Fantasy Hero

Fantasy Hero
416 pages, Trade Paperback, Perfect Bound, Black & White
Retail: $31.99
Authors: Steven S. Long
Artists: Storn Cook (cover), various (interior)

This supplement is for the Hero System and does not include any d20 material. However, it contains a wide variety of materials useful for any fantasy campaign.

Overview: Fantasy Hero does an excellent job at its stated objective, which is to cover the genre of fantasy RPGs (in particular the Hero System). This is an intimidating book, coming in at a little over 400 pages and it is mostly text at that. For those who love reading about the make up and under pinnings of fantasy, this book will do a fantastic job (sadly, even with its bulk FH did not have the room to do an in-depth study of some areas BUT an exhaustive treatment of the genre would require a library and not a single book). This book gives a Hero System GM all of the tools needed to lay out their own campaign setting and raises many issues that even experienced GMs will often neglect. As a Fantasy Hero GM, I find that I reference this book more than any other. I also turn to the book when writing d20 stuff just for the engaging information.

Art: If Hero has a weakness it is the art. Some books have smoking art while others are mediocre at best. The cover was done by Storn and is of good quality. Interior art ranges from mostly sub-par to passable art with a few outstanding pieces interspersed. Overall the art in Fantasy Hero does the job.

Fantasy Hero starts off with a discussion of the nature of the fantasy genre for RPGs. It goes into detail about the various sub-genres like crossworlds fantasy, epic fantasy, high fantasy, low fantasy, swords & sorcery, urban fantasy, and then spends several pages discussing mixed fantasy such as adding mystery or horror to your campaign. Each section includes a 2-3 paragraph description (or more as needed) of the subject and then a breakdown of the common elements. FREX: Sword & sorcery discusses the following elements as being central to the genre: "barbarism is the natural state of mankind," magic is slow and difficult, lack of heroism, only the tough survive, short term thinking, & show me the money. Each of these elements is discussed in relation to gaming. The first part of the chapter takes 24 pages of text.

The next section covers common fantasy elements. This is an overview of both the physical and philosophical elements that are common to most fantasy stories, including mundane items as castles, keeps, caverns & cities but it also covers things such as prophecy & the nature of evil in fantasy.

Chapter 2 covers character creation. Hero is a point based system and the flexibility in racial and cultural creation flexes its muscles throughout this 100 page chapter. The chapter starts with racial write-ups that discuss the physical characteristics of a given race, then it covers the cultural packages, environmental packages come next and covers subjects such as a being who comes from the plane of fire and similar exotic environments. Each of the aspects of creation are optional and customizable by the DM.

Professional Packages follow and are similar in nature to classes common to d20, again these are optional and even within an individual group some characters may opt to take a package deal while others just build a character in the raw. Each professional package deal includes requisite stats, skills, perks, and if applicable the appropriate disadvantages. These packages may also be stacked upon one another - there is no rule stating that a character with the Ranger package deal may not also take the commander package deal.

Hero System has an open ended stat system, so discussion of the stats is warranted to set standards lest a player decides to create Superman for a fantasy game. The next section lays all of these issues out and is followed by the skills section. The skills are modified from the core Hero rules as needed for the fantasy genre (FREX: Combat Piloting is not relevant to most Fantasy Hero games but it is discussed briefly for those rare games where characters ride dragons or similar creatures).

The Perquisite & Talents sections deserve some special mention. These two sections which are somewhat unique to Hero System allow the character to develop in manners other than skills & combat ability. Contacts has always been a feature of Hero that sees much use in my own games. This allows the character to purchase a 'friend' to whom they can turn to for information or favors, they are not followers simply friend in key locations who occasionally provide useful information or skills to the characters. Characters may also purchase temporal, military, or spiritual ranks with Perks - this simple aspect allows the player to control the growth of his characters responsibilities. A character who is a local priest who wants to do more with his church need only add a few points to become a bishop, of course the points guide the GM, the story will need to be resolved in game. Talents are those abilities that border on the mystical - all the great heroes of fantasy have some talents even if that is something as simple as being fearless. A plethora (I like that word) of new talents appear in this book such as Divine Favor & Trackless Stride allowing players several options in making there character unique.

At the core of Hero System are its power rules and true to form, we are given a double dipping of power uses in the fantasy genre.

Next up is a fairly standard equipment list appropriate to the technology.

Next we have the combat & adventuring section. It includes optional rules for realism, bleeding wounds, and other gory details to bring in the Grim & Gritty. Weapons and Armor take up the next section of the chapter. With the power rules, weapons and armor can really stand out from the crowd. Unlike d20 where damage is damage, Hero system offers a multitude of methods with which to whack your opponent so weapon choice is an important factor in character development. Some weapons do only stunning damage, others do killing, among the killing some are armor piercing and much more useful against the knightly character while still others tend to ring your bell (increased Stun Modifier). Details on advanced weapon creation follow (similar to Master Work weapons but with more choices). A similar section covers armor and shields.

Chapter 3 includes Hero Systems fantasy mass combat rules - I will defer commenting on these since I have not playtested them to see if they work.

Chapter 4 covers the most difficult aspect of playing a game in Hero System: Magic. The first dozen or so pages discuss issues related to magic to help a GM define exactly how they want magic to work in their Fantasy World. The author comes to Fantasy Hero with the assumption that most GMs will be running a homebrewed world and so the direction here is not what is the -right way- to do magic but what are the aspects that the GM needs to consider. This is followed by various construction mechanics, again no rules are laid out only different ways the rules can be applied to achieve an effect.

Spell Creation and Use delves into the specifics of individual spell creation in much the same manner as the previous section went into magic systems. This is followed by a lengthy section giving various examples of magic systems that can be used and includes 14 or so systems that are well thought out and described.

Magic items have always been a bone of contention in my home games since players generally have to pay points for them. The Enchanted Items section covers all the aspects of magic items - everything from acquisition to creation. It has a large section giving examples of several items.

Chapter 5 is another section of this book that is valuable to any GM - Fantasy Worlds covers the aspects of world creation. Geology, ecology, history, demographics, and settlements are some of the sections covered. These are not long but IMO they are succinct, providing the important information while cutting out the fat. What Fantasy World does not need a section on races? This is not a list of dwarves, elves, and trolls - the section on Fantasy Races includes thoughts on creating animal based races (Furries), amphibians, magical beings, and covers ethnicity within the various major races. Once you have the where (geography) and the who (races) you need the why (civilizations). Thirty pages discuss issues like marriage, death rituals, trade, and the function of government. Chapter 5 is one of the brightest points of this book, a good read for anyone not just those inclined to play Hero.

Chapter 6 details the details of how to GM. Hero System has always had an understanding that even within the same system different groups will play the game differently, some enjoy humor, others realism, and some even enjoy the hopeless struggle. One important factor in determining the success of a game is to ensure that players have the same expectations - pre-defining weather morality is a gray thing or a black & white thing will help avoid conflicts based on misunderstanding. There is an obligatory section on plots and a nice little section on disconnects in the game (like splitting the party). Environmental dangers follows this and covers aspects like lava, bad weather, and traps.

Chapter 7 - The final section has several NPC both heroic and villainous for use in your game. These are stock type character like the evil wizard and a few staple monsters.


In review - once again I find myself torn between a score of 4 or 5. I think I must have a psychological issue with giving a score of five. I do not have any area to fault the book barring the art but it still does not climb into that HOLY SMOKES category for me. Since the book is my most referenced book on fantasy, it would seem that a 5 was a shoe in but this book demonstrates both Hero's greatest strength and its greatest weakness - versitility. The book is endlessly diverse and new GMs will find themselves struggling with the sheer number of options. More sections with examples and even a tutorial on world building using the Turakian World (a world book also produced by Hero) would have boosted the review into that ever elusive 5.

Eosin the Red
 

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WONDROUS WORLDS OF FANTASY!

Fantasy Hero discusses and describes the Fantasy genre for gaming, and shows how to create characters, campaigns, spells and magic systems, kingdoms, and other elements of Fantasy with the HERO System rules. It includes:

-a complete review of the Fantasy genre, from the most mundane Low Fantasy and Urban Fantasy tales to wondrous and bizarre High Fantasy and Epic Fantasy sagas, with guidelines and suggestions for simulating each part of the genre using the HERO System rules

-an extensive section on creating Fantasy characters in the HERO System, including over five dozen Package Deals for major character races, backgrounds, and professions

-Fantasy-specific combat and adventuring rules, including expanded rules for weapons, sieges, and mass combat

-a detailed chapter on magic, describing how to create magic systems, spells, and enchanted items, with dozens of examples to get you started

-discussions about Fantasy civilizations and cultures, with guidelines for economies and currencies, travel times and methods, religion, and much more

-a comprehensive chapter on gamemastering Fantasy games

Whatever type of Fantasy game you like to play, and however you like to play it, Fantasy Hero helps you make it even better!

Fantasy Hero is usable as a stand-alone product, but does not include the HERO System rules, only discussions of how to apply those rules. For the rules themselves, you’ll need the HERO System 5th Edition core rulebook.
 

Fantasy Hero
416 pages, Trade Paperback, Perfect Bound, Black & White
Retail: $31.99
Authors: Steven S. Long
Artists: Storn Cook (cover), various (interior)

Bias Disclaimer: I playtested Fantasy HERO and was also part of a modest "Advisory Board" prior to the playtest that the author bounced a few questions off of. I'm not a HERO System employee and am not compensated by DOJ dba HERO Games. I'm just a fan of the game.

**************************************************

First off, this supplement is for the Hero System and does not include any d20 material. However, if you just ignore all of the HERO System mechanics, its jam packed with general Fantasy genre tidbits.

**************************************************

The Fantasy HERO Phonebook, as we call it locally, clocks in at about an inch across the spine. And much like a bodybuilder with about 5% body fat, it's interior is rippling and bulging with well defined and powerful meat.

A "heavy" book for a "heavy" game system, this book has the audacious goal of covering the entire gamut of the Fantasy genre from a Roleplaying perspective. While that goal is unattainable by any single book in my opinion, Fantasy HERO makes an impressive run at it nonetheless.


What this book isnt:

* Not a Setting
* Not a Laundry List of all inclusive items
* Not a monolithic all-defining paradigm
* Not a nueroticly unhappy robot with a suicide complex

What this book is:
* An engaging treatment of many of the genre's common elements
* A collection of many (many) different ways of accomplishing common elements of the genre
* A collection of World Building tips
* A guideline for how existing HERO System mechanics can be used in a Fantasy setting
* A collection of all new HERO System mechanics (primarily in the form of new Talents), and Packaged Deals
* A revolutionary approach to Magic System design, with 12 sample Magic Systems provided to get the ball rolling
* A Mass Combat facilitator
* A GM's aide/mentor-in-a-book
* A pleasantly hefty blunt weapon


General Use: This book is most useful to GM's, as it provides a lot of handy tools and advice for running Fantasy games in general, and in the HERO System particularly. However, the first part of the book contains the Package Deals and new Talents, and about midway thru the book is the ever popular price and weapons lists, which players would get use from.

Cover Art: One of Storn's better pieces, I like it well enough. Some have said it's too superheroish, but it suits me just fine.

Interior Art: The HERO System books are almost infamously sub-par on the illo standpoint, an often cited (and frequently only cited) flaw. However, I thought that FH was better than most HERO System products in this regard, with some really nice pieces and only a few bleh ones. In fact some of the art was actually pretty good and inspirational to my mind; considering the sheer size of this book they get lost in the sauce a bit, but they are in there.

Introduction: You know its a HERO Games book right off the bat; there's a sidebar reference to "Duplication; HERO Games Text Only (-2)", refering to the fact that some of the world building material from the Star HERO Genre book is repeated. Got to give props to a Game System that pokes a little fun at itself from time to time. That Steven Long fellow doesnt beat around the bush much and this Intro is no exception. It gives a summary of the book's sections, a sidebar note pimping other HERO System products to use in conjunction with FH, and a blurb about "Historical Realism" being basically ignored in favor of gaming tropes.


Chapter 1: One of the parts useful to non HERO Gamers, this chapter is like Fantasy Genre Deconstruction 101. It attempts to categorize sub- and meta- genres of Fantasy, and then gives a great list of classic "bits" common to the genre. In alphebetical order no less. From Alchemists to Wizards, we get six pages of text covering these bits and the various forms they might take. This is actually a great kickstart for ideas as well; a GM brainstorming a new setting or adventure might glance thru this list and fixate on a couple of classic bits to combine together in a new way as a good starting hook for instance.

This section is generally useful, but very experienced GM's will probably skim it, nod, and move on. I know I did at least. However there is still a lot of great coverage here, and the book would be remiss in it's objective if it didnt cover the bases.


Chapter 2: A Nuts & Bolts Chapter, this section is really only of use to HERO Systems players as its mechanics oriented.

The first 34 pages of the Chapter are Package Deals for a variety of races and professions. Package Deals are a HERO System tool that is basically just a list of abilities intended to be taken together. There is no mechanical benefit for taking Packages (there was in previous versions, but that was excised in the current Edition), so they are strictly conveniences. Handy for GM's that dont want to come up with them on their own, but ultimately many HERO System GM's will likely prefer to make their own Package Deals, and it's not like its hard to do either. However, this will likely be a big selling point for people new to the System, as the Art of Package Design is something that takes a while to learn ;)

The next few pages cover Characteristics in the Fantasy context, including a STR chart listing Fantasy items rather than the "Battle Ships" and "Motorcycles" from the general purpose STR chart; handy that. Also covered is about a page worth of text for dealing with variant Normal Characteristic Maxima by race, and suggestion for how to deal with a problem common to the HERO System in heroic settings -- stat compression. Because the HERO System scales upwards into insane power levels if desired, normal people ranges of characteristics are pretty low. You start at 10 in all Primarys, and reach Characteristic Maxima at 20 on same. Now, in the HERO System you can go above Characteristic Maxima no problem, each point of Characteristic just costs double is all. Also, the HERO System has break points every 3 and 5 points of effect for most Characteristics. The net effect of these two circumstances is that you tend to see a lot of 23 STR 20 DEX 18 CON 18 BODY characters running around. Several various ways of minimizing this is included for GM's that prefer more spread in Characteristics.

Next up is a section on Skills. Pretty straightforward section covering the various HERO System Skills and their appropriateness and use in a Fantasy Setting. Nothing to keep you turning pages all night reading, but useful as an in-play aid.

Next up is Perks. Perks is a HERO System mechanic for things which are neither learned (Skills) or inherent to a character (Talents), but instead are generally societally oriented. This section is excellent, chock-full of great bits for inclusion in a Fantasy setting. One of the best bits is the expansion of Contacts to include "Spirit Contacts", and another good one is a chart listing "Demesne" for building Bases with -- useful for those who aspire to be landed nobility, warlords, and the like.

Next up is Talents. Talents are like mini-Powers in the HERO System; things that are unusual but attainable by nominally "normal" folks. Things like Eidetic Memory and Ambidexterity are typical Talent fare. A few existing Talents are touched on as being good for a Fantasy Setting, but then one of the best parts of the book follows with many new Talents, such as the controversial (but ok in my book!) Deadly Blow, Beast Speech, Follow Thru Attack, and Turn Undead. Theres quite a number of them and they are all very good at modeling various things that occur in Fantasy settings. Of particular note, many of these talents are pretty transparently analogues to some of the better known D&D Feats.

Next up is Powers. Powers are the core of the HERO System's storied robustness and infamous complexity. Essentially a meta-language for describing and assigning points to game mechanics to accomplish just about any imaginable effect, Powers are most often used in Fantasy settings to model Magic, Psionics, and special abilities like Breath Weapons and the like. This section goes into some considerations of how various Powers interact with the Fantasy Genre. I thought this section did a pretty good job of touching on the basics and drawing out some common things like Detect Magic, and how to do boosting effects like Potions of Giant Strength and so forth.

The next two sections cover Power Modifiers. Powers can be modified in good ways which also increase their cost (Advantages), or in bad ways which decrease their cost (Limitations). These sections do a good job all around. Some new and useful bits like the "Mobile" option for Areas of Effect, a long look at Focus, and the expansions of the general Limited Power to include Ritual and Window of Opportunity are all very valuable. There are also some small tidbits of note here and there too, such as a blurb on using AoE for effects that would normally require Usable By Others, the Complex options for Incantations and Gestures, and the Voice Rance variant of Incantations. Good stuff!

Next up is Disadvantages. In the HERO System characters can (and in some cases must) take Disadvantages that apply to their character, which in turn yield extra character points to get useful things with. Disadvantages cover the gamut, but range from things like pronounced quirks that affect behaviour to being Unlucky, having a Dependency on something, Berserk fits, purely physical downfalls like having one eye, and distinctive appearances. Not much new in this secion, just a general and concise treatment. Fortunately its a perfunctory few pages.

Moving on we come to Fantasy Equipment List. This section is short, but crucial as its page after page of price lists for items. On a side note, the prices are generally silver based rather than gold, which I like; makes for a much more granular economy.

Chapter 3: Combat & Adventuring. Ah yes, the "guts" of the book if you will. This section covers using the HERO System Combat System for Fantasy games of all levels of grittynes. It's a veritable cournacopia of options, ideas, and suggestions. It even calls itself out in places, pointing out where the nature of the system may cause unforeseen issues at certain levels of play; case in point is the way STUN works in the HERO System basically means that opponents (and the Heroes!) are more likely to be knocked out than they are to be killed, and about a page of options for correcting for that if desired. There's also a goodly bit of coverage of injury and recovery of wounds. All in all a good section.

Followed appropriately enough by the weapons chart. The Weapons chart presented is generally passable. Some have quibbled over it, and I myself use my own variant weapons system in my games, but this list is perfectly functional even though some weapons are pretty clearly advantaged over other ones (but then who said all weapons must be equal anyway?). Several pages of exposition about the weapons follows, and then true to form several pages of options follow that, giving suggestions for how a GM can tailor weapons lists and the like in their own setting to suit whatever preferences they have. A Masterwork analouge is also present (though in typical HERO System fashion, it's much more expansive), and a section on the pros and cons of different fighting methods. And finally more combat options follow for a few more pages. This is a great section of the book, however I thought it could have been better organized for flow; as it is the section doesnt really read straight thru and feels more like a reference section.

Next up, unsuprisingly, is Armor. This section is to armor what the above was to weapons, giving a list, and then many variants and options to suit. The only major difference is it's much more concise, only taking a few pages.

Next up is the Mass Combat rules. This was one of the things (and in fact the most significant) that was bounced off of the "Advisory Board" prior to the playtest; in fact a couple of my suggestions actually saw print, so thats kind of cool. However, overall Im not fond of this Mass Combat System and wrote my own. Nevertheless, it's perfectly serviceable and sure to be useful to many GM's wanting to run mass battles relatively quickly.

Chapter 4: This brings us to the Magic Systems section. This is where the book transcends into the upper echelon of gaming product for me. For the first time that Im aware of, a Game System basically says, "Roll your own Magic System, and it's just as valid as anything we could come up with". It provides a tremendous amount of information on things to consider when defining Magic in general and Magic Systems both. It also presents 12 different sample Magic Systems, some of which are extremely cool (I think "The Gift" is the best-of-set personally). This section is also somewhat serviceable to non HERO System GM's as an idea source. I thought the Magic Item treatment was a bit weak in comparison, but really, at this scale thats just nitpicking. This Chapter is the pinnacle of the book in my opinion.

Chapter 5: Fantasy Worlds and Races. This is the World Building section. It's pretty comprehensive overall. I still prefer my old beat up copy of Campaign Sourcebook/Catacomb Guide from AD&D, but this is an excellent treatment of the subject as well. I tend to gloss over things like this anymore as it's rarely anything new for me, but this should be very helpful to many GM's. It also has a few useful tidbits tucked here and there likea Cargo Price List, a Technology Table broken down by year range, and a Travel table. Everything from Geography to Government to Religion is covered, with some useful Economy guidance for good measure.

Chapter 6: GMing FH. This is another generally useful section to HERO Gamers and non-HERO Gamers. Just a straightforward coaching section for GM's it hits the highpoints and calls out some gotchas. It also has some value-added bennies like a Random Plot Generator, some Trap examples, a Secret & Concealed Doors mod list, and a listing of Doors and other Fantasy Objects info for purposes of breaking. Again, this section is old hat to many veteran GM's, but likely helpful to many others.

A section of Villains and NPCs is worth noting as a useful primer for GM's that don't have the knack for making memorable opponents for their games.

Chapter 7: The shortest chapter by far, this section is mostly made up of sample characters and villains. The least useful section for me, I at least know why it was included for completionist sake. Ill avoid commenting further on this section.

Finally a lengthy Bibliography (and at no extra charge a short Cinematography as well), followed by an Appendix containing four Base write ups. Base write ups are always useful, so good value added there. And of course the trademarked DOJ Index at the end, particularly handy for a manuscript of this size.



In summary, Fantasy HERO is a huge book covering a broad range of Fantasy related topics, with a mix of textual exposition and mechanics. It is very "toolboxy" with many variants and options provided. Many sections are highly minable for general concepts, and useful "things to consider" are strewn liberally throughout the book.

All in all, while there are some things I would prefer were done differently, they are easily overwhelmed by the sheer scope of the book. I would highly recommend it to any Gamer interested in running the HERO System for the Fantasy Genre, and somewhat recommend it to GM's that are looking for general world design and Magic System design concepts.

An excellent value and a-sure-to-be-referenced-in-years-to-come addition to almost any Fantasy RPG collection.
 


Little things here and there. Some of the focus of various chapters, some of the organization, some of the layout. Things like that -- nothing major for the most part. I mean, I gave it a 5/5 so I obviously liked it well enough :D
 

I have a little more time to respond now, so I thought Id give a little more info one what I would have done differently.

Organizationally I would have put all of the exposition chapters at the begining of the book, including the more systemless conceptual bits from the other chapters. Currently the book doesnt flow as well as it could since it switches between conceptual and mechanical and back again many times. Parts read like a primer, and other parts read like a reference, and they are all shuffled together. I think the book would have been easier to absorb if the systemless part and the systemic part were in two parts instead of interleaved, essentially.

I would have then (obviously) put all of the mechanics oriented chapters in the latter half of the book.

Formatting wise I would laid out the Package Deals differently. Preferably in a split top half/bottom half format, with two package deals per page top and bottom. This would be easier to read and easily photocopied as a play aid and when making characters. If the top/bottom layout wasnt possible due to printing concerns, I would have gone 1 per column, 2 per page for the same net effect.

Also, as far as Package Deals go, I think that a step was missed by not providing Package Deals for each of the Sample Magic Systems.

Instead of the chapter on sample Characters I would have instead put the Character in the Package Deal chapter, and I would have made them showroom pieces for the Packages, with a focus on reusability. Thus the Dwarven Fighter sample character would serve to show off a couple of Packages, be a handy premade PC in a pinch, and also be useful as a general stand in NPC.

As far as the Mass Combat section, my dissatisfaction with it stems from it using non-standard HERO Characteristics, and the fact that a unit either completely hits or completely misses. I also dont like the way "Megascale" battle magic works in it. My preference is for a more natural Mass Combat where an actual character sheet for a individual creature is used and a troop count is added, and hit/miss is determined by to hit %; thus if a unit has an OCV of 3 vs a unit with a DCV of 3 62.5% of the attacking unit's troops hit and 37.5% miss. And so on. But again, the system given works well enough but I have a wargaming background and thus find it a little too imprecise. Many (perhaps most) GM's wont notice and/or care, so not a big deal.

I would have tried to manage a way to get the price list and the weapons and armor lists combined, perhaps in an appendix if necessary, to cut down on needless flipping about. I would have included a page, perhaps in the Introduction, giving page references for all of the significant new/expanded rules bits in this book like the Mobile, the Limitation expansions, Lingering, and the talents section collectively; this would have been very convenient for GM's IMO.

Things like that. Nothing major, and mostly organizational.
 





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