Craig Mercer |
My opinion of Hero's flaws:
-Radical departure from D&D mechanics
This would be a flaw to every game system that is not D20 based. And there are a lot of good games out there that are not D20 based.
-Steep learning curve
-Vast array of options is intimidating.
Looking at all the rules and books of feats for D20, I have to say that this is the pot calling the kettle black.
You know the D20 system, so all its arcane rule sets are simple for you.Once you know anyother system, the new rules and builds are simple for you also.
-High Speed and Dexterity rule the battlefield
Yes, speed does dominate in Superhero battles. But then, how does the Flash move so much and do so much against slower opponents? You have to have some sort of mechanic.
And in Fantasy battles, when everyone is almost the same speed, speed does not dominate. Dex also does not dominate in Fantasy battles, but skill does. But then, the same proves true in D20. Doesn't high stat characters dominate low stat characters? Doesn't higher leveled characters dominate lower level characters?
-Combats between high Resistant Defenses can drag
There is an unspoken rule that relates attacks and defenses that GMs must keep watch on. After all, high AC characters with low Dam in D20 makes fights drag on also.
You can balance fights in D20, you can learn to balance fights in Hero System.And, far too often I see the other side, too much damage, not enough defense.
-It is often easier to knock an opponent unconscious rather than kill them which often leads to morally questionable coup de grace
Using the rules that apply to superheroes, who don't kill their opponents, does result in this.
On the other hand, using hit location tables at the Fantasy level does mean more deaths. In fact, we found that sometimes it was harder to keep someone alive than it was to kill them using that option.
-Stun lottery: lethal attacks do varying amounts of incapacitating damage which can lead to weird effects
Once again, you are using the Superhero basic rule set. Try the recomended option of Hit Location, where the stun is decided by what you hit, and the problem goes away.
-More oversight required from the GM
-Lack of granularity-Generic feel
The system is more sandboxy than D20, so of course there has to be more oversight. that's a feature of a sandbox system, not a flaw.
The rest of your complants are based on the fact that it is a sandbox, and not a set world or time period.One might complain that Pathfinder is too constrained because it comes with a set of assumptions about the world you will be playing in packaged into the game.
And generic? A system that allows you to build literally anything compared to a system that has rules for what you can and can not do with your character, that has a set of templates that your character must be part of? I don't think you know what generic means.
Obvious_Ninja |
I am a huge fan of the Hero System. Been playing it for years. I love it's flexability. Once you are used to it the math really is fairly easy--but-- it's getting used to it first.
The Hero System has a "basic game" that is a stripped down version. The rues are the same, just a little thinned out...
Try it first:
https://www.herogames.com/viewItem.htm?itemID=242420
CourtFool |
I don't think you know what generic means.
And I do not think you know who I am. :)
I do not mean that I am someone important who you should know. It is just that around here I am known as a bit of a Hero System pusher. I am a big fan of the system and I completely agree with all of your counter arguments. Still, I think they are legitimate flaws from a D&D perspective.
@stroVal |
Lord Fyre wrote:Hero does quite well with setting and rule books, but Mr. Long firmly believes that "adventures don't sell." (This ignores the truth that adventures do drive the sale of your core products.)I have to admit that I can't think of too many "classic" superhero adventures. I think that D&D adventures are more memorable because you have a large palette of weird and wonderful monsters to choose from, whereas superhero games try to limit the number of supervillains somewhat.
I did like "Bad Medicine For Dr. Drugs", though.
Unless you go for something like the X-men/Heroes/Push approach
@stroVal |
hogarth wrote:Unless you go for something like the X-men/Heroes/Push approachLord Fyre wrote:Hero does quite well with setting and rule books, but Mr. Long firmly believes that "adventures don't sell." (This ignores the truth that adventures do drive the sale of your core products.)I have to admit that I can't think of too many "classic" superhero adventures. I think that D&D adventures are more memorable because you have a large palette of weird and wonderful monsters to choose from, whereas superhero games try to limit the number of supervillains somewhat.
I did like "Bad Medicine For Dr. Drugs", though.
Though If you d like my opinion(and why not)
albeit loving superhero comics I could never be interested in a superhero rpg for more than a session.Psions...well thats another thing completely
Rathendar |
I noticed a post about lack of quality adventures and not recalling any/many fondly.
I have fond memories of Sharper than a Serpent's Tooth, and the Superhero Battlegrounds and Fantasy Battlegrounds. Also, most of the organization sourcebooks included more then just plot seeds, but actual adventure frameworks that only need moderate fleshing out. Watchers of the Dragon i think is my all time favorite of those.
KnightErrantJR |
I have to admit that I can't think of too many "classic" superhero adventures. I think that D&D adventures are more memorable because you have a large palette of weird and wonderful monsters to choose from, whereas superhero games try to limit the number of supervillains somewhat.I did like "Bad Medicine For Dr. Drugs", though.
I loved the ME series of Marvel Super Hero adventures (Cosmos Cubed, Ragnarok and Roll, and the Left Hand of Eternity). It was a fun "epic" level set of adventures for characters like Thor and Silver Surfer, and gave you a nice tour of Marvel's high end magical and cosmic powers.
I ran all of these, and had a lot of fun with them, but I don't think I ever did much with any other adventures in any other super system.
I do recall some positive buzz over some of the DC Heroes adventures that came out back in the day.
KnightErrantJR |
Sorry to further drag this off topic, but I'd be remiss in not mentioning that Green Ronin is actually releasing an "adventure path" to go along with Mutants and Masterminds 3rd Edition, in PDF form, and the first adventure is available for free, and the next installment is already out. The first "non free" adventure even has hero lab files for the bad guys in the adventure.
GR also has released a few adventures of Mutants and Masterminds, including Time of Crisis and Time of Vengence, both of which looked pretty good, but neither of which I actually played or ran.
Rathendar |
memories of a few of the better modules my group liked.
The Coriolis Effect(adventure) was very well received by my group, they loved that one. Atlas Unleashed(Adventure/sourcebook) worked well for them also. Wrath of the Seven Horsemen(Adventure) had a nice superheroes/cthuhlu throwdown in it. And they loved/feared Day of the Destroyer(adventure featuring the world setting's boogeyman/BBEG)
Rathendar |
Champions had a lot of adventures for 1st-3rd ed.(remember 1st-3rd was just the first three books) 4th also had adventures. As far as I know, Hero has not released in book form any adventures for 5th or 6th ed.
5th had several adventures in book form. Not tons and tons, but there were some.
Valegrim |
I would certainly disagree. After all, I have a vehicle; my vehicles I bought with money; but in Hero, they are bought with development points so cash is worthless in this respect.
Valegrim wrote:Everyday items, gear, and money…This misconception really needs to die. Hero has its flaws, but this simply is not one of them.
Valegrim |
Lorm is correct; I could give you a bunch of titles as I have several
for example:
Blood and Mcquark; a goodsized book of adventures and characters
C.L.O.W.N.; a bunch of wacky scenarios and a new villian team
to name a couple off top of my head.
Champions had a lot of adventures for 1st-3rd ed.(remember 1st-3rd was just the first three books) 4th also had adventures. As far as I know, Hero has not released in book form any adventures for 5th or 6th ed.
hogarth |
Lorm is correct; I could give you a bunch of titles as I have several
for example:
Blood and Mcquark; a goodsized book of adventures and characters
C.L.O.W.N.; a bunch of wacky scenarios and a new villian team
to name a couple off top of my head.
Oh, I liked quite a few of the organization books and villain books (Circle & METE, Blood & Dr. McQuark, Primus and Demon), but I wouldn't count those as modules. Maybe I'm just nitpicking. :-)
jemstone |
I would certainly disagree. After all, I have a vehicle; my vehicles I bought with money; but in Hero, they are bought with development points so cash is worthless in this respect.
Are they "Heroic" Vehicles in the game? Do they have combat values? Are they useful, say, in a fight against the Ever Lovin' Four Armed Green Skinned Grond? Would Crusader be able to pull a lever and have rockets pop out of the back? Would Foxbat have ping-pong ball launchers in the headlights?
Would for instance, these vehicles be the Batmobile? Or The Batplane? The Invisible Jet? Joker's Roadster? The... dare I say... Popemobile?
No?
Then they're not purchased with points. They may have a "Point Cost" for purposes of determining what they can do, but they do not need to be purchased with points unless your GM is being particularly rules-lawyerish and I might go so far as to say purposely jerking the players of the game around to keep them from exerting some form of common-sense purchasing over the game.
I speak from experience on this last part. If you check the "Last Straw" thread, you'll find I played in a prolonged Fantasy HERO game. The GM in that game made us purchase our horses with points. When you're in a 150 point game, that means no transportation other than foot-traffic for a good long while.
Obvious_Ninja |
Champions had a lot of adventures for 1st-3rd ed.(remember 1st-3rd was just the first three books) 4th also had adventures. As far as I know, Hero has not released in book form any adventures for 5th or 6th ed.
There is "Foxbat for President"
https://www.herogames.com/viewItem.htm?itemID=240867and
Shades of Black
https://www.herogames.com/viewItem.htm?itemID=234618
both in Book and PDF form. But they are both for 5th Ed. Still easy to convert.
CourtFool |
I would certainly disagree.
For Heroic campaigns, mundane equipment does not cost Character Points. I do not have my book with me, so I do not remember the exact verbiage concerning Super Heroic campaigns, but I am pretty sure most mundane equipment does not cost Character Points. You do not have to pay points to have silverware. On the other hand, a utility belt of mundane equipment would cost you so that the Gadgeteer does not get stuff for free.
You might want to review your Mutants & Masterminds rule book too, while you are at it. Equipment cost points there too…for the same reason.
Valegrim |
Yes they are; you can build a really awesome vehicle and mount any power on it; then just buy appropriate driving skills, Ai's or whatever; is actually a way to get better bang for you buck than characteristics; just build a spaceship and fly around blasting things; is practical; in the rules; but I wouldnt say very heroic; you could even shrink it down to be the size of a pie plate and interact with everyone. The whole point of HERO is if you can dream it up; you can make it. A vehicle does not have to be a car, a bike; or and airplane; it can literally be any vehicle you can imagine.
They have defenses; speed; movement adn anything else you want them to have.
Still dont think so; take a look at the CLOWN car; its pretty much like Speed Buggy.
Valegrim wrote:I would certainly disagree. After all, I have a vehicle; my vehicles I bought with money; but in Hero, they are bought with development points so cash is worthless in this respect.Are they "Heroic" Vehicles in the game? Do they have combat values? Are they useful, say, in a fight against the Ever Lovin' Four Armed Green Skinned Grond? Would Crusader be able to pull a lever and have rockets pop out of the back? Would Foxbat have ping-pong ball launchers in the headlights?
Would for instance, these vehicles be the Batmobile? Or The Batplane? The Invisible Jet? Joker's Roadster? The... dare I say... Popemobile?
No?
Then they're not purchased with points. They may have a "Point Cost" for purposes of determining what they can do, but they do not need to be purchased with points unless your GM is being particularly rules-lawyerish and I might go so far as to say purposely jerking the players of the game around to keep them from exerting some form of common-sense purchasing over the game.
I speak from experience on this last part. If you check the "Last Straw" thread, you'll find I played in a prolonged Fantasy HERO game. The GM in that game made us purchase our horses with points. When you're in a 150 point game, that means no transportation other than foot-traffic for a good long while.
Valegrim |
very true; I havent done much with heroic campaigns or Heroes version Ninja's and Superspies; but I think they have different rules for equiptment and limitation on how powerful a weapon is due to Real Life physics or some such
Valegrim wrote:I would certainly disagree.For Heroic campaigns, mundane equipment does not cost Character Points. I do not have my book with me, so I do not remember the exact verbiage concerning Super Heroic campaigns, but I am pretty sure most mundane equipment does not cost Character Points. You do not have to pay points to have silverware. On the other hand, a utility belt of mundane equipment would cost you so that the Gadgeteer does not get stuff for free.
You might want to review your Mutants & Masterminds rule book too, while you are at it. Equipment cost points there too…for the same reason.
Uchawi |
I think with any system, whether it is HERO, GURPS, or 4E in comparison with previous versions of D&D, you need to start with a clean slate. The most important thing about any of these systems is having a DM that is willing to run a campaign. Without a DM to champion it (no pun intended) the rest is mute. I was the single force that introduced GURPS 3E when the rest of my group was playing D&D 3E and transitioning into 3.5, and we never looked back for almost 3 years.
I never buy the arguments of one fantasy system is better than the other, unless you have a specific mechanic to discuss.
But based on what I know about GURPS, which is similar to HERO, there is a steeper curve in regards to character development, but once you get past that, the rest is gravy.
However, there is a steep curve for a DM to develop creatures, NPCs, etc. because they follow the same rules. That is what eventually made me go back to D&D. But after playing 4E and pathfinder, I am ready to go back.
To much of one thing, and you eventually loose interest. It is always good to get a different perspective.