What is it?:
HERO System is a (technically)
universal system, but heavily focused on super heroes and related
stuff.
The setting:
Technically, the HERO system has no
setting as such. However, they have been known for their Champions
setting for several years. You can use the game to create any sort of
setting you want.
While designed for super heroes, the
game can be used for other things and has been used for some
different settings. The one that I have is called Day After Ragnarok.
Yes, I'll be doing a Setting Showcase about it in the future.
The system:
Before I get too much into it, I need
to mention the different versions of the current system. There's the
“basic” version, which is only 134 pages. And then there's the
“complete” version which is published in two hard back tomes that
take up over 700 pages. Originally, I bought the “complete”
version when it came out and I've never used it. I'll talk about that
later. For this review, I'm going to be using the “basic” version
of the rules.
And there's a lot of rules. Oh... Are
there rules...
But, first, the HERO system is a point
buy system and uses d6s for all rolls. Including 1/4d6 and 1/2d6.
Before you start making characters, you
have to figure out which campaign type you're going to run: Heroic or
Superheroic. There is a big difference between the two. In a Heroic
campaign, your characters can go out and buy guns and flashlights,
but you shouldn't be taking too many Powers. However, if you're
playing a Superheroic campaign, your character has to pay points for
everything. Pick up a gun and want to keep using it? You have to pay
the points and design the weapon using Powers.
When it comes to spending those points,
there's a lot to deal with. The first thing is Characteristics, of
which there are a ton. There's six basic “stats;” Strength,
Dexterity, Constistution, Intelligence, Ego, and Presense. Then,
there's some combat related ones; Offensive Combat Value, Defensive
Combat Value, Mental Offense, Mental Defense, and Speed. Beyond
those, there's; Physical Defense, Energy Defense, Recovery,
Endurance, Body, and Stun. To improve these, point costs are
different. Of course, the more combat related ones are more expense
ones to raise.
After that, you can spend your points
on Skills (which are based on your stats), Perks, and Talents. These
are more important for Heroic games, but still useful for Superheroic
games. Just, not as much.
Skills get complex, as you have the
number based on something like 9+(Stat/5), so you want to make sure
that your stats are high enough to actually have an impact on your
skills. They also say you want to reduce the amount of stat checks
you make, increasing the importance of skills in the game.
To figure out what you need to roll for
combat, you have to check a chart and compare the attacker's OCV and
the defender's DCV. Rather than, you know, having both make rolls
against their stats.
When it comes to the big part of the
game, Powers. Not only do you have a GIGANTIC list of Powers, with
variables in each one, there's a list of Advantages and Limitations
to modify the Powers and their point costs. These point costs can
become decimal points, so you have to figure out if you round up or
down. Adding to the fun you're already having.
When you make rolls, any bonuses and
penalties are applied to your stat or skill, not your roll itself.
I've seen this done in other games and I can't understand it for the
life of me. I can see why people think of things that way, but most
people think about it the other way; meaning what the dice show.
So, you've read all this, and you're
probably wondering “Okay, so how many points do I get?” Well, if
you're playing a Heroic campaign, they suggest 175. Not bad. Enough
to make a pretty solid character, from what I've seen. But, if you're
playing a superheroic campaign, the bar is set at 400 points. Now,
you can also get points by taking Complications, giving you more to
your total. I tried making a Super Hero using the basic book and gave
up after an hour. I'd estimate that making a character would take
about two to four hours, depending on your experience with the system
and the type of campaign you're wanting to play.
When it comes to combat, you get to act
a set amount of times per turn, based on your Speed. For every point
of Speed, you get to act that many times per turn (roughly) to a
maximum of 12. And initiative is based on your Dex. The higher it is,
the sooner you go. If there's a tie, you roll off. So, if you have a
high Dex and high Speed, you're going to go first every time, twelve
times per turn. And the first turn of every combat starts at the last
segment, so everyone gets to go. Because you get to act during set
sections of each turn, based on the Speed, but they kind of jump
around. It's really damn confusing to look at, let me tell you. Of
course, there are full actions, half actions, and zero actions you
can take, so it looks like combat is going to chew up most of your
time.
But, there's more. There's always more
in this game... There's two kinds of damage: Normal damage and
Killing damage. They're handled roughly the same, but if you're only
designed to take Normal and you get hit with a lot of Killing, well,
been nice knowing you.
Is it worth it?:
No.
I hate to be negative, but this game is
needlessly complex. A friend of mine said that statement is
“redundant” and he's not wrong.
My final thought is: This game is the
bastard child of GURPS and Battletech.
However, if you want a very detailed
system, that can handle any power you can imagine, this is probably
the game for you. God help your poor soul.
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