
Taku Ooka Nin |
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So this question comes up every now and again, and I usually bat it away with the, "the supporting cast is always far more interesting than the hero," argument. However, when someone is adamant about being the hero what are your ideas and tips for the character?
I tend to offer the following:
1) Decide what type of hero you want to be. There are two major types of heroes: Cynical and Idealistic. This isn't evil and good, but instead revolves around the world-view of the hero.
Cynical heroes look for the bad in the world, then cut it out of their world with all of the malice it deserves. These heroes are surprised by acts of kindness, and typically think that such things are foolish to some degree or another. A Paladin can be a cynical hero, he can have faith in his god, himself and other paladins, but he might believe that the world is irredeemably rotten. For the cynical hero, this adversity only strengthens his resolve.
Idealistic heroes look for the good in the world, then protect it with their lives. The focus isn't entirely on destroying evil, but instead adopting the world-view that everyone could get along in theory. These guys tend to be the ones who bring people together into the fold, but they also tend to be the ones stabbed in the back if there isn't a cynical character watching their back.
2) Decide on the class. The hero isn't a wimpy wizard, he is the one at the forefront! He faces evil head-on in some major way.
Paladins are amazingly resilient at higher levels. Adding CHA to all saves can give them insane saves with a cloak of resistance +5 at higher levels. For the guy who is supposed to be the one making speeches, this is fantastic! He might be boring, but he is also the one who holds the line.
Eldrich Knights (or Magi) can make for wonderful Heroes. They can fight in melee, they can be the ones breaching places, but most importantly: they can survive. While this can overlap with Paladins in the case of the (Pal 2/Sorc 6/EK10) build it is not particularly typical. This character can be just as boring.
Fighters are the token heroes beyond Paladins. They are good at one thing: fighting—it is their element.— For this reason they want to be the ones being targeted by the opposition if things go down. Most importantly they don't step on any of the major roles of the other characters: fighters don't understand magic, they value the abilities of a cleric but can't replicate it in any fashion, and they are nowhere near as skilled or clever as a rogue. They realize they are the big-dumb muscle—in the idealist hero's position he might not even realize how stupid his ideas are—, and because of that they are more likely to revel in it while supporting their arguably more important allies.
3) Stat for your role. The hero tends to be the one who squares off with Big-Bad at the end of the story.
If Billy McDeath is going to fight anyone it probably isn't going to be the wizard since he can counter the magic with an anti-magic field. He isn't going to fight a Cleric for more or less the same reason. The sneaky character isn't going to be much help when he'll survive the first sneak attack and rip him to shreds. The hero needs to be able to go toe to toe with Billy McDeath, because he is the least dangerous of all of them in some ways, but at the same time he is also the hardest to hard-counter. It can seem ludicrous, but if the hero has blind-fight nothing short of having the villain's AC up to insane levels is going to save him from the hero's steady damage. If the hero is of a race that can gain Pounce, he becomes even more scary. Being that guy whose job is to hit it until it dies, then keep hitting it for good measure tends to mean you can fight at relatively max effectiveness until you die or win. With a little help from McCasty—your wizard—an anti-magic field cast on the hero can turn him from being the prey of casters to the bane thereof. If he has racial SR, he is the single most frightening thing a spellcaster not built to break SR can encounter.
4) Don't try to be god. God is boring, and like Orcus, he is sitting on his throne waiting for you to come to him. Come on, you're the hero! You suck. It is one of those steadfast rules of being the hero when you're not the only character—unless you're reading about a Mary Sue, at which point this rule does not apply.— If you look at Luke Skywalker, Frodo Baggins or Haru from The Cat Returns, you'll notice that they all are pretty boring in some major ways. Frodo is able to carry the Ring of Power to Mount Doom because of how much he sucks. It is only after his tale that he realizes he cannot go back to his old life and develops the ambition to go with Gandalf. You're the hero, you are literally the least important person there, so be happy that you convinced some old bugger, some better than thou priest and an untrustworthy skulk to come along with you. Those insidious villains might actually throw a logic puzzle at you, and, well, you're the hero: you're an idiot. There might be some riddle that requires some sort of religious lore or divine intervention—or maybe you decided the best way to keep someone from hurting the other people was to sheath their sword in your body—and that is what the smelly old preacher is for: because you're about the smashy smashy and letting god sort things out. Then, finally, there might be a trap that you can't do anything about because when some Indiana Jones stuff starts happening you're not particularly fast in that armor.
Overall the hero can be insanely fun to play. You accept that everyone else is more important than you in some big ways, but they have to accept that without you they would be the ones finding out if they could survive an axe to the skull. Don't worry, though, you can take that axe to your cranium, you weren't using it for anything as the wizard always points out, mainly because you're the hero.

lemeres |
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I am unsure whether you are boxing yourself into too few categories with that first one. Just having two colors does not necessarily go well, and you might want to mix it up even if the tone of the campaign is slightly different.
The idealistic comic relief can keep things from getting grimdark and monotonous, and when he breaks down that gives a special gravity to the scene. Similarly, having a cynical old hat in with a group of squeaky clean paladins means he can introduce the 'easy answer' when there are moral choices. He can present a reasonable temptation that must be avoided if you are to stick to your ideals. So overall, this shows how it might due well to try to think of how your character compares and contrasts with the setting, the party, and the other characters. With nice reference points, it makes all of the characters more distinct.
I think that another good place to start with a hero would be to define the scope of their goals and motivations (or at least the ones that got them into adventuring). Nuanced motivations work well to color the experience. With this, I might put it into personal, domestic, local, institutional, national/regional, global (and beyond). And obviously, a character very well should have number of motivations, some of different scales. But this isn't pokemon- you aren't trying to catch'em all- just get a few that work well with what you are trying to do.
A.) With personal, it is rather simple, but not necessarily bad. "I want to be famous", "I want to live the good life", "knocking heads in for a living isn't so bad" etc. This doesn't necessarily mean you are selfish, since it could be "Oy, are three guys ganging up on an old man? That pisses me off, I'd better teach them a lesson." With this, motivations are more about the immediate situation the character finds himself in. Typically not big on large philosophies, and more focused on general guidelines for life. This can suit well with many campaign styles- just know how your character reacts to problems, and plop him in there.
B.) Domestic. Worrying about your immediate friends and family. This could mean caring for a party member, worrying about saving a kidnapped sister, or simply trying to make money to send back home to feed the wife and kids. This works well when used to take a new character out of the familiar- maybe chasing slave traders half way across the country to find their child, or finding the 6 fingered man that killed your father. It can also be used for professionals that simply do not know any other way of life.
C.) Local carries similar tones to domestic, but it is more encompassing of the whole town and the neighbors there in. Be it the local guard keeping the streets clean, or the somewhat dubious rogue keeping rival gangs out of his territory, this focuses on threats coming into their domain. Particularly good for urban campaigns with a lot of time in one city.
D.) Institutional is more about a character that wishes to establish or maintain an group. This could be someone that wishes to merchant corporation or a shipping vessel, or it could be an inquisitor trying to smoke out moles in his church. It also encompasses the knight sworn to a king that might have underhanded opponents in the court. Often, this kind of motivation is about a set of ideals/principles/doctrine, or a way of life. This tends to be rather campaign dependent. The end goal is to either build or preserve the power of their group.
E.) National takes the ideals above, and brings them on a larger scale. It is the pinnacle of a soldier that goes to war so that a foreign aggressor never comes onto their doorsteps. This works best with couples with some of the more personal or domestic motivations. A desire to gain a name through glory in battle, or defending their city. It is all about rationalizing those goals so they are concurrent with the ones set up by the powers in charge of the nation.
F.) Global and beyond- this often deals with ideals in the broadest strokes. While it includes such things as "world domination", it is better seen in a paladin's quest to strike down fiends, or a druid's attempt to keep nature in balance. It often comes down to the core belief system of the character, and how they are working to make their world into such an ideal. It drives crusaders to mendev, and demonic cults into sacrifices. It is also the lawful sherif trying to take down criminals, or the criminal who does not believe in authority that has never believed in him.

Foghammer |

Who is the Hero in "The Avengers"...?
Iron Man, because he pushed the missile into the portal?
Black Widow/Captain America, because s/he stayed near the civilians to defend them?
Thor, because he distracted Loki and disarmed him of the staff?
Hulk, because he smashed more of the alien skywhales?
(Not Hawkeye. That dummy ran out of arrows.)
Was it Nick Fury, because he called them all in?
Or was it Coulson because he died [NOT!] to bring them all together?
Insisting on being "the" hero *IS* kind of douchey when you think about all of the others' efforts.

Corvino |
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There are lots of sorts of heroes. Sure, you've got your martial types like Achilles who are strong, nigh-invulnerable and good looking, but there are also Guile heroes like Odysseus who think and trick their way around problems.
A character can be a hero because of their refusal to accept defeat, their inspiring leadership, their obvious virtue, their fighting ability, their wits or any number of other qualities. Some heroes have one quality, some several.

Gendo |

Jaunt wrote:My tip is that every PC is a hero, but there is no "THE hero" any more than there is in Game of Thrones.There are 0 hero's in Game of Thrones. They have only villains and survivors.
I see you're point. I would however contend that Jon Snow and Daenarys Targaeryon are heroes in the context of Game of Thrones.

Scott Wilhelm |
My tip is that every PC is a hero, but there is no "THE hero" any more than there is in Game of Thrones. And heroes are just people who manage to cross over into the extraordinary; you don't build a hero, you just become one. Heroes were always just people first.
Maybe everyone is "the hero." In real life, everybody sees the story as being about them, why not in your fantasy game?

kestral287 |
Who is the Hero in "The Avengers"...?
Iron Man, because he pushed the missile into the portal?
Black Widow/Captain America, because s/he stayed near the civilians to defend them?
Thor, because he distracted Loki and disarmed him of the staff?
Hulk, because he smashed more of the alien skywhales?
(Not Hawkeye. That dummy ran out of arrows.)
Was it Nick Fury, because he called them all in?
Or was it Coulson because he died [NOT!] to bring them all together?
Insisting on being "the" hero *IS* kind of douchey when you think about all of the others' efforts.
Hawkeye gets hero props in Avengers 2. It's pretty much him, Iron Man, or the walking spoiler with a cape.
On the actual topic: "The hero" is a very loose and open phrase. My advice to somebody who insists on being the hero is to smile and say "good luck".
His perspective on a hero may be wildly different from mine. I know mine is wildly different from the OP's, given how many novels/series I can rattle off where the hero is a mage, or in all-mage settings the hero is the one who isn't all that fond of getting into your face. The latter is the case of the character my mind immediately goes to when you talk about "the hero"; one Nanoha "The White Devil" Takamachi.
If I really had to give a piece of advice, it would be that lone heroes never get happy endings. It's the team players that do.

Puna'chong |

Well, there are some parts I disagree with, but I think you're going for a specific type of trope for "The Hero" as an archetype, rather than "The Protagonist." I love seeing The Hero every so often, but a lot of people are bad at playing the specific role or even having the desire to fill those shoes. People really like being anti-heroes and super flawed, damaged goods type characters. Which is fine, but it's refreshing to see someone who doesn't have DARK BACKGROUND or whose backstory consists of I used to be baaaaad, but now I'm goooood in a baaaad way.
Ever since running Eberron though, I've started out new players with the idea that their character isn't the fastest, they aren't the strongest, or the smartest, or the wisest, or the trickiest, or the best at anything. They are, in most circumstances, adequate or barely above adequate. But what makes a party of PCs so important and so different is luck, courage, and resolve. You might have to wrestle with someone who is bigger than you, or try to outwit someone ten times more cunning, but the attempt and the gumption and the audacity of trying where others might walk away or give up, say "It's impossible!" is what sets the PCs apart. Knowing that catastrophic failure is right around the corner but doing it anyway, and somehow making it out alive while others would get torn apart; that's what I think makes the PCs "heroes."

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Perhaps you should define what you're talking about?
It doesn't sound like The Mario, because that's more like a bard than the fighter you're talking about.
Do you mean a Vanilla Protagonist?
I'm not really sure why anyone would ask to play one of those. They're usually written with little characterization in order to make them more relatable to the audience, but in a tabletop RPG that's not a factor - you can design a character to be relatable to you. If you're looking to play off of an otherwise bizarre party it seems more productive to set up some kind of straight man / reluctant hero, and that's not what your post is advising.
If The Hero is the party leader/chosen one/guy who drives the main plot, the player need to talk with the group about it because not everyone wants their PC to be a "support character." And these characters come from many class types, not just fighters.
Your recommendation of fighting classes is very odd considering that you use Frodo as an example of "The Hero." Frodo is probably the least capable combatant in the entire fellowship - even Sam the Gardener severely wounds Shelob, and Merry and Pippin have actual battlefield experience. Bilbo was a bit more of a warrior but he was primarily sneaky and clever. A rogue, not a fighter class. There are plenty of books with wizard heroes, and some with priest-like heroes (Garth Nix's Abhorsen series comes to mind).
Frodo is able to carry the Ring of Power to Mount Doom because of how much he sucks. It is only after his tale that he realizes he cannot go back to his old life and develops the ambition to go with Gandalf.
Frodo (and other hobbits) aren't resistant to the ring because they suck, but because they have humble desires, which Tolkien presents as a very positive trait. See the excellent scene in the books where the ring tries to tempt Sam with the world's biggest garden, and Sam rejects it because he couldn't personally tend a garden that big. Note Bilbo has the same virtues and is one of the more competent characters in the Hobbit. Second, going with Gandalf to the Undying Lands wasn't an ambition, it was retirement.
You're the hero, you are literally the least important person there, so be happy that you convinced some old bugger, some better than thou priest and an untrustworthy skulk to come along with you.
I have no idea what "The Hero" trope is characterized by being the least important person in the party. The farm boy off to save the world? That doesn't seem in line with your post.

kestral287 |
The Hero, for those who don't know, the "hero" is a common trope.
Heroic characters can be in any role, but the hero is more specific.Anyone can be a hero.
The internet's #1 source of trope definitions disagrees with your analysis. Vehemently. Point #2 especially (and by extension point #3). Fighters are actually terrible at fulfilling the Hero trope. Why? Well...
They have a well-rounded skill set. They're not as strong as The Big Guy, or as smart as The Smart Guy, or as sensitive and socially adept as The Chick, but they're close. They can personally accomplish a variety of goals, but their real superpower is getting the whole diverse set of personalities to focus and pull together. They'll always know who to ask for help, and when — and usually how.
Well. The Fighter isn't as smart as the Smart Guy or as Sensitive as The Chick. That's covered. But he's not even close, since yanno, Fighters are bad at pretty much all things Int and Cha, and by Point #3 the Fighter should not be building Int or Cha. Unless the party has a Barbarian though, the Fighter hits The Big Guy pretty well. If somebody's stronger than he is, you done screwed up your build.
Bard, Oracle, Paladin, Swashbuckler, and some breeds of Cavalier actually fulfill this role-- though frankly the last three are iffy, since they hit The Big Guy just as well. But the Fighter is rather blatantly The Big Guy, not the Hero. And you yourself call this out... do we need to go over the Five Man Band?
I mean, if you want to define things your way, that's fine. But referencing back to the trope means a certain definition-- a broad one, certainly, but there are some base points to cover. And you missed 'em pretty hard.

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The Hero, for those who don't know, the "hero" is a common trope.
Heroic characters can be in any role, but the hero is more specific.Anyone can be a hero.
Being "The Hero", the heroic protagonist of a fantasy story, or the TVTropes specific trope, is indeed specific, but it's not specific to the stuff you mentioned in the first post.
A spell caster who avoids melee combat, for example, can absolutely fit the mold pretty readily.

Create Mr. Pitt |
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Defining "the hero" as a character likely to be outshined by the wizard you disdain is probably bad advice.
I don't think there's should be a trope hero or, as many have pointed out, ever a singular hero in a party. Rincewind is notorious for having no power but constantly runs away; still heroic in many circumstances.
If someone says they want to be a hero, instead of rebuffing them or suggesting classes ask them probing questions about the personality and background of their character. Help them build goals or at least perspectives to follow.
In a collaborative gave, the instinct to be the hero, or the leader, or the best is worrisome. And even then your advice is off-point for someone who would. "Be a hero and go coup de grace that giant I just paralyzed with Chains of Light for me, would you?" is not exactly inspiring.

Taku Ooka Nin |

Look, guys, this is the stuff I give people who say, "I wanna be da Heero!"
I tell them to look at the basic tropes.
From there they go their own direction. This thread is literally about giving the good advice that enables people to first play something generic, then move into more refined tastes.
This thread is not about arguing rhetoric about what X or Y means.
Most of the time players who ask questions about how to be the hero are not gods of min-maxing or even veteran Pathfinders, if they were they'd just make a strong build, a strong character and then run with it.
Simple advice for simple people. We're not here to, if you'll humor the analogue, argue calculus when teaching basic algerbra.

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Look, guys, this is the stuff I give people who say, "I wanna be da Heero!"
I tell them to look at the basic tropes.
From there they go their own direction. This thread is literally about giving the good advice that enables people to first play something generic, then move into more refined tastes.This thread is not about arguing rhetoric about what X or Y means.
Most of the time players who ask questions about how to be the hero are not gods of min-maxing or even veteran Pathfinders, if they were they'd just make a strong build, a strong character and then run with it.
Simple advice for simple people. We're not here to, if you'll humor the analogue, argue calculus when teaching basic algerbra.
You never said anything remotely like this earlier in the thread. So people can hardly be blamed for not reading your mind.
Also, to follow the analogy, if that's your goal, then you're advocating teaching basic algebra wrong. A martial character is usually a best first character, yes, but that doesn't make it better suited to the role of 'The Hero' than a Sorcerer (perhaps the best spell caster to start people on).
And Anti-Magic Field is a terrible idea for most martial characters, especially melee ones. Indeed, most of Point #3 is bad advice beyond the very first line (which is potentially solid). Point #4 is potentially valid, but terribly phrased (Frodo wasn't the hero 'because he sucked' but because he was hard to notice...the two are very different things, just as one example of that bad phrasing).
That leaves us with only point #1 that's actually good advice. Which it is, for new and inexperienced players.

phantom1592 |

Easy answer.
If you want to be a 'hero' Do HEROIC things. Have a motivation. Keep to a heroic code. Don't be the murderhobo and fight for something bigger then yourself. Don't do it just for the money... do it because it's right!
That's how you be a Hero. Anything else is just the protagonist, and PC SHOULD be the protagonists of their games.

lemeres |

Easy answer.
If you want to be a 'hero' Do HEROIC things. Have a motivation. Keep to a heroic code. Don't be the murderhobo and fight for something bigger then yourself. Don't do it just for the money... do it because it's right!
That's how you be a Hero. Anything else is just the protagonist, and PC SHOULD be the protagonists of their games.
Or if you do do it for the money and not because it is right, necessarily, then at least have a reason to get money other than 'to be a more efficient murder hobo'.
Anyway, there are a lot of motivations for heroes other than 'what is right'. Often, doing the right thing is an occupational hazard of being the guy that is powerful enough to solve problems.
So look for the man that killed your father. Try to become a champion of war. Start your own noble house. Amass enough riches to hustle out the other gangs that compete for your city.
In the end, if you work among the rich and powerful, there will be lots of opportunities to face off against the evil and corrupt. The man that killed your father may be a famous serial killer. Defeating enemies in war means you save the lives of your country's soldiers. Being a noble means you are responsible for the people in your domain. Taking out the competing gangs in the city can lead to peace since there are no more violent feuds over territory.
Just try not to be a jerk and you will end up being the 'hero' in the people's eyes.

kestral287 |
Look, guys, this is the stuff I give people who say, "I wanna be da Heero!"
I tell them to look at the basic tropes.
From there they go their own direction. This thread is literally about giving the good advice that enables people to first play something generic, then move into more refined tastes.This thread is not about arguing rhetoric about what X or Y means.
Most of the time players who ask questions about how to be the hero are not gods of min-maxing or even veteran Pathfinders, if they were they'd just make a strong build, a strong character and then run with it.
Simple advice for simple people. We're not here to, if you'll humor the analogue, argue calculus when teaching basic algerbra.
You actually didn't tell them to look at the trope though; what you pointed at is very different. The easiest class to build as The Hero is the Bard.
The "good" advice is "Okay. Tell me what that means". Because how you interpret "The Hero" is far from a universal truth (as demonstrated amply by TVTropes), which means that the original post of the thread is frankly not helpful to your intended goal.

Scott Wilhelm |
The Hero, for those who don't know, the "hero" is a common trope.
Heroic characters can be in any role, but the hero is more specific.Anyone can be a hero.
If the thread is not going just the way you want it to be going, maybe you should clarify your thesis.
What do yo mean by the hero trope?
What is it to you to be a hero?
How do different definitions of hero interact?
For instance, who was the hero of the Battle of San Juan Hill? Teddy Roosevelt of course. He was there. He fought bravely. He led his Rough Riders to the top of the hill. The charge was militarily necessary, and his unit was the 3rd unit to reach the top of the hill.
The charge was made possible because a colored regiment took a superior hill and laid down suppressing fire with their Gatling guns. That made the charge actually fairly safe.
Who was responsible for the victory at San Juan Hill? That colored regiment, but not very many people can remember the names of any of them. Why should they? Who wants to talk to or about some bunch of coloreds when the newspapers had someone to talk to like charismatic young gentleman who was part of the gallant charge and was going to be President some day?
The point is, what is and isn't a hero can be complicated, and that very topic might be good fodder for a tabletop game?
What is your advice for the making of a hero?

kestral287 |
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So I feel like I didn't go into enough detail with my last post. Let's do a case study!
Nanoha Takamachi. From the Lyrical Nanoha anime series, for those not in the know (and it's an awesome series. The first three or four episodes of the first season suck; just power past them and it gets awesome).
As I said, she's pretty much my immediate thought when you talk about The Hero, in trope form or in general. Let's start with how you'd build her, in Pathfinder:
-She's a mage, first and foremost. That said, so is literally everyone important in the series.
-Her specialties are flight and ranged combat-- she's a very good marksman, has a large well of energy to draw from, and enjoys shooting you with magical pink lasers of doom.
-This specialty is typical of the world (or so we're told) but atypical of her actual team. Her first ally specializes in barriers and bindings, her first enemy/second significant ally specializes in close-quarters combat and speed. All but one of her second group of enemies also specialize in close quarters combat in one form or another, and the last is largely a noncombatant. It's not until the absolute end of the second season/start of the third season that she gets an ally who actually prefers ranged combat, and that ally is more of a strategic WMD than anything you actually want on the battlefield (read as: tons of power. Can't aim at all). Nanoha's close-quarters capabilities are almost universally ways to protect herself and/or set her up to shoot you.
-The above is most clearly visible with the weapons they use. Nanoha carries a staff, her first ally Yuuno does not carry a weapon, her second, Fate, a bardiche (named Bardiche; Fate is not good with names), and her second set of enemies use a sword, hammer, fists, and the noncombatant has a pair of rings.
So: by the standards laid out in the OP, she is not The Hero. She would be built most easily as a Ray-specialist Sorcerer, though a Spellslinger Wizard could also work. Definitely not a martial. She's also not useless; Nanoha is very, very good at what she does. She's been beaten, but never in a straight-up beamspam battle. She loses when enemies get close or fight dirty. The one character with more raw firepower than her openly admits that she would lose to Nanoha in an actual fight, simply because Nanoha has better control. So, Nanoha is not glad that she convinced her various allies to give her the time of day because she needs them. She can and has fought solo engagements and won just fine.
But all that's irrelevant. Let's get to her personality (primarily in the first two seasons).
-Despite her love of blowing things up with magical pink lasers, she's kind and friendly almost to a fault. She would much rather talk things out than fight. It takes a lot for her to skip the "talk things out" phase.
-She's utterly implacable. Nanoha doesn't know the meaning of the words "give up". Her preferred tactic of winning is to talk it out, but her secondary tactic is "shoot you until you're willing to listen". That usually takes a full season to kick in as she keeps getting up and going back for more, but it works. Her nickname stems from an instance of this as an enemy is all but crying asking why she just won't stay down.
-With the above two traits, she builds her team via the process the fandom lovingly refers to as "Befriending": beating the crap out of someone until you convince them that they should stop fighting and become your friend. This works remarkably well.
Does that fit into your depiction of The Hero? Well... no. Not really. "Be happy you convinced the important people to give you the time of day" is not Nanoha's style. It's "Pummel them until they're willing to listen".
Now, her group. First off, your quote:
You're the hero, you are literally the least important person there, so be happy that you convinced some old bugger, some better than thou priest and an untrustworthy skulk to come along with you. Those insidious villains might actually throw a logic puzzle at you, and, well, you're the hero: you're an idiot. There might be some riddle that requires some sort of religious lore or divine intervention—or maybe you decided the best way to keep someone from hurting the other people was to sheath their sword in your body—and that is what the smelly old preacher is for: because you're about the smashy smashy and letting god sort things out. Then, finally, there might be a trap that you can't do anything about because when some Indiana Jones stuff starts happening you're not particularly fast in that armor.
This is based, more or less, on the archetypical Five Man Band: Leader/Hero, Lancer, Smart Guy, Big Guy, Chick. To break it down:
-The Leader/Hero is the glue that holds the team together. As a general rule they can fill any of the other roles, but not as well as the actual dedicated Smart Guy/Big Guy/Chick.
-The Lancer is a rival and foil to the Leader.
-The Smart Guy is your brain.
-The Big Guy is your muscle.
-The Chick is the Team Empath; the heart.
Now. In the standard interpretation of the trope, the Leader is indeed not as smart as the Smart Guy, nor as strong as the Big Guy, nor does he understand people as well as The Chick. But that does not mean he's an idiot, he's weak, or he doesn't get people. The "Idiot Hero" is its own separate trope, and the two do not always overlap.
Nanoha usually operates in a two- three- or four- man team rather than the full five, but we can find it in season three's Riot Force Six leaders. There...
Nanoha: Leader
Fate: Lancer
Hayate: Smart Guy
Vita: Big Guy
Signum: Chick
It's not perfect, because Signum is perfectly happy to get in your face and lop your head off and she's one of the most dangerous women in the series, but she's also the one who reads people and reigns the group in emotionally when needed. Granted she does it with her fist, but that's just semantics.
Nanoha is not as good of a tactician as Hayate, but she is very capable of it. She's certainly no idiot, and really only relies on brute force so much because it works so well for her. When it doesn't she's willing to change tracks in order to maneuver that force to where it's most effective.
Nanoha is not as good at breaking things as Vita, but by only the slimmest of margins. In a straight fight Nanoha is demonstrably better, actually, but that's because she applied her smarts. Vita hits harder.
Signum keeps various emotions in check, though she's not your usual Chick, as noted above. Even so, Nanoha can do much the same thing-- she's usually not quite as quick on reading people, nor will she cut to the chase as quickly as Signum, but she's what brought the group together in the first place.
It says a lot about Nanoha that depending on who you focus on as the hero, she can slot into literally any of those five areas. Focus on Fate and she's the Lancer. Focus on her students and she's the Big Guy or Smart Guy. Focus on her family and she's The Chick.
What makes Nanoha the hero by the trope is exactly that she's so capable in different areas. That's compounded by the fact that she's the one that brought them together in the first place.
To rehash good ol' TV Tropes again:
They have a well-rounded skill set. They're not as strong as The Big Guy, or as smart as The Smart Guy, or as sensitive and socially adept as The Chick, but they're close. They can personally accomplish a variety of goals, but their real superpower is getting the whole diverse set of personalities to focus and pull together. They'll always know who to ask for help, and when — and usually how.
Which sounds more like that-- the quote from the OP, or Nanoha?
(To put it another way for those who long-since tuned out my ramblings: In Guardians of the Galaxy, what makes Peter Quill the Hero isn't that he got trounced by Gamora and Rocket and Groot, it's that he can fight alongside them, while bringing them together with his Loser speech)
So, to conclude the first half of this excessively long post: Nanoha is The Hero. And she's my Hero. She's not your Hero, and that's fine.
The thing is, we all see heroes in different ways. And when I say "I want to play the hero!", I'm probably not thinking of running down a checklist to fit an archetype pieced together over the years and finally compiled by a bunch of dudes with too much time on the internet. I have something in mind. Maybe that's Nanoha, maybe it's Bit Cloud, or Peter Quill, or Tommy the Red Ranger, or Leroy Jethro Gibbs.
You're treating it like a math problem. It's not a math problem. If you're trying to teach someone to be The Hero by walking down a checklist, you're only going to teach them to be your Hero. They need to find out what it is to be a Hero to them. And by making it a math problem, by trying to teach Algebra, you open yourself up to being questioned on your formulas; on me saying that no, your formula is wrong, and you should actually be using a different formula.
So it's not a math problem. It's an English problem. To teach somebody to be the Hero means sitting down and saying "Okay, who do you think of as when you say "The Hero", and what makes them The Hero?". That's an individualized answer, and trying to compartmentalize that into a universal response is never going to be effective.
I can teach you how to be Nanoha. But I can't teach you how to make your Hero. And unless you know from the outset that my ideal of "The Hero" is Nanoha, you can't teach me how to make her.

Melkiador |

Yeah. The problem is that "The hero" is defined by the averages of his world. If the hero is from a world of mostly mages then he is a mage. The same for ninjas and witches.
I guess what we should be asking is "What is the average of pathfinder"?
Average bab
4th-6th level spell caster
Medium armor
At least a few good weapon profs.
2 good saves
4 skill points

voideternal |
In certain cultures, the concept of a Hero is more defined. In Japan, for instance, a full caster wizard, full combat fighter, and healing support cleric will all generally be considered sidekick characters (non-Heroes). In other cultures, like in certain parts of the United States, a Hero is less concretely defined.

lemeres |

Yeah. The problem is that "The hero" is defined by the averages of his world. If the hero is from a world of mostly mages then he is a mage. The same for ninjas and witches.
I guess what we should be asking is "What is the average of pathfinder"?
Average bab
4th-6th level spell caster
Medium armor
At least a few good weapon profs.
2 good saves
4 skill points
I would hardly call that average at all.
Average would be a level 1-2 commoner. That is how it would be in most worlds. Well, maybe some more experts, depending on the education level.
And even among adventurers, it would still largely be fighters and rogues, for the most part, it would seem. Maybe a fair number of cavaliers, rangers, and barbarians. Spell casting is something 'special'- most small towns would not have casters capable of doing more than 2nd level spells, but they have at least a few guys decent in a fight.
Heroes are supposed to be extraordinary in some fashion. While that could be in the form of magic in a world of warriors, it could simply be cunning and determination (in the vein of greek heroes) or due to faith (medieval heroes like Arthurian tales).
If we really want to break down what it means to be a hero- the hero is someone the best exemplifies the ideals of the society. While this could be martial prowess, and that is often at least a bit of a requirement for the things they face, it is typically more of a mental
Fancy powers are just there to high light the traits of their moral character, and allow them to believably face against the impossible odds. For example- Hercules could cut off the Hydra's heads. Fine, that is a necessary basis of fighting it. But it was his ingenuity that realized that cauterizing the stumps would stop the regrowth of heads. And Greeks loved their clever heroes.

Melkiador |

No. "The Hero" is average for an adventurer. Not average for the common person.
And the average adventurer in Pathfinder is fairly magical. In Pathfinder, magic is far from special or rare. To take your Hercules example, the average adventure character in a Hercules story is somewhere between a god and a monster.

lemeres |

No. "The Hero" is average for an adventurer. Not average for the common person.
And the average adventurer in Pathfinder is fairly magical. In Pathfinder, magic is far from special or rare. To take your Hercules example, the average adventure character in a Hercules story is somewhere between a god and a monster.
The average player controlled adventurer.
Don't let the ratio of pure martial classes to caster/gish classes fool you- those don't give proper statistics of how many people actually use that particular class.
For every party that is off 1 shotting dragons, there are 50 to 500 doing things like clearing out goblin nests or extermination basic skeletons and zombies.
Of course, I hardly have proper statistics either. Still, I think it is hard to believe that there are enough casters so that every in setting party has a nice fighter/rogue/wizard/cleric type ratio.

lemeres |

Gilfalas wrote:There are suvivors in Game of Thrones?^^Jaunt wrote:My tip is that every PC is a hero, but there is no "THE hero" any more than there is in Game of Thrones.There are 0 hero's in Game of Thrones. They have only villains and survivors.
For another couple of episodes at least.

Snowblind |

Gilfalas wrote:There are suvivors in Game of Thrones?^^Jaunt wrote:My tip is that every PC is a hero, but there is no "THE hero" any more than there is in Game of Thrones.There are 0 hero's in Game of Thrones. They have only villains and survivors.
Out of the 6 "Important" characters in the Stark family, 2 have died.
For the Lannisters, 2 out of 7(including Cercei's children).
There are definitely survivors. It just isn't guaranteed that any particular character will survive.

Melkiador |

Melkiador wrote:The average player controlled adventurer.No. "The Hero" is average for an adventurer. Not average for the common person.
And the average adventurer in Pathfinder is fairly magical. In Pathfinder, magic is far from special or rare. To take your Hercules example, the average adventure character in a Hercules story is somewhere between a god and a monster.
Exactly. "The hero" is a main character and is thus an average of the main characters. His relation to non-main characters is irrelevant.
For example, Lion-O is the average of his group of Thundercats. Not the average of his entire world. Although really the 80s is a horrible place to find this trope. Most 80s versions are simply better than anyone at everything.

lemeres |

lemeres wrote:Melkiador wrote:The average player controlled adventurer.No. "The Hero" is average for an adventurer. Not average for the common person.
And the average adventurer in Pathfinder is fairly magical. In Pathfinder, magic is far from special or rare. To take your Hercules example, the average adventure character in a Hercules story is somewhere between a god and a monster.
Exactly. "The hero" is a main character and is thus an average of the main characters. His relation to non-main characters is irrelevant.
For example, Lion-O is the average of his group of Thundercats. Not the average of his entire world. Although really the 80s is a horrible place to find this trope. Most 80s versions are simply better than anyone at everything.
Oh...oh....OOOHHHHH
I think I have misundestood what this was all about. This was like....the hero class of RPG video games? The one that is the jack of all trades that rounds off all the party roles? The one that would be able to equip swords and armor, and cast both fire ball and heal spells? And would be teamed up with a fighter, priest, and wizard?
oooooohhhhhhhhhhhh........Didn't realize we were going off more Dragon Quest-y logic in this argument.

Melkiador |

oooooohhhhhhhhhhhh........Didn't realize we were going off more Dragon Quest-y logic in this argument.
That's what I was assuming and arguing, but I suppose I may be the only one using that definition.
Interestingly, Dragon Quest was one of the first to break this trope. In Dragon Quest 2, the main hero is just the strong guy. The guy who would typically be "The hero" was second string.

lemeres |

Anyway, going off that logic, inquisitor somewhat seems best. Healing, melee/archery, some swift action spells for pain, various useful spells, great skill points...etc.. etc. Easily exemplifies the 'I always have something worth doing' logic of the hero class.
Better than bards for this role, since there is more about making yourself the star instead of support, and you face less circumstances that invalidate your spells (such as creatures immune to mind affecting, which ruins a lot of enchantments). Much more likely to end up as the 'second string.
Alchemists might be able to pull some weight in this regard- buffs, some slight utility spells, but mostly the large stat boost from mutagens and the ability to do debuffs in a dramatic style with bombs. Maybe go grenadier, so you are more 'valiant soldier with ingenuity' rather than 'creepy mad scientist vomiting insect swarms and growing tumors'. That way, you can just grab a sword, cover it in fire, and then be ready to throw a bomb against the simple touch AC.
It is hard to get this more 'average' than those, since the game is more about investing in one area, and often get too much flavor for your typical vanilla hero.

kestral287 |
The OP specifically went on to define his version of hero "as the trope". That would be this.
His analysis of what that trope means and TVTropes' analysis of what that trope means are two wildly different things, mind. Hence my giganto-post.