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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Re: 6E Rules changes confirmed so far Oops, I guess I lied. I guess I still have some pedant to peddle. No, since the "Primary Characteristics" no longer determine the base values of the "Figured Characteristics," their functionality has diminished, so only some of it is still there...
Last reply by PhilFleischmann, -
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I thought this thread might be of interest to board members. Its a discussion of how vital and active, how "Healthy" Hero System currently is in the rpg industry. Given the location there's allot of less throwing dirt on Hero's coffin and smug grave dancing than you might expect and some good points have been raised. https://forum.rpg.net/showthread.php?776862-Hero-System-Champions-How-s-it-current-health Any thoughts or observations?
Last reply by zslane, -
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Re: Who is sticking to 4th or 5th Ed HERO I never bothered with picking up a Revised. Just had a 1st Run 5th. But I have seen some pronounced differences but even then it didn't phase me that much. ~Rex
Last reply by phookz, -
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1. Will there ever be a 7th edition of Hero System? 2. If there is, should the system move towards simplification and less complexity, or towards extending the modularity introduced in 6th? 3. Are there any glaring "legacy" mechanics from previous editions crying out for revamping and revision? 4. Should the product be less "generic" and more oriented towards specific settings? 5. Should there be more characteristics? Fewer? About the same number? What about rules for optional stats? 6. Should complications be revamped, or even removed/made optional? Should power limitations and complications be merged, at least in some instances? 7. Should costing be simplifi…
Last reply by Lucius, -
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As the title says, I think 6e is the best version of the rules published. However, I see grumbling and shade thrown on it here and there by various posters on these hallowed forums. Now, as it happens, I am aware of the broad strokes of the most common gripes people voice, but in the interests of collation and collegial discourse, I invite people to forward their personal arguments as to why they do not feel that 6e is the best version of the rules. Please keep it polite and in the spirit of reasonable discussion, and if it comes to it, friendly disagreement.
Last reply by Spence, -
Re: 6th Edition Hero System I've found just the opposite - I play better, and get GMed better with higher point characters with more on the sheet - all the little advantages and limitations that exactly define everything... those characters are better developed for me when I write up backgrounds, and I find them more interesting to play; mostly because in building them, with all the attention I payed to them with the intricate writeups, I find I understand the personalty and the background better. For me, greater detail in actual write ups is greater detail in all aspects of the character
Last reply by zornwil, -
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Okay. In Akiva's opening thread, I made the "passing joke" that the characteristic Strength (STR) is mispriced at 1 CP to 1 STR for balance purposes. This stems from my genuine belief that STR does a lot in this system (as does Dexterity), and should cost more than it does. Chaining to that was another conversation opened by KDansky, wherein we discussed the merits of the costs of adjusted characteristics. Recently, Akiva had asked me (am I his LOL account, or is he mine? YOU be the judge!) if I could point him to a thread that actually discussed the cost of STR. So rather than go digging, I figured we'd open a fresh discussion that he could participate in …
Last reply by Opal, -
Is anyone else annoyed at the OIHID limitation? It seems to me that this is one of the most abused limitations around. A 350 pt character who has OIHID on 250 of his points saves 50 pts, making him significantly more powerful than a 350 built straight. And in my experience, it doesn't usually come up enough to warrant that much savings. There's a limit to how much a GM can screw with a player before it stops becoming fun. My suggestion is to make OIHID a Physical Limitation. 10 pts of Limitation for every 50 pts of power affected. X1/2 if it takes a phase or less to change into hero ID or if the character is almost never in "normal" ID, and X1.5 if it takes a f…
Last reply by Sean Waters, -
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Is there anything that an Elemental Control can do that a Multipower can't do cheaper and with fewer restrictions and drawbacks? I'm not sure what the point of Elemental Controls is, mechanically... Could somebody please explain? -- Pteryx
Last reply by Nekkidcarpenter, -
Re: Cost of strength vs. benefit I'd vote for the dropping it unless there were skills specifically made for it. I really can't think of any. What I'd like to see is a set of Skill Levels instead of Skills that are always linked to a specific characteristic. Some of the White Wolf systems allow any Skill/Attribute combo, it just has to apply to the given situation. Thay way, you might be needing to make a Persuasion Roll based on DEX (to litterally fast talk) or an Acrobatics Rolls on PRE for a performance rather than a combat. In cases like this, you can then base any given Skill roll on COM, depending upon the situation. This is probably to radical a…
Last reply by Dust Raven, -
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First of all, full disclosure, I know nothing about military weapons and vehicles nor do I know much about physics, which is probably the main reason that I have to ask this. The defensive stats for a Abrams MBT are listed at 30/20. According to 6E2 pgs. 196-197, the 30 defense is for the front of the tank and the 20 defense is for the sides, bottom, and top. If a character with a Strength of 100 punches the front of the tank, he would have virtually no chance of even scratching it. A character that strong can lift 25,000 tons. It seems like someone that powerful could make a better showing against the vehicle even when attacking its least vulnerable area. Hell, I w…
Last reply by Chris Goodwin, -
Re: Taming Absolutes The fact is, it DOES effectively multiply your STUN and BOD (unless hit with something not reduced). But we have no advantage to multiply STUN and BOD against certain attack types (like we have no mechanic to subtract DC's instead of damage points), so we have to use the imperfect "buy extra defenses" model. Far from needing to apologize, Sean, you've illustrated the point.
Last reply by DangerousDan, -
My copies were waiting for me when I got home tonight. So the books are out in the wild, as Tina and Jason dig their way through the orders.
Last reply by Hyper-Man, -
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Oh no! Here we go again, right? I've followed and participated in lots of different discussions where people wish that HERO System would release complete games rather than genre books or campaign settings. But I'm a bit unclear what would be considered a "complete game," and what would make it appear to be "complete." I'm all for it, but I'm not entirely sure what it means. I know, I'm bringing up that same thing that routinely gets brought up, but I think it is valuable to at least be clear on some of the nomenclature that gets used so we can be clear on what people actually want to see from HERO System. Let me start with a few definitions/categories: …
Last reply by Sketchpad, -
The underlying basic concept of Hero is broken. That concept is the exponential scale of damage and defenses. They are wrong. Here's why: A man ("George") attacks an enormous elephant. He has 4d6 attack, and the elephant ("Jumbo") has 16PD. On average, "G" does 14 STUN, which is reduced to 0 STUN after "J"'s defenses. OK, so even though J has 40 STUN, he'll never go down, the attack is ineffective. J is pretty passive, and just stands there. This will never work, so G picks up a club that quadruples his damage! He now does 6d6 (4d6 + 2 doublings), and will dish out 5 STUN a phase after J's defenses (21 STUN average - 16 PD). It will take eight phases befor…
Last reply by ghost-angel, -
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Howdy Herophiles! Time for a WDYWTS thread about our next awesome book: Mythic Hero, which I've been itching to write for a long time now. Our shorthand description for MH around here is "Steve's version of Deities & Demigods," and while that's a good one-sentence pitch I think the key words there are "Steve's version." I think this book is going to go significantly beyond other gaming supplements on the subject. Or at least, that's my intent. Here's what the book will contain as it's currently conceived: Chapter One: Gods In Gaming: A review of a bunch of useful introductory material, much like HSB has its own Chapter One. It will cover "Templates…
Last reply by chall, -
Inspired by a post in another thread, and by The Ultimate Brick: Str 43 = The Strength of 100 Men. Str 43 = 8.5d6 punch 8.5d6 = Str 13 Martial Artist with Fast Strike and a Bo Staff. So does the fact that a man with the Strength of 100 Men only hits as hard as a fairly athletic guy with a stick bug anyone else?
Last reply by Sean Waters, -
in this guy's opinion. I suspect he hasn't ever actually played it, at least not with a GM that knew what he was doing.
Last reply by RexMundi, -
I was part of the Great Social Conflict Debate (second only to the Great COM debate) which I believe may define 5th edition in the way the Great Linked Debate defined 4th. Anyway. This morning while lying in bed waiting for my son to wake up and demand attention I was flicking through the disadvantage pages of the rulebook. I always liked the idea of using drains to 'add' disadvantages and, as such, all characters in my campaigns have all disadvantages at 0 points (so they do not disadvantage but they are available to be drained into full blown disadvantages). Now, having given some thought to social conflict etc, I like the idea that there could be short li…
Last reply by Sean Waters, -
There has been a lot of discussion, and I feel a good consensus, on the topic of Limitations, and the fact that they are not created equal. One -1/2 Limitation is not nearly as limiting as another "canon" -1/2 limitation. (Say IAF vs. 14 or less activation as an example IMO). To this point, I have two questions: First, Has anyone out there "rewritten" the standard limitations in the book to better reflect the actual worth of the limitation in their games? Second, specifically, does anyone but me feel that Focus is WAY too much of a price break? I mean, it may be my style of play, but the benefits of extra points to spend tends to FAR outweigh the occasio…
Last reply by prestidigitator, -
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OK, folx, now that Champions is temporarily put to bed, it's time to get started on the next book: HERO System Martial Arts! So that means it's time for another WDYWTS thread as well. This will be a softcover, black-and-white, book. As usual, I'm going to start this thread with a brief outline of the contents of the book, in the faint and futile hope that will prevent people from posting suggestions for things I've already said will be in the book. I'll follow up this post with an additional post or two asking for more specific feedback on some matters. Roughly speaking, what this book is going to do is take the bulk of The Ultimate Martial Artist, and t…
Last reply by kahuna's bro, -
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This thread is for "changes in the rules from previous editions to 6e that are not immediately obvious." Gotchas are minor rule changes that might catch people up if they're not expecting them. For instance: Ego no longer helps defend against Presence Attacks. (It is provided as a GM's option, but isn't the default.)
Last reply by etherio, -
This thread is actually a spin off from the discussion over in the special effects poll thread. The issue here is the relationship between game systems and GM judgement. Added on Edit: This is also an issue about the difference between a game like Hero (which has a bit more rules than some other games), and games which might be described as "rules-lite." I personally like to have predefined game mechanics and actually use them to resolve combat, rather than relying on the GM. But if one feels that it would be better to work from a GM's judgement, then why not opt to move in a more "rules lite" direction? And to pick up from the other thread. . . . …
Last reply by Logan D. Hurricanes, -
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Its a matter which has come up in a game I am running recently about who is the most attractive. This is in relationship to Contest which the party has to infiltrate. In 5th edition it was easy, you had the Comeliness Characteristic, however in 6th edition its not so clear. Striking Appearance seems the best method but it does not necessary imply the character is attractive, just that their appearance is striking. My consideration was to say that people have a comeliness of 10, an average person and each level of Striking Appearance alters this by 5pts; Increasing comeliness if the level of striking appearance is in relationship to attractiveness or decreasing if…
Last reply by psyber624,
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