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Good Superhero-Game?
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<blockquote data-quote="Felon" data-source="post: 2859935" data-attributes="member: 8158"><p>Well, that still doesn't support an assertion that there's no such thing as house-ruling in the HERO System. Just means you guys live with it as is, warts and all. Nothing wrong with that, but it doesn't mean the system's perfect either.</p><p></p><p></p><p></p><p>I've been playing it since 2nd edition came out. I thought it was revolutionary back then. Dropped TSR"s Marvel Superheroes for it. When 4th edition came out, I flatly quit D&D for several years and tried to get other players to join me on Fantasy Hero Island. I mean, how can anybody ever want to play a game where you couldn't have <em>exactly</em> the character you wanted? </p><p></p><p>However, actual experience with other players have shown me the light. HERO is a "pie-in-the-sky" system. It's great if everyone's sticking to the spirit of the game, building from a concept, and basically taking pains to avoid stepping in many of the exploitable loopholes in the system that remain unfixed. HERO had its day, but it's time for its designers to either perform some long-overdue tune-ups or get used to folks jumping ship to other games.</p><p></p><p></p><p></p><p>Do I have to really explain what my point was? STR grants 2d6 over what other damage-dealing powers grant. That, plus the other mechanical advantages that STR offers--mainly that it pays for itself in ifgured characteristics--make it too good a buy. This is demonstrably true, and even guys like Bruce Harlick and Steve P have admitted that. Heck, I think they even mention it in the 5e book.</p><p></p><p></p><p></p><p>Since you claim extensive experience with the system, I don't know what to make of the naivete inherent in these these statements. Of course you can gain advantage by loading up on nickel-and-dime disads, because a GM can't maintain an adventure while having 14 different DNPC's and 19 different Hunteds showing up every session. And moreover, the notion that having one's life "complicated" is equally disadvantageous as having one's life terminated is manifestly flawed. </p><p></p><p>My approach would be to drop the emphais on Disads comprising 3/5 of a character's point base, lose all the intangible complication Disads, and just award bonus points for quantifiable ones like susceptability to krypotnite or vulnerability to fire. </p><p></p><p></p><p></p><p></p><p>Knockback is good. Routinely spending a half-phase action getting up is not so good, particularly if you're a close-combat specialist. If they arguement is that it's "superheroic", then I'd pretty quickly point out that knockback is generally reserved for haymaker-style blows where the characters really cut loose. Few comics display one panel after another of characters picking themselves up off their rear ends.</p></blockquote><p></p>
[QUOTE="Felon, post: 2859935, member: 8158"] Well, that still doesn't support an assertion that there's no such thing as house-ruling in the HERO System. Just means you guys live with it as is, warts and all. Nothing wrong with that, but it doesn't mean the system's perfect either. I've been playing it since 2nd edition came out. I thought it was revolutionary back then. Dropped TSR"s Marvel Superheroes for it. When 4th edition came out, I flatly quit D&D for several years and tried to get other players to join me on Fantasy Hero Island. I mean, how can anybody ever want to play a game where you couldn't have [I]exactly[/I] the character you wanted? However, actual experience with other players have shown me the light. HERO is a "pie-in-the-sky" system. It's great if everyone's sticking to the spirit of the game, building from a concept, and basically taking pains to avoid stepping in many of the exploitable loopholes in the system that remain unfixed. HERO had its day, but it's time for its designers to either perform some long-overdue tune-ups or get used to folks jumping ship to other games. Do I have to really explain what my point was? STR grants 2d6 over what other damage-dealing powers grant. That, plus the other mechanical advantages that STR offers--mainly that it pays for itself in ifgured characteristics--make it too good a buy. This is demonstrably true, and even guys like Bruce Harlick and Steve P have admitted that. Heck, I think they even mention it in the 5e book. Since you claim extensive experience with the system, I don't know what to make of the naivete inherent in these these statements. Of course you can gain advantage by loading up on nickel-and-dime disads, because a GM can't maintain an adventure while having 14 different DNPC's and 19 different Hunteds showing up every session. And moreover, the notion that having one's life "complicated" is equally disadvantageous as having one's life terminated is manifestly flawed. My approach would be to drop the emphais on Disads comprising 3/5 of a character's point base, lose all the intangible complication Disads, and just award bonus points for quantifiable ones like susceptability to krypotnite or vulnerability to fire. Knockback is good. Routinely spending a half-phase action getting up is not so good, particularly if you're a close-combat specialist. If they arguement is that it's "superheroic", then I'd pretty quickly point out that knockback is generally reserved for haymaker-style blows where the characters really cut loose. Few comics display one panel after another of characters picking themselves up off their rear ends. [/QUOTE]
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