One thing I REALLY liked about HERO over D&D

PugioilAudacio said:
Would this happen to come with an adventure and, if not, what is a good one to start off with?

Regarding the above question, if I want my players to like the game and want to keep playing, the adventure will probably have to be something INTERESTING - and not just an intro to the game. Any suggestions?


Thanks,
Pugio
Unfortunately, Sidekick doesn't have an example adventure. It does have some sample characters and a multi-page sample of combat, though. As for sample adventures, I really wouldn't be the man to ask; I've almost never used or been run through pre-packaged scenarios. If you ask at http://www.herogames.com/forums/ one of the regulars will no doubt have some suggestions.
 

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Thanee said:
Ok, just one example.

Unless each character is checked thoroughly (and that, if I understand you right, is what should not be necessary), you can lower the cost of all your abilities to a miniscule fraction of its real cost by inventing and applying all sorts of situational disadvantages, that will simply never come into play.

Now that's just a stupid example off the top of my head, of course.

For a tournament, some sort of balance is necessary, unless it's a character creation (munchkinizing) tournament. ;)

Simply removing the stopsign powers doesn't do that in the slightest.

Bye
Thanee
Unless, of course, the gamemaster simply uses the 'no endurance' optional rule and does away with limitations. Problem solved. Next?
 

You mean no limitations at all? That's a pretty big change to the system. :)

Anyways, I was just making one silly example why only disallowing stopsign powers (and whatever else has the sign), isn't enough. You basically proved my point with your post. Thanks! :)

Bye
Thanee
 

buzzard said:
Power Critical from MoTW: Once per day you can declare a strike a critical threat.

Power Critical from Complete Warrior: +4 to confirm criticals.

I believe that the feat is now made of spongy rubbery substance.

Hehe. :)

Hmm - I could argue that it's actually been increased in utility. Instead of only getting one use per day, now it improves every critical chance you get throughout the game. (And with a keen scimitar - ouch!)

I don't think that one is quite so clear-cut. OTOH, Spell Focus is very simple. The new version is definitely worse than the old version.

I use a House Ruled version of SF in my campaign, though. (+1 to DC or +1 to caster level if spell doesn't have a saving throw).

Cheers!
 

I:

Pretty much agree with Psion.
Pretty much agree with the HERO supporters herein
Pretty much agree that HERO does a lot of what D&D was not meant to do.

Pretty much disagree with the phrase 'needs to be in total control'. No!

The Game Master in HERO doesn't 'need to be in total control'. The Game Master must be quite mature. Both emotionally and game mechanics-wise.


:cool:
 
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I love Hero for Champions.

When looking at it's design base, it's important to note a few things.

1. The system was basically dead for many years between 4th edition, that bastardized Fuzion version, and 5th edition.

2. They have a smaller fan base.

3. It's a small operation.

These things allow the designers to take heed more to the people playing and those who are designing it love the system and basically are in charge.

I think that by putting the various symbols about the book, it does provide a nice option for GMs to know what the designer was thinking. In that aspect, I think that Unearthed Arcana with it's purely optional rules and house rule notes is a step in the right direction.

Besides, if D&D were to go this route anytime soon can you imagine the screams as 4th edition rolled around? People seem to think that just because it has a huge backlog of categlor that it shouldn't be updated. I wonder how GURPS 4th ed will do in that regard.
 

Thanee said:
You mean no limitations at all? That's a pretty big change to the system. :)

Anyways, I was just making one silly example why only disallowing stopsign powers (and whatever else has the sign), isn't enough. You basically proved my point with your post. Thanks! :)

Bye
Thanee
What you suggested and what I've suggested are pretty much all you have to do to prevent most of the worst game abuses. You can't really scrape up enough points to be abusive when you can't take any limitations on your powers.
 

PCD said:
Pretty much disagree with the phrase 'needs to be in total control'. No!

The Game Master in HERO doesn't 'need to be in total control'. The Game Master must be quite mature. Both emotionally and game mechanics-wise.

Character creation in HERO should be done with the GM, not only because it better allows to balance things, but more importantly it allows the GM to better incorporate things into the campaign, which the players do with their characters and vice versa.

And yes, maturity is quite important, if things shouldn't go overboard. ;)

Bye
Thanee
 


tburdett said:
What you suggested and what I've suggested are pretty much all you have to do to prevent most of the worst game abuses. You can't really scrape up enough points to be abusive when you can't take any limitations on your powers.

True enough, but in the same way it will cut down the great flexibility of the system, since limitations are not only a method to save points, but also a tool to create abilities.

Bye
Thanee
 

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