The HERO System

Endur said:
For super-heroes, Hero (i.e. Champions) is the best game system, period. Champions totally destroys the DC and Marvel super-hero games, Villians & Vigilantes, all of the D20 supers, and any other game system that uses super heroes (except maybe GURPS which I have not played or read).
Well, I'm glad you cleared that up!
 

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Endur said:
For super-heroes, Hero (i.e. Champions) is the best game system, period. Champions totally destroys...all of the D20 supers, and any other game system that uses super heroes (except maybe GURPS which I have not played or read).
Well, it definitely destroys GURPS, but IMO Mutants & Masterminds gives it an exceptionally strong run for its money - it's got a similar level of flexibility in terms of what you can do with powers, and has the advantage of being a lot faster to run, at least from my brief experience with M&M and long experience with HERO.

J
 

drnuncheon said:
[M&M has] a similar level of flexibility in terms of what you can do with powers, and has the advantage of being a lot faster to run, at least from my brief experience with M&M and long experience with HERO.
I chalk it up to newbie ineptitude, but I found that the M&M games my group ran felt a lot slower than HERO. I also came to M&M chargen with a bit of a HERO mindset, and it took me forever to figure out how to get my character right.

But like I said, none of us had ever played M&M before, while just about everybody in my HERO group is a 20+ year veteran. :) I'd love to give M&M another shot; it's the only system other than HERO I'd likely use for supers.
 

Made my first HERO character...my head hurt. Remade it after I realized some mistakes...my head hurt. Reread some areas to and realized that I could optimize some aspects of my character...my head hurt. I really like the system, except for the fact that a lot of book keeping has to be done.

:heh:
 

I have played Hero since before it came out as Champions (1981, for those who are counting). It has a lot to keep track of, especially for a GM ("13 stats for skeletons? The hell?"). It is very, very flexible. But I think it's a bit dated. I'm not going to look through all 11+ pages of this thread, but my main question would be: What are you looking for Hero to do? Superheroes? IMHO, Mutants and Masterminds is the game that made me abandon Hero after 23 years. Fantasy? There are plenty of easier systems that have nearly as much (if not more) 'crunch', combat-wise (Riddle of Steel, Burning Wheel). Super-cool-guy stuff in any genre? Big Eyes, Small Mouth.

But are you looking for the most generic (and I mean that in a good way), detailed system, where you have control over almost every variable? Then Hero's the way to go. Nothing even comes close.

There's also plenty of reviews of Hero 5 (aka FReD/FRED) on rpg.net.

Cheers, and hope this helps!
 


tetsujin28 said:
"13 stats for skeletons? The hell?"
One of the most useful tips I've picked up from the HERO boards is that, as a GM, you don't necessarily need to know all the stats for minor NPCs, nor worry about making the points add up. As long as you keep in mind the general power level of your game, you can just pick numbers out of the air that seem appropriate. E.g., "These guys should have about 5 PD, 20 STUN, 12 BODY, 3 SPD, and carry shortswords. Oh, and 5 CV." You can even just do STUN on the fly as is dramatically appropriate ("Okay, the mook goes down.")

Hero Games even does this on occasion. Minor NPCs in some of the setting books will usually just have the characteristics and important skills listed, with all of the accounting left out.

Of course, it's still helps a lot to have Hero Designer and some of the NPC books (e.g., Monsters, Minions & Marauders). Hero Designer is probably the best chargen sofware ever. If only PCGen worked as well...
 

buzz said:
One of the most useful tips I've picked up from the HERO boards is that, as a GM, you don't necessarily need to know all the stats for minor NPCs, nor worry about making the points add up. As long as you keep in mind the general power level of your game, you can just pick numbers out of the air that seem appropriate. ...

Actually, that's the secret to GM-ing in almost any game system. Because the players don't particularly want to know -- or at least they don't need to know -- every little mathematical calculation going on behind the screen, as long as the game proves enjoyable overall.

I've noticed that this time around, the HERO system is producing stronger supplemental materials for building genres and characters. Yes, I'm sure there are plenty of complaints about being "forced to buy another book" (whine whine whine). That aside, though, it's pretty easy to go through the Superpowers supplement and construct a satisfactory character with no or little tweaking necessary.
 

Driddle said:
Actually, that's the secret to GM-ing in almost any game system. Because the players don't particularly want to know -- or at least they don't need to know -- every little mathematical calculation going on behind the screen, as long as the game proves enjoyable overall.
Very true. I think people often default to stating everything out, especially in HERO, seeing as you *can* stat out virtually everything the game world. It's good to be reminded that this isn't necessary.

The GM of my HERO campaign rarely has any books open, and the few notes he has are written in this little 4" x 6" notebook. He just seems to have it all in his head, and doesn't sweat full-on stats, save for when he using a villain book.

Driddle said:
I've noticed that this time around, the HERO system is producing stronger supplemental materials for building genres and characters. Yes, I'm sure there are plenty of complaints about being "forced to buy another book" (whine whine whine). That aside, though, it's pretty easy to go through the Superpowers supplement and construct a satisfactory character with no or little tweaking necessary.
It's one of the nice things about the current edition. That, and you can get all of these supplements as add-on packs for Hero Designer.
 

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