The HERO System

Sketchpad said:
...one of the best character programs made...
Oo! I have to second this. Hero Designer is fantastic. I mean, it actually works. :) It also runs quite speedy for a Java app. And, as with the rest of the HG staff, the programmer is very responsive to bug reports.
 

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buzz said:
Oo! I have to second this. Hero Designer is fantastic. I mean, it actually works. :) It also runs quite speedy for a Java app. And, as with the rest of the HG staff, the programmer is very responsive to bug reports.
IMHO, Steve Long is one of the most responsive designers in the biz ... He posts nearly every day and has a board where you can ask him questions, which he usually answers every morning. The man's a machine I tell ya ;)
 

Like many of the commentors, to me Hero System is hands down the best Superhero RPG ever. Nothing I've seen even comes close to it. It does break down if you want characters who have absolute powers. Such as "Totally Invunerable", with out spending horrific amounts of points, but all systems break down at some point if you push it to an edge.

RE: Complexity - I really don't think that Champions is more complex to DM and Play than D20 is for example. In some respects it's actually easier, since you don't have books and books of spells, feats and magic items to sort through (Granted there is 1 MASSIVE book). Generally speaking a champions character has everything they can do on their character sheet, right in front of them. Combat isn't more difficult, in fact D20's combat system seems to me to be derived from a lot of the mechanics ideas Champions introduced to RPGs.

The thing that can make Champions more difficult to play is due more to the enviroment than the system. If you are running superheroes, you are dealing with a far more open and less controllable situation. A lot of D&D comes down to characters marching through 10' wide corredors, obviously that's a lot more limiting than when characters are leaping/flying/running/T-porting/swinging/etc... through the concrete canyons of a city.

Character creation is one of the things that people often hold up as examples of the complexity of Hero system. Which is really not accurate.

The basic mechanics of the system are actually quite simple, 5/10/15 Char Points for 1d6 of effectiveness for offensive powers and secondary powers powers that involve die rolling for effectiveness. Skills and such run on a similar system based off of 3 points for 11 or less roll +Stat Mods. etc... What makes it seem complex are two things.

1) There are A TON OF OPTIONS, so some people slip into a paralysis of choice.
2) Power Advantages and Disadvantages - These are probably what most intimidate people since they involve multiplication and division, which most people haven't used much since they graduated from high school. Not to mention that there are a lot of people who fear/are uncomfortable with math.

The math problem is actually fairly easy to solve. Anyone with a basic knowledge of spreadsheets can whip up one to do the math for you and they can be found on the net without a difficult search if you don't wish to make your own.

Hero games also makes a book called "The UNTIL Superpowers Database" which is a thourough and complete guide to the various types of superheroes, complete with examples and explanations of powers and how to achive various effects commonly seen for that type of characters. It really does make it pretty simple to put together a superhero of almost any type.

Finally there is the aformentioned HERO Designer, which gives you everthing you could ask for at your fingertips.

The idea of starting off with a "Beer and Pretzels" kind of campaign to get used to things is a good one. When playing a new system there are always adjustments that need to be made to playing styles and problems/opportunities in character design/playing that aren't immediately obvious.

In short if you've managed to learn one RPG system, then learning Champions is not a difficult task. Once you have learned it then you can create virtually any kind of superhero you could dream of. It really is a very elegant and powerful creation tool. The roleplaying then is up to you and your DM.
 

Mmmmmm, HERO

Many others have already made points, so I'll try not to repeat too much. }:) I only started playing HERO in the Big Blue Book-era (BBB, the 4th edition) so my experience is more recent and less about the early days not-so-goodness, but that having been said the 5th ed (Fifth Rules Editition, or FREd) as a book is excellent -- still a bit dry and the layout's not fancy but there are about a tonne or two of examples of how to build things, and the index is a standard that all game companies should aspire to. And the supplements are fantastic, with a whole tonne of advice, examples, pre-made things, etc. HERO support is also something that many companies should aspire to -- the number of super-think books HERO has put out in a few years is astounding.

No surprise, I too count HERO's flexibility as its greatest point. No need to multiclass wierdly (no classes at all, hooray!), or devise a PrC (humourously added to DnD to get around the limiations of classes), or etc -- you want to do something, so long as the GM approves it, you can do it. A light fighter? No problem. A person who has only a few utility spells, mostly fights with big weapons? Go for it.

WRT HERO being complex, or, more specifically, math complex: not really. Addition/Subtraction/Multiplication/Division is all you need to know. The first two are already required in all other games, the last two can easily be done with a calculator if one isn't keen on using the provided tables and/or on paper. And all those need only be done during character creation. During game play, the math isn't more difficult than any other game (+/- only). True, there may be more to keep track of, but most of the 'detail' are optional rules, and there are plenty of other optional rules to simplify as well. How much you want to have depends on your style of play.

Two things that may give new players pause is this: one, understanding the idea of an effects-based system (ie, you pick the effect you want, then define how that happens/what it looks like, rather than picking an ice-bolt spell or a fist-of-doom feat), and just the fact that you really CAN do anything -- too much choice is like the blank page. It can lead one to sit and stare blankly, with no starting point. }:)

HERO really was made for Champions; there are certain things that need to be tweaked to make it work in different genres. Of course, one should pick up the various genre books if they'll run a game in that genre, and that provides a lot of help. While it is commendable to try to keep point costs the same accross all genres, I think they could've done a good deed by providing an option to change certain costs to help mold the rules into each genre.

Is HERO a rules-"optimizer"'s dream? Yep. Been there, done that. }:) Is it worse than DnD? Maybe -- but check out the power gamer/smackdown/etc forums/threads for DnD and you'll see that it isn't impossible to break the system as well. In many ways, it can be harder to catch in DnD since everything is in separate books and are all 'special conditions', ie, feats and classes and rules that due to the nature of class-based system are independant. The designers can't really check to make sure that combining A with B won't make A*B isntead of A+B in terms of effectiveness. With HERO, all the special thigns are in the main book. That isn't to say there are not broken combinations, even in the basic stats (*cough*strength*cough*), or that the GM needn't stay on their toes, but its not necessarily worse than DnD. And for those who say Core Only! in DnD can as easily say No Frameworks! or Max 1.5 Limitations! in HERO. }:)

Also, in some ways, one might find powers more balanced in a more limited Fantasy Hero setting than the unbridled champions.

The Fantasy Phonebook (aka the Fantasy Hero supplement) is an amazing tome of options, and is great for almost any system on its info alone. :P For HERO, there are 13 or so magic systems as examples (and the Fantasy Grimoire book has 5 billion spells), shows how to emulate many feats from d20 in HERO terms, and provides 'look out for's and 'if you change this, this could be the result' and 'if the campaign tone is this, then this is good'. Its actually MORE pages than the main rulebook. Its scary and cool at the same time }:)

Also, one thing to remember (because some seem to make this assumption) is that just because you CAN stat everything out in HERO, doesn't mean you HAVE to. Yes, handcuffs are 2d6 Entangle, Def 3, Persistant, OIF Breakable, etc, etc -- unless it's important (your characters are trying to break out of them) they're just handcuffs, they just work -- its the same as any other system. A door is a door until you need to know if you can chop through it.

This is getting longer than I expected it to. :P

The short of it:

Is HERO flawless? No. But then, few other systems are.

Does HERO have a big learning curve? Maybe -- lots of options, but they are options, and char creation can be fine if you have a good grasp of calculator.

What does HERO provide that d20 or others may not? The easiest route to limitless character concepts and flexibility. A set of coherent rules that are linked and thus have the potential to be more inherrently balanced than individual-cases tacked onto the core system, be it for weapons, special attacks or magic.

Does HERO make more work for the GM? Debatable. Certainly, if not using a pre-packaged campaign, there may be more work at the start to set up all the limitations and etc, but the genre books help tremendously in this regard. Making up enemies and NPCs may be tougher -- but at the same time unless you really care about the point cost, not by much. You should have a general idea based on the NPC's attacks/defences how strong they are. Does it matter if they cost 5 points or 50? What matters is if it does 5d6RKA AP Penetrating AF5 AE Radius or if it does 3d6N. :P

Like all systems that claim to be 'Generic' or 'Universal', HERO actually works best as written under certain types of games (and thus isn't really universal). But with the options provided in the Genre books it can still work extrordinarily well in many campaigns, and the benifits of flexibility can shine through.

Kannik
 

Kannik has very eloquently laid out alot of my own beliefs.

I alternate between a Hero (Champions) game and a D&D 3.5 campaign as my main two campaigns, so I can speak with some knowledge of how it is to run them both. A few points:

- There is alot of book keeping at character creation, but this is misleading. Beginning hero characters are alot more capable than beginning D20 characters. It may be more accurate to compare making a hero character to making a 6-8th level D20 character (Including Wealth/Equipment, feats, attribute improvements, multiclassing/prestige classes)

- Combat is complex, but one again you have to compare it to a high level d20 battle that involves lots of spells, feats and class powers.
A hero system fantasy wizard who has to decide if he should cast one spell or another based on his remaining endurance and what defences that hero barbarian likely has vs. his active point levels is no more complex than a D20 wizard who is balancing casting lightning bolt or charm person and deciding how many spells he has left and what the barbarian's will and reflex saves are vs. the DCs of his spells.

- There have been alot of comments about plaing hero being all about how you bought your character, that the actual play is less important than character creation. In my mind this means these players have not been playing or creating characters in a well run game.
Hero's greatest strength and greatest weakness are it's flexibility. The GM is absolutly required to set a tone and a power level for his game, and in my experience the players have to make their PCs together so they all are able to do what the player envisions them doing relative to the other PCs. Once you get a good bunch of characters and the GM knows what level to set the opposition at, the game runs just as well as D20, with the added bonus of working the way you wanted it to without having to worry about how all this will mesh with the next splat book.
*D20 takes the approach that if you are level 7, then pretty much any combination of level 7 characters can form a party with you and you can go adventuring together. If you are the fighter, then you are a better swordsman than the Bard. It's just part of the game.
*In Hero, then you have to decide what "powerful" is and what sort of a game you are running. If you are playing Fantasy Hero and want to have a really strong PC do you need to be Wulfgar/Caramon strong? Or Conan Strong? Or Rock Troll Strong? Or Anime Guy/Inuyasha Strong? Or Dragon Ball Z/Super Saiyan Strong? Hero can do any of these, and all are valid characters, It's just that if you made Matthew Broderick from Ladyhawk and somebody else made Legolas from LOTR, and the GM wants to run a game like the Princess Bride, nobody will like the game.

- Creating all the opposition all the time for every game is indeed very tiresome. But just like I can't imagine running 3.5 without the Monster Manual and the NPC charts from the DMG, there is no way I can imagine running Fantasy hero without the Hero System Bestiary and Monsters, Minions & Marauders.
While Hero can be a one book game, you certanly don't have to run it that way. In fact if you are a newcomer to the system you probably need one of the Genre books and a couple of the supplaments that support it.
If you are a D20 player with a world book, three class books, two monster books, and three books filled with spells, then it's no fair to say that Hero's one book doesn't spell it all out for you. You have to include all the supporting books for them as well.
 
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Rackhir said:
The idea of starting off with a "Beer and Pretzels" kind of campaign to get used to things is a good one.
Indeed. Ideally, I think it's a good idea to start off with something other than supers, as supers tends to use "kitchen sink" levels of the options HERO has to offer. This can be overwhelming. Starting off with modern action, pulp, or low-magic fantasy (i.e., games that won't rely heavily on Powers) might prove a bit more manageable.
 

My previous post was pretty specific. This is more general.

Hero isn't for everyone. If you play D20 and have no complaints, then there is no reason for you to switch.

If on the other hand you are bothered by D20's class/level based system, and just wish you could make somebody an expert in something without giving him a bunch of class levels you don't want him to have, then a Point based system may be for you.

If you decide you want a point based system, then the two big ones are GURPS and Hero. They both do most genres well, but they both tend to do better at one end of the power level, and break down at the other.

Gurps does gritty really, really well. If you want to stab James Bond, Conan, Indiana Jones, or whoever and have them die (He's only a man!) then GURPS is likely for you. It's very realistic, and suits games where guns kill people alot and even the best fighters avoid combat because of how much its hurts.
Gurps does a good job on games where everyone has similar powerset but still needs to be a distinct character (Everyone is a Space Marine, or a Cop, or a Starfleet Officer, etc.)

If you want James Bond, Conan, or Indiana Jones to take on hordes of Spectre agents, Asgardians, or Nazi's at once then Hero is likely for you. It's very, well, Heroic. It suits games where heroes run through hails of gunfire, grimace when they get shot (But can shoot others and have them drop) and combat is swashbuckling while still rewarding tactics over derring-do.
Hero does a good job on games where everyone has weird abilites, but they all adventure together and all contribute (Anime like Inuyasha, Final Fantasyesqe games, Mid-late seasons of Buffy, etc)
 
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Awhile back, on RPGnet's Art of Game Design forum, I started a thread, Streamlining Hero, with the following thesis: Champions has many great ideas, but few of them require the kind of complexity the system's known for. The flexibility's wonderful, but most of the calculations are useless; they provide a reassuring but false precision. The numbers must mean something very, very important, right?
 

PCD said:
I am shopping for a "one book", good game system. So, I am asking about the ones I know about.
HERO is excellent for the superhero genre, and really tries to do the kitchen sink approach, but I've found it lacking for low level fantasy play, espionage, or anything where you're dealing with normal humans. 5th ed is better in that regard, but not as good as it could (or should) be.

If you're shopping for a 'one ring to rule them all' system, you might be a little disappointed. So far, I've not found one. Then again, trying to model superheroes and anything else together is an exercise that seems destined to end in tears and designers throwing themselves in front of subway trains.

Hero: Excellent for supers and more fantastic genres
GURPS: Better for more realistic play - 4th ed is suppose to address the superpowers problem; we'll see what they do.
Tri-Stat: Best for the rules-light approach
FUDGE: Don't know too much about it, really.
 

mmadsen said:
Champions has many great ideas, but few of them require the kind of complexity the system's known for. The flexibility's wonderful, but most of the calculations are useless; they provide a reassuring but false precision. The numbers must mean something very, very important, right?
While I really hate possibly turning this into the kind of HERO thread usually found on RPG.net, I have to ask: How do you determine what's "required" and which calculations are "useless"?

I'll be honest and say right up front, I'm probably not going to agree with you. See, I'm a drooling HERO fanboy, and I don't know any better. :D
 

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