Hero System

topic posted Sat, May 13, 2006 - 6:15 PM by  Fearghus
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I recently approached the subject of playing Hero System with a group I have not been playing with for a while but we got to a point that the old GM no longer wanted to run his game and so we were looking for a new game and game master. So… I offered to run Hero System. In my last group hero was a staple. This new group reacted like Hero System was evil. The loudest complaint was that the System requires too much math. Frankly I do not thing it requires that much math, but I was wondering what this board as a whole thought of hero system. I have always thought it was a great well balanced system, with a good streamlined play system.

So… lets here it. Pros… Cons… What do you like dislike and think of Hero System?
posted by:
Fearghus
Philadelphia
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  • Re: Hero System

    Sat, May 13, 2006 - 7:19 PM
    Pros...you can turn out really great characters, that fit with the superhuman and larger than life genres in play

    Cons....optimizing in hero has had holes since the 1980's, mostly involving maximum dex per game, teleportation, shrinking, FTL, sidekicks (or duplicate selves), advancing the worst players in the world in game better than players interested in story, because if they were really interested, they would have cheesed their characters out, right?

    The math in hero slows down play to a crawl, as does the phase system....it's the only thing slower than Dungeons and Dragon's fighting rounds.

    I'm glad you had a good group so you know what good Hero games look like. You should just advertise locally for another group, there are plenty of Hero System fanatics out there.
    • Re: Hero System

      Sat, May 13, 2006 - 10:10 PM
      Never heard of this system, but loved Chosium's Superworld in its day. Shadowrun, though not hero genre exactly, was the closest thing I ran into afterwards mechanically...
    • Re: Hero System

      Sun, May 14, 2006 - 9:26 AM
      I have played and DM'ed Hero system. I ABUSED the VPP rules making a telepath/telekinetic that basically was easily as tough as the silver surfer. Light sabres were generally defined as RKA's with no range, and AVLD life support became a huge problem.

      Very easy to min/max. The up side is experience is earned by roleplay not what you smash and grab. A good GM makes the players create a conception, and makes the conception be the definition.

      The first step I use is having the player define all the PC's limitations based on the concept.

      Those limitations usually mean I have to create villains that spring from the PC's back story.

      Psych limits are almost REQUIRED. Those usually tell you about what caused the PC to be hero in the first place. Having a character with a hippocratic oath psych limit makes interesting drama in a war zone scenario (like trying to medical evac refugees in Darfur -- check out the show ER for some permutations of this delimma)

      Hunteds are a great way to keep the Players on their toes. One joke in an old campaign was "How can you tell a character is hunted by 'Nemesis' (A vigilante group of skilled normals with great equipment and good tactics) --- he's the one looking over his shoulder during combat, and after combat. More than once they showed up right after a combat and ambushed the heros and villains simultaneously, hosing both of them.

      I like Hero system. I prefer old fashioned D&D.

    • Re: Hero System

      Sun, May 14, 2006 - 10:02 AM
      You can pretty much abuse any game system if the GM allows you...the GM should be careful when allowing players in, esp. if he knows they're munchkin gamers.

      Once you get the combat system down, it moves pretty fast. Combat in Hero 5th should only really be "once per session", as the rest is RPing.

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