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Favorite HERO mechanics


Supreme Serpent

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Re: Favorite HERO mechanics

 

Two things I like very much.

 

The bell curve. Thanks to the 3d6 curve, you are more likely to roll 10 exactly than you are to roll 3,4,5 or 6. That's a full 25% of the range of possible outcomes that are extremely rare, which makes them special, and memorable.

 

in contrast, a d20 is just as likely to roll in the top or bottom 25% of its range as it is to roll in the middle 50%. This makes extremely good and bad rolls very commonplace and not so special.

 

Second - the disadvantage definition system of Frequency - Severity.

 

This simple but very flexible system allows for new disadvantages to be fairly assessed without having to create a whole new set of rules. Compare and contrast to GURPS which was forced (to avoid legal hassles) to write up individual snippets of rules to handle every ~phobia under the sun and so on. It's a nightmare compared to the simple system of frequency and severity that HERO uses.

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Re: Favorite HERO mechanics

 

Let's See

  • The SPD Chart
  • OCV/DCV interplay with maneuveurs
  • DCV vs DEF
  • Multiple Damage Vectors [EB vs PD or ED, KA, NND, EGO, AVLD, AP, PEN, etc]
  • All of these = about a gazillion different methods to make your fighter dude special.

 

It is the nuiance of the system that I find appealing.

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Re: Favorite HERO mechanics

 

There is probably too many great things about the HERO system that I can't mention them all (I sound lke I'm accepting a reward). But here are a few.

 

HIT LOCATION TABLE

-OCV/DCV (Want a Defense Specialist or a Brawler)

-DCV/DAMAGE (I Love the hard to hit vs. hard to penetrate)

-Complete customization (I'd like a guy whose fast, has a magical ranged attack, loves using axes, and has knowledge familiarity with almost everything)

-Speed Table

-Stun/Body

-Endurance/Recovery

 

All in all, once you try the system, you'll never want to go back.

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Re: Favorite HERO mechanics

 

Nobody mentioned Disadvantages. Specifically, more disads = more points. I've seen other systems with them but not with such great flexibility.

 

Also, Power Limitations/Advantages which allow you to create anything you can imagine.

 

I would say it a little differently, since it has been my experience that players will always create their characters with the max disads so as to not lose any points.

 

However, the versatility that defining disads gives you, and the way that well written disads can tell you more about a character's personality than his powers and skills... that is refreshing.

 

Of course, for superheroic games, you are definately looking more like Marvel "flawed heroes" than DC "supermen". But, hey, i have always found Marvel characters more easily identifiable with...

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Re: Favorite HERO mechanics

 

Are there particular parts about HERO that you love? Things that' date=' now that you've been exposed to them, you look for in other game systems?[/b']

 

First of all--I don't look for anything in other game systems, as the only person I know who GMs other systems doesn't currently have any players I know.

 

Things I like:

 

1) NO CHARACTER CLASSES :idjit: <- the most awful, constrictive, @#$%:hush: idea I ever ran across in gaming.

 

2) Flexibility: The skills, perks, and talents are a nice place to begins, but the Powers, Advantages and Limitations really add a lot, particularly when you combine them in power frameworks.

 

3) There is no rule in the book that can't be bent or broken if it suits a purpose. There is a whole chapter in FRED on the subject. The Game desgners recognize that it is interactive theatre, not chess.

 

4) Point based character creation. If I start with a deficient character, it is my fault, not because I couldn't roll up a single two digit sum in best 3 out of four dice. I've got one character for which I'm able to roll his 14- or 15- activation only about half the time, but that is a different thing.

 

5) OCV vs DCV, DEF vs Damage Okay, I've actually seen this before I ever ran across Champions, and I liked it then as much as I like it now. I even knew of Dodging, Dive for cover and Blocking before I met the Hero system. Liked them then, still do.

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Re: Favorite HERO mechanics

 

Probably everything has been said, but a few for me.

 

Separate BODY and STUN - Mechanics allow you to knock someout without killing them. STUN comes back quickly, BODY has to be healed over months, or with Powers. Better (IMO) than the clunky HP.

 

Speed Chart - I find it as an improvement to initiative determination used in other systems. At times it can be 'gamed' but any system can do that.

 

Combat - Combat is much more complicated in Hero, more options that effect OCV and DCV, the inclusion of separate stats for to-hit and defense, and of the optional rules that make combat much more tactical than, "I hit him with my sword."

 

Flexible Point Buy - Other game system have point buys, but almost all also have restrictions. For instance, WW with its 'classes' sorry, clans has limits on how points can be spent. Hero lets you be anything. A swashbuckling ninja-pirate who happens to know a little magic to improve his chances in a fight. No 'right' way to build a certain character type, no limitations except for roleplaying and your imagination.

 

Plenty of others good mechanics, which is why Hero is top of my list for a rules system.

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