I love the toolkit aspects of HERO but our gaming group has gotten to the point where everyone is married, has kids, business trips etc. So when we get together and want to game we have been playing heroscape because it is simple to learn but has enough tactical elements with the 3d map to keep us entertained and can be played by 2,3...how ever many show up on game night
No one else in my group has any inkling about HERO. When we played RPGs they always wanted me to run WoD or D&D. So I just bought the HERO books to read since I like to learn game mechanics and the HERO line is chock full of both crunchy bits and good fluff ideas.
My big complaint about Heroscape is that they do not use a formula to generate point costs for their units. Granted playtesting is a wonderful method of dynamic balancing but it doesn't foster a good fan created unit system. Everyone who makes custom heroscape units from clix minis/D&D/etc just uses a "see how it compares to the existing ones" method for picking attribute stats for Life, Move, Attack, Range and Defense. The big pothole is the custom powers that each unit has. They basically provide all the flavor and color of the game but fans have no stable way to create "balanced" new ones. Sure people come up with all sorts of powers for their custom units but there are precious few that seem to have a rhyme or reason.
This brings me back to HERO. I've never run a HERO game but own Sidekick, FRED, Fantasy, Dark Champs, Star Hero, Beastiary, Hudson City, Spacers toolkit and Ultimate vehicle. I know the HERO system can do anything but my desire would be to use its wonderful point creation system to crunch numbers for custom units for Heroscape. I realize the combat mechanics of heroscape would have to scrapped for the HERO point costs to be of any use and I'm ok with that. I am just unsure of how *simplified* you can reduce combat and powers down into.
For those that aren't familiar with Heroscape the jist is very simple. Every unit has the following stats: Life, Movement, Range, Attack, Defense. In combat you roll dice that are six sided where 3 sides are skulls, 2 shields and one blank. The attacker rolls dice equal to his attack stat and the defender rolls dice equal to his defense stat. One shield blocks one skull, excess skulls that are not countered by rolling shields take away life on a 1 to 1 basis. The stats range from 1 to 10 basically. Range is simply how far you can be and still roll attack dice against a target.
For those who are very familiar with the HERO system, and heroscape if possible, is such a thing possible? Can HERO combat and power usage be cut down to a minimum that would play with a good speed? The HERO design system is so good that it would no doubt be able to do the crunch in a nice balanced manner but I'm not sure how streamlined it could be made before it ceases to derive any value from the point construction system.
I also own Mutants & Masterminds and GURPS, along with about 20 other systems, I like to read things I never play . GURPS and M&M both have point build systems that would work as well but I wonder even more about their ablity to be streamlined to a 5 or 6 stat combat system that doesn't require any mental calculations. All the mental work is something I want to be done in advance so that in the spirit of heroscape you actually are relaxing instead of doing math. As a mechanical engineer mental math is not a problem for me but the absence of it when gaming sure is noticeable.