering because of previous DEX/CV arms races. Would this help? Make it worse? Chris.
Last reply by Ninja-Bear, -
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I have been playing this game so long, I tend to do everything by judging things by eye. And I adjust on the fly depending on what the dice throw up and the way the players react. It is not something you can really teach someone to do except by delivering them the same experience over time. Reading other systems is enlightening though. I have been reading the Sentinels of the Multiverse RPG and the bought adventures have (I rthink) a fantastic structure. It really does make you think, as a GM, and probably will provide a bit more structure for the players. The GM notes for one scene looks as follows. The question is whether you guy…
Last reply by Rich McGee, -
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I realise that @unclevlad and I have been throwing numbers at each other - each of us turning to creating spreadsheets to handle the numbers - without knowing what each others tools look like. Would it be worth havng somewhere we could deposit these tools, let each other have a look at them and ensure we got it right - i found two errors in the sheet I was using yesterday (updated the post that relied on it) and I "think" I found evidence of an error in Vlad's. The key value however would be to provide those that are less confident of picking up a spreadsheet and, even more, confident of manipulating the numbers in a sensible fashion. Worth it?? …
Last reply by Sean Waters, -
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I have little experience with the system, but I'm learning. To that end, I wish to pose a question. Since Hero is often mentioned as being able to do anything, tell me how you would build a game that mostly replicates the film "Treasure Planet." If you haven't seen it, then it's a retelling of Robert Louis Stevens' Treasure Island. However, the ships fly from planet to planet. Solar sails collect energy, which powers the thrusters, ship mounted laser cannons, and artificial gravity on the ship. Characters carry laser blaster pistols and laser rifles. Long John Silver is a cyborg, with a multi-function arm and leg, as well as cyber-eye. There are robots, and even th…
Last reply by Ninja-Bear, -
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I should stop listening to game podcasts while cycling. 🙂 This time I was listening to a podcast discussing systems that used dice pools. I was interested becasue I like the idea of the roll impacting the "success" of a combat action. Right now we roll bunches of dice that really mean that you suffer from the tyrrany of probability where the biggest numbers happen pretty infrequently. I was trying to think of a different way and was wondering if it might be interesting to switch to a system where you buy dice of damage that only give a standard effect by default. However, if the attack roll contains a 1, you bump up the STUN by # of dice, and ca…
Last reply by Christopher R Taylor, -
Pain without damage 1 2 3
by Steve- 4 followers
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How would you model an attack that causes pain, but it doesn’t actually do any damage? An NND? A Drain vs STUN? Something else?
Last reply by unclevlad, -
It is oft said on the internets rpg'o'sphere that GURPS is better for running campaigns/settings that are closer to 'human/normals' power scales and that GURPS tends to break down at higher 'superhero/cosmic' power scales. And it is oft said that the HERO System is better for running at higher power level 'superhero/cosmic' scales but lacks the granularity to run campaigns/settings closer to 'human/normals' power scales. Now IMO I'd say HERO does lack the amount of 'granularity' I'd like for near normals/heroic roleplaying and has no problem at all modeling superheroic/cosmic scale power level games. (HERO is my all time favourite RPG engine/took-k…
Last reply by tolen1, -
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I was reviewing the rules for Heroic Action Points (CC 130; FHC 153) this afternoon. Although CC/FHC are my primary rules references, I've never actually used these rules before. In campaigns I've run in the past I've simply ignored them. I'm writing today to poll the Hero Games community regarding their experiences with Heroic Action Points. How do you feel about Heroic Action Points? Have you ever played in campaigns using them? Have you ever run campaigns using them? What was their impact on those campaigns?
Last reply by Steve, -
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This is long. Sorry. It’s written from the perspective of a Champions type game, but I think the issues have broad applicability, whatever the genre. I think it would be useful to have more discussion of the thinking behind game mechanics so we’re aware of the issues they can present and how we can use them to heighten playability. I’ve never really been a fan of the Killing Attack mechanic in Hero, even after the 6e changes, but maybe I need to re-evaluate my position. I decided to run identical characters against each other, but one using a normal attack and one using an equivalent DC KA. The results were interesting. I’ll get to them later. …
Last reply by Sean Waters, -
- 2 followers
- 27 replies
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I have never really been happy with mental powers in HERO. I have been creating characters since 1982 and never really had a "mentalist" that played well or felt balanced - either too powerful or too easily overcome. There has aways felt like a watershed where the mental powers were too weak, then suddenly they become overwhelming. It is also the fact that they never, to m, played in a satisfactory way. I was out cycling on Sunday when the glimmerings of another way filtered through to my brain and I failed to write it down and am now scrabbling to reconstruct the golden vision... One of the problems with mental powers is that they can remove ag…
Last reply by Sean Waters, -
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- 50 replies
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Years ago, I always used to assume that if a character went to sleep that any Constant Powers would switch off but Constant Powers say that they only switch off when the character is Stunned or Unconscious. Unconscious is largely defined within the rules as 'Knocked Out' where your STUN is reduced to zero and when you 'come to' your END is also set to zero. This led me to ask what a sleeping character's reserves of END and STUN are when they wake up - presumably not reduced if you've had a full night's rest (although you might be 'Flashed' by being awoken suddenly, you're rested as opposed to having been made unconscious by suffering trauma). However, I just n…
Last reply by unclevlad, -
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I mentioned it as a special effect in a thread about superhero costumes, but how would you give for an "indestructable" costume? I would say about enough Damage Negation to reduce any Killing Attacks by -2d6 (about 6DC Damage Negation), 50% physical and energy Damage Reduction. How much PD and ED would also be needed? Note...again while it will protect the wearer, but not totally...as the wearer can still get burnt or crushed to death without harming the dress itself (special effects, dontcha know).
Last reply by Sean Waters, -
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How do you simulate scaring someone to death? The explanation is, of course, inducing a heart attack using fear.
Last reply by Sean Waters, -
- 2 followers
- 19 replies
- 98 views
Speedrun is a cyborg speedster character who gets his speed from a series of rolling balls under the 'skirt' of the mechanical device replacing his legs. While it does grant him good speed, he can't kick nor use stairs. What is the best way to simulate thiis? Yes, I know it requires a Physical Limitation. But should I also put in a power limitation on running to simulate the inability to run on uneven ground?
Last reply by Gauntlet, -
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Lets say there's a crime wave going on and you have your first combat at 9 am and use up 30 end and 25 stun, but here is another combat later the same day, how much have you recovered in the time between the 2 combats. There are rules for BODY and LTE but not otherwise. Help???
Last reply by Christopher R Taylor, -
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Hello Herophiles, I was actually making some heroic level martial art villains based off the movie, the Drunken Master. And I realize that it’s been so long I forgot what the title says. So if the king of bamboo (he uses a bamboo staff) Has staff fighting martial art, and Natalie the required weapon familiarity And he is strength 15 and the STR Min of the staff is 10. Does he add an extra damage class to his strike? The staff does 4D6 normal. So does he do a total of 7D6 strike? TIA
Last reply by Grailknight, -
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To the GMs out there, which do you prefer: to start campaigns with High Point Characters or Low Point characters, and why. I prefer myself to start with low point characters, that way there is more creation done in the campaign, but I am sure not everyone agrees with me.
Last reply by Durzan Malakim, -
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Just wanted to think as to how players feel about the complexity of Hero Games. I personally like the extra items that you can do with Hero Games and feel it's combat system is one of the best out there. But could character creation be getting up a bit to far? What do you all think?
Last reply by Stanley Teriaca,
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