14: Game Mechanics Changes in HERO
I am not a natural fan of the HERO system and Champions. I
admire how long it’s been in publication and how closely it hewed to its
original rules but I find character creation to be too math intensive and
granular and the characters are too balanced for combat, which makes the fights
last too long. This campaign, however, is somewhere that I think it would work
well.
First of all, the granularity is a boon when you’re trying
to differentiate between the supporting characters – especially in situations
with multiple band members or doctors who would have identical backgrounds in
V&V. And the time it takes to build a character in HERO is less of a factor
when as a GM I only have to make up one villain per movie, along with some mook
stats. That takes the burden off.
Second, the over balancing of the characters is a cultural
thing and not a permanent aspect of the system. It happens because HERO’s
underlying mechanics are so balanced that it’s easy to find all the break
points and exploit them. It is a game designed by engineers for engineers, but
it can work just fine if everyone agrees to a different balance point – after
all, the core heroes are supposed to be balanced in offense and defense, but we
can declare the campaign balance to be a little more offense than defense, or
less Stun behind the defenses, an apply it across the whole cinematic universe.
Since the setting requires fewer super-level characters that still works to our
advantage.
As such the changes I want to make to HERO are as follows
(and this will make a lot more sense of you have a copy of the rules; I’m
working from my 5th edition book):
·
Heroes are built on 50 point ‘ability sets’ that
let us keep things conceptually clean for the Frequency rules. They have one of
those for their normal stats and skills, and then 2-5 more depending on whether
they’re a core hero, back up hero or supporting cast.
·
Heroes should select 50 to 100 points of disads.
Don’t get caught up on points.
·
Everyone is bound by Normal Characteristic
Maxima to start; anything outside those ranges must come from an ability set. Characters
with a 23 are either superhuman or world renowned geniuses or Olympians who
come so close to being superhuman as to make little difference.
·
Normal people are built on a -25 points (an 8 in
every primary characteristic, 2 SPD) in attributes, so our heroes are actually
75 points higher than baseline.
·
Normal People have 15 to 25 points in disads
that pay for their skills, so they end up as -25 point characters.
·
Make liberal use of the Power Frameworks to
maximize character versatility within the concept of the ability.
·
Defenses should be slightly lower than attack
powers, or when they’re not the PC shouldn’t have too much STUN; even heroes
shouldn’t be able to take too many solid hits in a row. Recovery can be pretty
good.
·
Killing Attacks do stun based only on
penetrating body – they are great against people without resistant defenses but
it’s really easy to be bullet/knife proof. This makes heroes more powerful
against mooks. Characters can use 8 or 10 point skill levels to boost damage
classes of killing attacks by up to 2 classes (10 AP).
·
Speeds should be kept low to speed combat, but
Heroes can/should make use of the rapid fire, sweep and spreading combat
maneuvers to hit multiple opponents on an action. (Alternately, pick up powers
with area effects.) This makes the heroes more effective against mooks without
over-burdening the speed chart.
·
High Dex and Speed shouldn’t be taken to solely
indicate combat skill. Combat skills should be taken to do that.
·
Personally, pre-calculate all but the last 3
dice of damage and then add the to hit roll to that pre-calced number to get
the damage. Some variability, mostly reliable and it gives a boost to more
accurate heroes since the goal is now to roll as high as you can without going
over the target number.
·
Borrow Bang! Skills from GURPS. These are
expensive but really broad skills like, say, Science! That let you build
characters like Doc Toltec who are really good at all sciences without having
to list every specific discipline. That lets you get granular with the
supporting cast but give the heroes a lot of versatility. Bang skills (ended
with an !) cost 12 points for a 9+(stat/5) and 5 points per +1. They can only
be increased with Overall levels.
Now, you may wonder about balancing things out for the
supporting cast but if the characters combat stats are built as discussed it
should speed things along. One reason why HERO games can feel so fight heavy is
because the fights take so long as to eat up all the table time. Remove the
core problem and you have more time to dedicate to research and character
interaction.
I also recommend the supporting cast take abilities that
include Luck, with the ‘roll the dice at the start of the session and be able
to modify dice rolls with that point pool’ option – it lets them avoid damage
or reliably hit with any big gun they have on hand or make key skill checks.
Core heroes shouldn’t have Luck as it gives the supporting cast a good
mechanical boost.
Honestly that ought to do it. It might be jarring for a
standard HERO player to have a Speed of 3 but attack designs that let them do
more in a single action, or weak enough mooks that single hit drops them. Given
how the speed chart works this does make a difference in accelerating the fight
scenes, even if it isn’t exactly how HERO was originally designed.
One consistent problem I have with HERO is that V&V, my
preferred system, uses defenses like D&D uses Armor Class – they eliminate
‘hits’ that have no effect, while HERO has every blow that comes in physical
contact with the PC have a chance to do damage. This requires a real paradigm
shift on my part,.
Of course, I also think that HERO s presented has way too
much tech fetishism in it, especially when it comes to guns, with too many
modifiers and advantages and whatnot to lovingly model an AK47. That said
modeled assault rifle will have an active point total greater than many
campaign limits on super powers is irrelevant. As such I have a simple RKA
chart for my games
Weapon
|
RKA
|
Adv/Lim (all OAF)
|
AP/Cst
|
Lt Pistol
|
1d6-1
|
Charges (-1/2)
|
10/4
|
Pistol
|
1d6
|
Charges (-1/4)
|
15/7
|
Hvy Pistol
|
1d6+1
|
Charges (-1/2)
|
20/8
|
Auto Pistol
|
1d6
|
Charges(+0), Auto(+1/4)
|
18/9
|
Lt Rifle
|
1d6+1
|
Charges (-1/4)
|
20/9
|
Rifle
|
1.5d6
|
Charges (0)
|
25/12
|
Hvy Rifle
|
2d6
|
Charges (0)
|
30/15
|
Auto Rifle
|
1d6+1
|
Charge(+1/4),Auto (+1/2)
|
35/18
|
Shotgun
|
2d6
|
Charges(-1/2),Reduced penetration (-1/2)
|
30/10
|
Grenade
|
1.5d6
|
Charges (-2), Explosive
|
37/9
|
That ought to do it. Note the absence of the Beam Weapon
limitation – if you want to use your single charge to spray fire an area with
the same mechanics a hero would use to spread their energy blast, feel free.
It’s a super hero story, I am not stopping to count bullets. Also the ‘real
gun’ disadvantage is gone – it was cheesy for a Supers game. Increased STUN
multiple is also gone from the baseline gun designs, as is Armor Piercing.
Those just lead to point inflation in my opinion, and I don’t want to worry
about them outside of special cases.
Taken together it means I can build the following for Doc
Toltec to simulate his bronze hard skin
Armor: 9 PD, 5 ED. AP = 21, Cost = 21
Lack of Weakness: -2, Cost = 2 pts
Multipower: 20 AP, all slots are Fixed, cost = 23 AP
1) Bronze Knuckles: HTH Attack +3d6, 0 End Cost, Cost = 1
2) Missile Deflection: up to shrapnel, can defend people in
adjacent hex (+1/2). Cost = 2
3) Force Wall: 1”, 8 PD, 0 ED, No range, 2 End/use. Cost = 1
With this construction he is immune to bullets of 1.5d6 KA
or less unless they are fired by highly skilled opponents who are using 8 or 10
point skill levels to boost the guns damage class. This rules out all but heavy
rifles. He can protect the people next to them by grabbing bullets out of the
air. He can protect them people behind him by shielding them with his body. His
fists do a lot of damage when he hits. However he does have to worry about a
moderately big guy with a sword who could be doing 2d6 or more in damage, and
will accumulate STUN from a 5d6 punch or energy blast.
This is, to my mind, as it should be – being bulletproof to
the point of taking no damage from bullets ever is incredibly common, but being
punch, sword or energy blast proof is less so. Doc Toltec is now really tough
without needing 20+ points of defenses or piles of STUN. Plus it cost him just
50 points.
Since the other heroes and villains will be built in a
similar fashion we can also keep Doc Toltec’s damages relatively low. Since
he’s able to lift some 670 lbs per V&V that means he can lift 300 Kg, or a
STR of 18 in Champions. That’s a base damage of 3.5d6, plus another 3d6 for his
bronze knuckles. With these rules mods he does 13 points base (the average of
3.5d6)+ his attack roll (which is the remaining 3d6) or 24 points of STUN with
a punch. That is doubtless going to KO a normal person and Stun your average
thug with one hit before finishing him off with a second. To speed things along
I as GM I might just have anyone stunned by an attack be out of the fight.
If he were to fight a doppelganger of himself he has a total
of 17 Physical Defense between his figured characteristics and his armor. Each
of his punches would do 8 STUN. With his 14 CON he has little risk of being stunned,
With 33 STUN he could take 4 of his dopplegangers attacks before being on the
edge of consciousness and hoping for a recovery. That sounds about right for a
major hero vs. major villain combat to me, especially one where I didn’t want
to have the rest of the players bored.
As I said, this is very non-standard HERO design, but it
works for me.
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