Hero System Sidekick

THE HERO SYSTEM ESSENTIALS IN ONE SMALL PACKAGE


The critically-acclaimed HERO System rules are now available in a new form: Sidekick!

Sidekick contains all of the core HERO System rules, including character creation, combat and adventuring, and equipment — but without all of the additions, options, and details found in the standard rulebook. Sidekick boils the HERO System down to its essential elements so you can easily teach yourself the game, bring new players into your campaign quickly, or refresh your memory on a crucial rule. And when you're ready to move up to the complete HERO System, learning it will be a snap because Sidekick's already taught you the basics!

But Sidekick doesn't sacrifice the flexibility, customizability, and freedom that are the hallmarks of the HERO System. With it you can create any sort of character, ability, weapon, spell, gadget, or vehicle you can think of. It lets you do just what you want to do: create great characters and games.

Sidekick includes:

—A quick introduction to the HERO System rules, with guidelines and suggestions for character creation

—Character creation rules, including Characteristics, Skill, Perks, Talents, Powers, Advantages, Limitations, Disadvantages, and more

—Combat, adventuring, and task resolution rules that are easily learned but offer a wide range of tactics and abilities

—Five sample characters, plus hundreds of example abilities, spells, weapons, and vehicles

—A comprehensive glossary and index so you can easily find just the rule you're looking for
 

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Sidekick, the "Quick start for the HERO system" is a 128 page, "simplified" system designed to provide a low-cost and low-complexity entry point for new users to the HERO system. As such, any review of Sidekick will likely be mostly a review of the HERO system.

In this review, to try to make things simpler, I’ve decided to use the nomenclature of "Sidekick" when dealing with issues only found in the Sidekick book, "HERO" when discussing the shared system between Sidekick and HERO System 5th Edition, and "HERO 5th" when referring to issues only in the full version of the Hero System 5th Edition.

Sidekick, like HERO 5th, uses a point-buy system, using 3d6 roll-under for most "to-hit" or "skill" rolls.

Skill rolls are usually determined by some combination of adding 9 + a value determined by a controlling attribute + extra points placed in the skill. There are some exceptions, but generally, that’s how it works. Combat rolls are handled differently, at 11 + attackers "offensive combat value" – defenders "defensive combat value." These 9 and 11 bases are interesting in that they tend to prevent rolls from occurring on the "back end of the bell curve."

Allow me to explain. One of the advantages of the bell curve when designing systems is that a bonus for the novice is likely to be much more important than an equal bonus would be for the expert – similarly, a penalty for the novice would be devastating compared to only a trifle for the expert, and the big bonus towards higher numbers in the skill tend not to be that the character can succeed more often during normal conditions but can succeed much more often during poor conditions. The problem, however, occurs when the numbers on the "back end" of the bell curve work against this philosophy. For an incompetent – someone with, say, a 5 in the skill, a bonus or penalty isn’t going to affect his chances much – compared to the person in the middle of the bell curve. By starting off most skill and combat rolls in the middle of the bell-curve to begin with, HERO ensures that the biggest bonuses and penalties will occur to the novice. In addition, it also helps to keep most rolls even for a player’s least useful skill around the 50-60% success range, feeling, well, more "heroic" than many systems.

Like GURPS, once an attack roll succeeds, damage is rolled in a multiple of d6s. Killing damage – damage that does damage with the express purpose of killing someone, like a gunshot, usually does a low number of damage dice that’s applied directly against a body score (with a multiplier to determine the "stun".) Most other attacks – energy blasts and the like, have higher numbers but do stun damage as an addition to the dice – but the individual dice determine the body damage – with 1s resulting in no body damage, 2-5 resulting in 1 body damage, and 6s resulting in two body damage. The result is that "killing attacks" are designed to be gritty and final – "normal attacks" are designed to emulate the typical super-heroic brawl where people get beat up a lot but recover quickly.

Rather than relying on the "one move per turn" format that many games take, Sidekick uses a "phase" system that gives players a number of actions spaced roughly evenly along a 12 sectioned "turn." I.E, a character with a speed of 4 would take actions when the GM counts 3, 6, 9, and 12. While this does help eliminate the reliance on initiative rolls, "ties" require the traditional "move in order of DEX," so while it seems like this system would be simpler and better defined than a traditional "roll initiative" system, it can actually end up being more complex than a roll-initiative system.

The point buy system is generally standard fare – Characteristics (stats) cost X number of points, you can buy Skills, Perks and Talents (minor advantages), and Powers, and you can get points back by taking disadvantages. Most powers have "advantages" and "limitations" – advantages add to the ability of the power and increase it’s cost, limitations decrease the ability of the power and decrease it’s cost. There’s also "frameworks" – essentially ways to decrease the cost of powers by grouping them together.

COMPLEXITY

In many ways, like other systems of a 10-year-or-more run, Sidekick shows it's age. Perhaps the most telling: A "Reasoning from Special Effects" section explains that "most roleplaying games don't work the way that the HERO system does," a conceit, perhaps, of the days of Champions, but I'd say that many games require "reasoning from special effects" in the HERO sense - and nearly all (still viable) superhero games do. It makes the recently released Sidekick seem quaint.

It is not the only way in which Sidekick shows it's age - The math in HERO can, indeed, as rumor suggests, be daunting, but not for the reasons most people think. The math used (multiplication by fractions) was covered in the 5th grade. It’s not the difficulty of the actual math that proves to be the problem but the non-standard notation used. The idea that an advantage raises the point cost of an item by 25% isn’t a problem, and when you add percentages, you're really multiplying by 1.25 (and anyone who doesn’t can be quickly reminded in the sidebar just as quickly as it takes to explain the fractional formula.) However, a mere (+1/4) notation doesn't make it clear that that’s what you’re doing – you’re not adding a quarter point to the point cost – you’re adding 25% of the original cost. Since the notation is not "standard math" it is impossible for those even with PhDs in mathematics to comprehend what exactly is meant by those fractions at first glance and, unable to comprehend the process by which the final number was derived, the new player is left to imagine daunting hoops through which one must jump to create a new character. As simple as the system is, the inability for someone to recognize at a glance how someone gets from original cost to final result makes the system daunting and confusing.

Another problem is Sidekick's overemphasis on using acronyms. Abbreviations like "STR" are standard fare and easily guessed - acronyms such as PD, ED, HTH, OCV, DCV, RKA, EB, HKA, KS, LS, TF, DNPC, NCI, PS, RSL, TF, WF, FF, FW, HA, RKA, LS, HRRP, AP, BOECV, NND, OAF, OIF, IAF, IIF, OIHID, RSR, and EC – all found in Sidekick – are not. Indeed, acronyms litter Sidekick like they litter military speech, and only serve to obfuscate communication rather than illuminate concepts. In other words, HERO's reputation as complex and difficult is not entirely deserved, yet it is handily earned.

COMPARISIONS TO OTHER SYSTEMS:

For GURPS players, even though HERO may seem similar due to the point-buy philosophy and the 3d6 roll-under mechanic, HERO is very, very different from GURPS when you get down to design philosophy. HERO has a design philosophy of being able to do pretty much everything within the core rules. GURPS - or at least the 3rd edition of GURPS, all bets are off for 4e - seems to have a design philosophy of having a robust kernel of rules with additional modules to be added as needed. For example, in HERO 5th, magic could be a combination of skill rolls, they could be built with a Variable Points Pool for a free-form type of magic system (which is not in Sidekick,) it could be a collection of rigidly defined spells (which could be in Sidekick) – all of which are doable within the core rules and system itself. GURPS on the other hand relies greatly on modules (and makes it simple to insert them into play) – The rigidly defined Sword & Sorcery GURPS Magic competes with the ritual magic of GURPS Voodoo, competes with the freeform magic of GURPS Mage the Ascension – three different books and three different ways to do the same thing. HERO may have three different ways to do the same thing, but you don’t have to buy more books to do it.

This philosophy is never more evident when looking at the "basic" versions of the two systems - Sidekick and GURPS Lite - in comparison. GURPS Lite is 32 pages long but contains pretty much everything you need to run the GURPS system, although not everything you need to run every possible game under the GURPS system. Indeed, in this respect, many of the features of the "full" GURPS Basic Set can be seen as "modules" to GURPS Lite - and every GURPS supplement is, essentially, a module. (Here's your magic module, here's your psionics module, here's your space module, etc.) As if to prove the case in point – many of the GURPS supplements can be used solely with GURPS Lite due to the designed modularity of GURPS. Sidekick is 128 pages long and still leaves out key parts of the core HERO system - HERO is just a system that's designed to work together as a cohesive whole and can't really be redacted to a simpler form.

This "whole system" design proves to be Sidekick’s specific Achilles heel. Even at the 128-page mark, for example, Sidekick suffers in comparison to the 96 pages Tri-Stat DX as far as just general robustness goes. I find it difficult to think of a character I could create in Sidekick that I couldn't in Tri-Stat DX - I find it easy to think of the reverse. To be fair, the whole system design philosophy has made Sidekick more robust than GURPS Basic Set at 300 pages – but unlike GURPS, making changes to Sidekick in order to fill the gaps is much more daunting. When comparing to superhero-only systems, like Mutants and Masterminds and Aberrant, Sidekick’s gaps seem to be less prevalent, mostly because in those offerings, there’s less of an emphasis on providing everything possible and instead focused on providing specific super-heroic powers (even if the special effects for those powers are still left up in the air.)

What advantages Sidekick does have over Tri-Stat DX are ingrained in the core mechanics of the HERO system - Tri-Stat DX's variable dice core (with non-variable penalties and bonuses) makes the system cumbersome - it's combat damage system is too "simplistic" to actually be simple in play, and random damage rolls - simply make no sense. Indeed, an ideal system might replace Tri-Stat's "random damage rolls" with Sidekick's "stun/body" bellcurve/dicepool system, and Tri-Stat’s variable dice with Sidekick’s 3d6. Well, I can dream.

CONCLUSIONS

It is said that crunchy systems with rigidly defined rules - such as D&D - tend to put power in the hands of the player at the expense of the GM. This is certainly true of HERO. The player himself places nearly all the rules that apply to a player’s character in HERO upon it. There is extremely little wiggle room in HERO - even to the point of absurdity. In other words, it does an anal-retentively good job of eliminating the need for judgment for anything. If you like that, then HERO and Sidekick might be the system for you.

What Sidekick also has is a very solid, very thoroughly tested and simple set of core mechanics that simply make sense for the superhero genre, can be used for other genres without having to change the system, and simply works better than many other systems out there. My biggest problems with it stem from the design goals and not the design implementation – with the above mentioned caveats, I can’t help but be impressed with its construction.
 

Sidekick: A Review by Justin Mitchell


If you’re like me, a fan of the HERO System, you’ve run into a few problems when trying to recruit new players. D20 systems and new guys on the block like tri-stat seem to be dominating game night. So what’re you gonna do? Roll over and buy SAS D20? No, you’re gonna get off your butt and lay down some cash for the very affordable HERO Sidekick. Sidekick is to HERO as training wheels are to bikes: a safe way to introduce friends (or yourself) to HERO and keep them (or you) from falling down and cracking their melons.

For the uninitiated: HERO is a universal roleplaying system that allows you to build your world from scratch. No random generation is necessary; you, the player, design each aspect of your character to your specifications. It also has the distinction of being (arguably) the best system for “Super Hero” roleplaying on the market and holding that title for twenty plus years. Sidekick, written by HERO System Line Developer, Steven S. Long, is a streamlined collection of the basic rules of HERO, as well including chapters on character creation, environment, equipment lists and sample characters. It was created with the intention of providing gamers with a tool with which to integrate new players into the ever-so-slightly intimidating, non-D20 HERO System.

The book itself is an utilitarian, softbound affair, sporting the familiar “Hex Hero” logo on its cover and weighing in at a feather light 128 pages. Compare this to the Core Fifth Edition monster weighing in at 380 and you begin to understand the necessity of a book like Sidekick in the HERO System library. Sidekick is a complete system that stands alone available at the bargain price of $9.99 at most stores and at the HERO GAMES official website. The interior is done in the standard format of 5th edition products and it’s a pleasant read. What I find most satisfying about the design of the book is the inclusion of “goodies” like example power builds from other supplements in the sidebars. Steve Long really knows how to get the most out of each page.

True to its promise, Sidekick is an excellent introduction to the greater HERO world. The “streamlining” consists of the omission of optional rules and edited definitions of skills/perks/talents/powers. The mechanics of Sidekick are identical to HERO proper, allowing for an easy transition into the big book when you and your group are ready. The charts with real (and mythical) examples in relation to the characteristic numbers are particularly brilliant. When I play-tested the product with people who had no prior roleplaying experience to speak of, they suggested that something like this would expedite the character creation process greatly by giving complete neophytes a basis for reference.

Other highlights include a solid step-by-step example of creating a character from scratch. It’s not exactly a new concept, but it’s well done and useful for delegating the creation process. I’m confident (and I’ve done it) you can hand this book to someone who’s never seen a six-sided die and with minimal guidance they will be able to generate a character.

I ran a session using this book with three friends; only one had ever roleplayed before. By the end of night, each of them had a respectable grasp of the mechanics in HERO and that is entirely due to Sidekick. Many times I’ve found myself in similar situations where every action had to be guided step by step, but scanning Sidekick for the hour or so we spent creating characters gave them each a good measure of self-sufficiency. This led to a much more enjoyable experience for all of us. That alone is worth the price.

Any complaints I harbor are easily offset by the attractive price. For example, the artwork is recycled from other books. This is common for the company, but forgivable. Art is expensive and I’d rather have a cheap book that I can convince others to buy than a pricey, pretty book they might not take a chance on. Ditto for the cover. This book is a steal for 999 pennies.

So if you want to have powers beyond that of mortal men and you haven’t tried the HERO System, this book was written for you. Steve Long was sitting at his desk and said, “Hey, (insert your name here) needs a book to introduce him to the HERO System,” and Sidekick sprung from his head fully grown and took flight. OR, if you need a book to help your D20 buddies get in the game, this book was written for them. You gotta love the tagline too, “Every HERO needs a Sidekick.” Clever.




HERO System Sidekick
From: DOJ Inc.
By: Steven S. Long
Art by: Various
Product Number: DOJHERO106
ISBN Number: 1-58366-030-5
Price: $9.99 (U.S.)




Reviewed by: Justin Mitchell
 


Only a few of the more exotic powers are missing, for exmple energy absorbtion. Yes it uses the SPEED chart. I agree with the review 100%. If you have any interest in HERO, this it a cheap way to test the waters.
 

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