[OT] Hero System Fifth Ed Review

TalonComics said:
Overall, Champions, in my opinion, is still the best super hero RPG out there. I may not play it every week like I use to but I've as yet found a game that does what Champions and the Hero System can do.
~Derek

Derek, you and i are in complete agreement on this!

Early marvel, brave new world, marvel saga, etc did not hold a candle to HERO in the supers genre IMO.

Although, C:TNM did have some good points, especially along the lines of learning curve for new players, IMO.
 

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NLP said:


Combat is very simple. Here's a quick breakdown of the index card I give new players.


1) Thanks for taking the high ground in the flamewar with Petrosian. It's a tough thing to do...

2) Are you a Hero Legioneer? If not, you should be.

3) I'd like to have the text for the card you use for my demos. Can you send them to me, or post them on the Legion of Heroes thread on the hero site? (http://www.cybergames.com/cgi-bin/Ultimate.cgi?action=intro&BypassCookie=true&category=2)

Thanks
 

Petrosian said:


Derek, you and i are in complete agreement on this!

Early marvel, brave new world, marvel saga, etc did not hold a candle to HERO in the supers genre IMO.

Depends on your style. I thought Marvel SAGA was perfect and I'd still be playing it if people could get past their dice fixation.

On the other hand, I am not arguing about Hero being a classic game. In another fit of irony, you can tell that Hero was built to be modular. What are one of the new cavets for 3e, "it's so modular."

Again, I say to those who wouldn't leave DND for 10 years, "Welcome to my world."

Starting to digress:
Hey if I take the USA, create a new governement but keep the old department and office names, will everyone vote me president? :)
I forgot, I need to make the constitution copyright free. Oh it is ...
 

TalonComics said:

Hey TalonComics, I live in Montreal/Quebec, I just heard that the new FREd won't be here for another 7 days :( . If I order from you, do you think I could get the book real fast here?

PLease say yes :)
 

Few points.

One I honestly forgot about the AP problem with skill rolls, its been a while since I played fantasy hero. And it is a good point, I'd launch a flame bolt off much easier than a tranform spell. (OT but personaly I liked their fireball a 6d6 EB explosion, devastating no, but is still messed people up, and gave a use for the direct fire spells they had.)

Two in 5th ed now target any is built into the base cost of transform. You just buy the advantage for variety in what you turn things into.

three while a small power defense will completely knock out a cumalitive transform, Power defense is hard to get for a hero. Armor doesn't naturally give it, so you have to purchase it. Powers only exist in spells, and magic equipment. Power defense as a spell would cost endurance and have to be put up, as equipment, well you as the dm gave it to them. Armor on the other hand is easily purchased. Most FH warrior types I saw had PD/ED of around 10-14 depending on their style, without magical equipment. Plate mail gives 8/8 armor, you can get your pd and ed up to 8/8 relatively cheaply, so a 16 defense can easily be aquired by a pc or opponnet without any magic dodads or spells. Which will greatly weaken those 6d6 EB or 8d6 EB flame bolts. Now killing attack sit might not reduce because of the stun lotto problem, which I think is one of their biggest flaws. CNM did killing attacks better with them doing damage muchlike EB, but effecting hits(CNM body) more than an EB would.

Also transforms are frequently more useful than dead opponents. In D&D I vastly prefer turning foes into turtles so they can be restrained, dispelled, and interogated, than killing them with phantasmal killer.

And yes the end cost would be higher, but again it is frequently more effective in a game because of defense and utility of useless foes v dead foes.

This defense issue is further exasperated in super campaigns where extremely high defense v ed and pd are common, but power defense, mental defense etc. seem to be infrequently purchased. But here though AP limits do seem to be more stringently enforced.
 

Hi again...

OK, just for reference (having picked up my 5th Edition rulebook yesterday...ENVY ME! HAHAHAHAHAHAHAHAHA!!!...uh, yeah...):

"Polymorph Other": Body Major Transform 12d6 (any living non-plant non-construct target into any living creature), Healing Method - all-or-nothing true prince's kiss, Improved Target Group (transforms into any living corporeal creature, +1/4), (225 Active Points); All or Nothing (-1/2), Limited Target (living, non-plant, non-undead, non-construct creatures, -1/4), Limited Power - can't give target "Extraordinary", "Supernatural", or "Spell-Like" powers posessed by real creatures of chosen form (-1/4), Gestures (-1/4), Incantations (-1/4), OIF Spell Component Pouch (-1/2). Total Cost: 75 points.

Fairly simple. At 12 dice, this will Polymorph anyone up to 21 BODY (with no Power Defense) on an average effect roll. 21 is beyond the limit of normal human body; you can scale it back to 8 dice for 50 real points, and have it take down targets with up to 14 BODY on an average roll. Like D&D's Polymorph, it is ranged, non-cumulative, can affect a wide range of living targets, and can turn them into a wide range of creatures, with some limitations. Unlike D&D's Polymorph, it will require an Attack Roll to hit, and can be healed by one rare method in addition to Dispels. It does not reflect the Hit Dice or Size Class limits on D&D's polymorph, as these are artifacts of the D&D rules, and it has no limitation comparable to the needs-concentration-roll-to-work-if-hit-while-casting problem of D&D spells (similar limits could be worked out and applied, though). It will require 22 END to use, slightly more than an average normal human has. This amount of END can be recovered in 24 seconds with average normal human SPD and REC. It could be given charges, which would eliminate any END problems, and could make it cheaper yet. Could you build a blast-power to squash someone like a bug with 225 Active and 75 Real points? Of course you could. Could you build a blast-power that could take someone down reasonably well for far less? Again, sure. But the Transform is far more versataile. It makes little sense to take a power that can be used as an attack, and as an excellent defense, disguise, Life Support, and movement power for companions, and then grumble that it costs a lot more than one that just has a comparable attack effect.

Hope this helps!
 

All this is nice...but I just wish that I could BUY the thing so that I could start setting up a new Champions game. My local store has sold out of their THIRD ORDER.

That is just nuts.
 

On DEFENSES...

If the GM decides the balance between transform attacks and normal damage attacks is not right, he certainly can for his game apply "availability issues" for acquiring power defense.

That is one way of starting to address the problem i am pointing out.

There is absolutely nothing stopping me from IN HERO buying 5 points of power defense for my fighter and writing into the description of his background an "extraplanar ancestor" as justification for me being able to purchase the power not as a spell but rather as a birthright. Nothing that is, except the Gm declaring that the cost system is wrong and limiting it for balance.

Would this be banned in your fantasy hero game as an option for a PC at any and all levels? Would this perhaps be a case which highlights the HERO "we can build whatever you want/let's not limit creativity" strength?

There is nothing stopping me in HERO buying at character outset a magical ring passed won from daddy with 5 power defense. Nothing beyond the Gm saying "i wont allow that. it will wreck balance to allow things to be purchased at the silly costs HERO gave things."

Would this be banned in your fantasy hero game as an option for a PC at any and all levels? Would this perhaps be a case which highlights the HERO "we can build whatever you want/let's not limit creativity" strength?

This solution is however not mandated in the rules. It also tends to run against the oft-shouted "we can build whatever you want" aspect for HERO as the Gm would have to disallow even character concepts as well in genre as those mentioned above to create this rule fix.

For instance, in the game i ran, it was not infrequent for mages with "mage armor" to build into them a small amount of power defense and mental defense for frankly dirt cheap cost because it would fit ewasily within the concept for magic shield and would work wonders for stopping those attacks or at least blunting them. When they designed these mage armor spells to work on others, they did not suddenly go 'well gee, since the cost system is broken i should remove these effects."

I do not dispute that the Gm has several rules changes and campaign setting mechanisms for FIXING the problem. Heck one person mentioned just cutting in half all the costs for transforms or mind effects, i think he described it as giving everyone a disad.

I am just describing what the problem is.


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

Again, my point was and remains, in HERO4 (i will try and use HERO5 too but since it is in the mail, i am limited.) the cost balance due to cost for an EFFECTIVE attack (using a normal 10s everywhere commoner as an example) between normal straight damage effects (ranged EB for simplicity) and EFFECT based attacks (Polymorph and Paralysis (say hold person for specifics))
favor heavily the former over the latter two.

Since in HERO cost is the main overriding limitation, every aspect of the character is bought with one limited pool of points, this has the result in the system favoring, promoting, and encouraging just blast 'em powers over the others.

By the numbers... for 45 AP... 30 real points using a skill roll lim.

Firebolt doing 9d6 Eb does average of 31 stun and 9 body. Against our commoner this will knock him to -9 stun on average, Even a low roll would still likely knock him out, needing only 23 pts on 9 dice. it would con stun him on a roll of at least 13, costing him the next action. Thats one hit. on a roll just a little above average so he goes to beyond -10, he will be out for a while. (Extending: on a normal hit, the commoner has to spend his next action recovering from stunned and the action following recovering lost stun 4 and will normally wake up 4 actions later or 2 full turns.)

Poly Into Carp would be 3d6 major transform. With an average of 11 body this would require two hits on average to do the polymorph. On a low roll, three would be required. There is NO CHANCE for even on the luckiest roll for one shot to work. (Extending: The victim will be fully active for at least one more phase, while the poly guy waits to do his second attack, and might even get a third before popping into a fish. At that point, barring intervention, he is out.)

Mind Control at 9d6 does not have any reasonable chance of meeting the 40 needed to cause someone to freeze dead still in combat while being attacked. if we talk REAL points, we get 12 d6 at 60 AP with -1/2 for one command for 43 pts. This has a bigger end cost and if a bigger skill roll penalty. hitting a commoner, this effect would NORMALLY freeze him, getting 42 for 2 over the 40 needed. On the commoner's next action he gets a free roll needing an 11 on 3d6 to break free and act normally. If he fails that roll, on one turn later he gets another roll at 3d6 needing a 10 or better. odds seriously favor one of these rolls getting made. For every 5 points above normal 40, the roll is penalized by 1, so with a good roll, you might actually be able to hold him for longer periods. note that this attack requires you to be able to converse with the enemy. he must understand the command.

So it seems clear that in terms of disabling the commoner in a fight, the better tactical choice is the firebolt. poly takes more shots minimum. Hold takes more end, tougher skill roll and has a more likely failure chance given the mutliple rolls and only a 3 point margin between average and failure to meet the threshold. Hold also requires understanding on the enemies part to work at all.

Note that this time i stayed with same real cost for the powers. Obviously by buying more powerful powers for the latter two, they could get into the same tactical level as the other, but unless the extra points are providied they have other lacks.

In terms of defenses, we have the following:

The cost for completely stopping damage from the firebolt is 52 points. the cost for stopping its average result cold is 31.

The cost for completely stopping the tranform is 18 points. The cost for completely stopping its average result is 11.

The cost for completely stopping the hold is 33. The cost for completely stopping its average result is 5.

While indeed there will be situational benefits which sometimes occur from not knocking someone out as opposed to turning them into a turtle or merely paralyzing them, these, and your experience may vary, wont come close OVERALL to the direct tactical gains of one shot vs two-three shot or the much greater chance of failure (worse skill roll, closer to breakpoint, multiple counter rolls easiy to make) in any game i have ever seen in play.

Once you add in the clear cost advantage of the defenses favoring the Eb as an offense,

Now when you move beyond the notion of attacking commoners to attacking creatures or heroes, the defense cost issue becomes more significant. at this point it becomes a sort of rock-paper-scissors as to whether the crature has high body or high stun or highnego or what not. The Gm can skew any opponent to be vulnerable to either or relatively invulnerable to either. buying body at 2-1 will significantly impede the transform (each point of body raising by 2 the needed value). buying CON at 2-1 will significantly impede the EB (with ED, higher con for constun, etc.) while buying more EGO will significantly impede the hold (1 for 1 increasing the threshold which the hold was already perilously near.)

Clearly the Gm can fix this imbalance a number of ways.

He can rule out the defenses for the hold and the transform. this addresses that part of the problem and still leaves the tactical issues.

He can up the defnenses commonly applied against the EB, maybe even providing only defenses for that available for no cost to the character.

He can admit the issue and address it directly by altering the cost of those other two.

He can give every creature a disad to make those other two more powerful.

i am certain there are a number of other options by which he can address the problem and for his game bring these three common fantasy effects into parity as attack options. He can try and make evocation, enchantment and transmutation all viable attacks with costs reflecting potency, which is what the HERo system is all about, cost reflecting benefit.

However, doing any of these is, in effect, recognizing the problem exists.
 
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Power defense yes is cheap. But in the rules for a standard heroic game, powers are usually not bought except under special circumstances. Would I disallow it from extra dimensional characters or whatever. No, but so what if someone picks up limited defense to one small set of powers. I would think of it just like spell resistence in d&d. Can have it sure, common occurance no. So a defense that rpotects against rare things is cheaper than defense against common attacks, no big deal im my mind.

And as for is EB better for attack, sure and it should be. EB only attacks, transform can and usually does a whole lot more. If a powers sole purpose is to knock you out of the fight, eb, and killing attacks, then yes it should be more cost effective than a power that can be used for attack, but alos can be used for a whole lot more.

Poly other falls into that trap in D&D. They act like all it does is an attack, making it the lowest save or die spell fort saves defend. But it can save or restrain, can turn friends into useful creatures, and probable creative people can come up with more things it can do.

So my points are basiclaly two-fold, one its attack power isn't as bad as I think you imply in heroic games, since defenses for normal attacks are built into the character, and are easily acquired through commonly bought equipment. Yes some of this is GM adjudication,(requiring power defense to be aquired by spells, equipment, and or unusual racial backgorund, butthese would be standard GM rules in a heroic level game) but GM adjudication is needed in every game system, and since hero system is so broad it is probably needed more for it than in D&D at least at character creation. And two, transform is more useful than a straight attack so it should be somewhat less effective at attacking than a straight attack power. The same can be said for other non-direct damage attack powers. Mind control freeze sure isn't massively effective since all you are using it for is a straight attack, but mind control beat the crap out of your allies is actually a more effective tactic than straight damage, and so should be harder to pull off.
 

By the way I don't think transform in 4e was perfect. I really didn't like the target having to be so specific was a good idea. I think its cost of 1d6 for 15 was fine, but the all or nothing and limited target I thought was a problem.

5e solved both of my problmes making the target any and cumalitive part of the power. So now it would be target any cumalitive into carp for 15 points per 1d6. Or target any to any cumalitive for 30 points per 1d6.
 

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