[OT] Hero System Fifth Ed Review

I've played Champions once or twice, I forget which edition, a LONG time ago...the characters were awesome but the combats seemed to take FOREVER.

Hmmmm. You say HEROS can do any magic system...could it do freeform Ars Magica/Mage type magic? Where you do have "spells" but also the choice of making up something on the fly from what your magic strengths are?

More importantly, this system sounds great but very newbie-unfriendly. I can show someone completely new to 3e how to make a playable character in about half an hour, even the mathematically challenged. If they can't add in their head, I can give em a calculator and they're good to go for gameplay. Is it possible for someone who has a solid character idea but isn't very good at math and isn't the type who actively takes an interest in learning the rules to play HEROS and have fun?
 

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You say HEROS can do any magic system...could it do freeform Ars Magica/Mage type magic? Where you do have "spells" but also the choice of making up something on the fly from what your magic strengths are?

Technically, yes, but you have to perform all those time-intensive character-building calculations on the fly (if you want new spells on the fly), and that can bring the game to a grinding halt.

More importantly, this system sounds great but very newbie-unfriendly.

Basically true.

Is it possible for someone who has a solid character idea but isn't very good at math and isn't the type who actively takes an interest in learning the rules to play HEROS and have fun?

To play it? Sure! Making a character won't be any fun -- but designing a character concept and having your number-crunching GM make it for you will be.
 

Rinndalir said:
Hmmmm. You say HEROS can do any magic system...could it do freeform Ars Magica/Mage type magic? Where you do have "spells" but also the choice of making up something on the fly from what your magic strengths are?

Yes. There's an option for Variable Power Pools. With those you can create virtually anything that you might want. You can easily make 20-30 "pre-designed" spells that you can use in the pool. If you want to be able to create something on the fly, it's just a question of knowing a few simple power costs. For example, Energy Blasts cost 5pts per 1d6. So if you have a 50pt Variable Power Pool, you would know that you could throw a 10d6 Fire attack on the fly. If 1d6 is 5pts, then 10d6 is 50pts.

More importantly, this system sounds great but very newbie-unfriendly. I can show someone completely new to 3e how to make a playable character in about half an hour, even the mathematically challenged. If they can't add in their head, I can give em a calculator and they're good to go for gameplay. Is it possible for someone who has a solid character idea but isn't very good at math and isn't the type who actively takes an interest in learning the rules to play HEROS and have fun?

I've usually found with new players that it's easier for the GM to ask them what they want to play a few days in advance, and then design and present them with the character. This is what I call the "Template" system. Most players will come from a D&D environment, so they'll give you a class type of answer. If someone says they want to play a Ranger, you design a Ranger for them, and then after they've play awhile, you'll see that they'll start making changes. They might want more Strength, or more Dex. The might want to add magic to the character or take some clerical powers and skills. After a few sessions, the players start to see how open the system is, and that's when they start to explore the options on their own. I always suggest allowing new players the chance to redesign their characters after a dozen sessions or so. They're going to want to anyway. They always do. :)

The math in character creation is not hard. You need to know how to take, for example, 20pts and multiply or divide it by 1.5 or some other number. The Hero System works like fractions. Everything is either multiplied or divided by: 1.25, 1.5, 1.75, 2, etc. These are easy calculations for a calculator. :)

There is also character creations software available, as well as many websites that have Excel spreadsheets that new players can use.

I run quite a few "Introduction to..." type games at my FLGS. I've never had a problem teaching someone to play the game in less than 10 minutes. If you want to just play, it's very fun for new gamers. Character creation is harder, but most of that comes from people's experience with D&D. Many gamers take a few session to get past the restrictive class mentality.

Hero Games will be coming out with a Template-like booklet of their own early next year. The book will give basic characters that the players can start with, and then modify as the game goes along. There are also hundreds of Hero websites that have characters all over them, so there's plenty of beginning level character types for new players to choose from without ever opening the character creations section of the book.

Takes some new players, play a few games, and have fun learning to play. After a few session, start your campaign. That works every time.
 

Rinndalir said:
I've played Champions once or twice, I forget which edition, a LONG time ago...the characters were awesome but the combats seemed to take FOREVER.

For some reason this section got deleted! :)

Combats can take some time, especially when you're just learning the game. Allot of that has to do with superhero games though, where the characters are rolling anywhere between 10 and 20d6 every attack. Rolling lots of dice can take allot of time to count! :)

There are many options for that though, most of which are listed in Fifth Edition. I've played combats that have taken 5 minutes and I've played combats that have taken 5 hours (my FLGS has a battle-royale event every year that lasts 2 days!).

To speed up combat I recommend two things for GMs.
1: Pre-roll all your damage dice (I have a spreadsheet that does it for me, or there's one online that you can use and then cut and paste). GM's roll more than anyone else, and their adding of dice is a major problem with speed.

2: Don't get caught up in the exactings. If a creature only needs to take 1 more Stun to go out, don't make the player waste time attacking him again. Just let the creature be out, unless that doesn't fit your story plan.

GMs roll as much dice as all the players combined. Taking that out of the equation, you've just cut the time in half. Fifth Edition also has a couple of different "average roll" rules, that can take the damage dice adding completely out of the equation. I don't use it, as my players have been playing for years and are use to adding dice. I also like the fact that someone can royally blow a damage roll (I am an evil GM sometimes!). :)
 

You say HEROS can do any magic system...could it do freeform Ars Magica/Mage type magic? Where you do have "spells" but also the choice of making up something on the fly from what your magic strengths are?

I think Champions newbees should have their hand held the first few character designs. The first character should never be one with a VPP. That is like starting D&D with your very first character as a feindish-half ooze-contruct-lycanthrope-sorocor-highmage-chosen-celestial an equivilant in Champions.

I never had good luck with FH, but it had more to do with the folks I was gaming with than the system.


There are some champs players who can run a VPP on the fly, I am not one of them. Like any good mage, I circumvent calculations on the fly with careful planning.
 

Eosin the Red said:
I think Champions newbees should have their hand held the first few character designs. The first character should never be one with a VPP. That is like starting D&D with your very first character as a feindish-half ooze-contruct-lycanthrope-sorocor-highmage-chosen-celestial an equivilant in Champions.
This helps alot. A simple character requires no more math than the ability to multiply by 3 and ability to divide by 5. Once you get your brain wrapped around the system it's easy to add to that basic starting character or build something a little more elaborate. There is no set way of advancing, so you have more freedom to get creative. This also requires more GM involvement, though.

I never had good luck with FH, but it had more to do with the folks I was gaming with than the system.

My group has had some good Fantasy Hero games, though magic has always been a sticking point. It balances out though, I'm a big martial arts fan and Hero System is great for this. My best fantasy game was a Wuxia Chinese game.


There are some champs players who can run a VPP on the fly, I am not one of them. Like any good mage, I circumvent calculations on the fly with careful planning.
VVP's are a great way to slow down a game for some people. There's a joke in my group about the person who'll spend 5 minutes deciding how to distribute his VPP, taking extra time to minimax it down to the very last point, then say 'I delay'.;)
 

Teflon Billy said:
It's great that nearly all of the comments here have been positive. I'm one of the above-mentioned people that played Champions for the ten years it was out of print.

Positive indeed, this is one of the greatest system I have ever played. Once you have a big collection of bad guys done is also very usefull, you can use any of them and make minor fast modification and improvise any one. Their is a site I use since some times now that has a lot of pre made characters of all types. Characters from Japanimations, Movies, DnD and more. http://www.devermore.net/surbrook/index/archive.html

Teflon Billy said:
I will buy the new edition the very moment it hits the shelves here in Canada.

Me too, I keep calling every day at myu local shop, I think they are getting tired of me calling all the time and I am afraid it won't be here in Montreal for at least 2 more weeks.

Teflon Billy said:
I am veryrelieved that all of my old campaign material will still be of use :)

Yesssss! I must have 150 characters in reserves that could be used. :D :D
 

Hero System combats do take longer to run, generally speaking, than 3E combats. It's a quality of the system.

I run a Psi Hero game at GenCon and have had plenty of people with absolutely no Hero experience join in and have a great time. I've also run a Fantasy Hero game for novices where I made the characters; they had no trouble adjusting to the rules. That said, there are certainly plenty of people who won't want to absorb all the rules. (A GM can work around this, of course.)

You can do free-form magic systems in a couple ways. One is the "Variable Power Pool" described above, where you are literally building Hero System powers on the fly, which can be complex. I've also seen several Hero magic systems which pre-calculate a lot of this, so you have fewer options at casting time but it's a lot simpler to build the powers. Hero lets you decide how complex you want to be.
 

I've played the Hero System in the past, heck i've played Champions, Champions II, and Champions III!!, as well as 4E! :)

It has some real great properties. IT has some drawbacks.

Even for experienced players, combat takes a long time.
For GM/DM, Hero System creates more work than D&D. Most especially with a "wizard" type character. Making a 20th level Wizard in D&D is easier than making a equal powered character in Hero, because Hero has a lot of micro-managing. Its either that or all of your npc's become exactly alike, or all of your NPC wizard types end up with a power pool, rather than actual spells!! :)

Its micro managing, however, can also be its greatest asset. Being able to detail your characters statistics, skills, abilities can be a wonderful thing! Imagine being able to tie in a specific quirk or detail into each of your character's own spells, many of which he created himsel, that makes it unqiue!

Its basically up to your tastes. Personally, i wish D20 was a little more loose and that Hero was little more structured. But you can't have everything. I think it would be easier to loosen D20 up, than to try to regulate Hero, though.
 

Psion said:
[flamebait]
1) Hero works
[/flamebait]

Uncalled for. GURPS is a fine RPG and (in my opinion) much better than HERO in many respects (while severely lacking against it in others) -- they qare similar games with two very different lenses on how to approach things.

But they both work just fine, thank you.

2) GURPS is more focussed on skills; in Hero skills are more of an afterthought (don't know if this has changed in 5ed)

True. And from what I have read, HERO 5 has more skill focus in its design.

3) HERO is more linear, and relies on campaign limits vice convoluted cost schemes to keep things in control.

Not following you here. HERO uses a log scale for most things (+5 = x2) so the linear comment is a bit odd (unless you are refering to the cost structure). The cost structure in HERO can afford to be linear due to the high-power levels it tends to deal with. It does this at a cost of realism (and playability) at the low end.

Still, they both handle their respective areas fairly well.

4) GURPS has no metasystem and is pretty much limited to what supplements you have or how far you are willing to homebrew it. Hero's power design system is a sort of metasystem that lets you do nearly anything by representing the effects.

Not exactly. GURPS has a metasystem, it just is not presented directly. And in some supplements (SUPERS being a great example) not ahndled uniformly well.

Still, HERO is on the 5th edition; GURPS will most likely be looking at a 4th edition relatively soon (according to the several thousand posts on the Pyramid message boards).

And nearly all of the things you have listed above are being discussed for inclusion in the 4th edition: linear costs, metasystem presented up-front (in a GMs book) and so forth...
 

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