The Ferrett ([info]theferrett) wrote,
@ 2008-03-14 12:35:00
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Let's Try This Again: Hero System vs. D&D
I've been running a Planescape campaign for about five years now, where the players are based in the floating city of Sigil and explore all of the classic D&D planes: The Nine Hells, the Seven Heavens, the Astral Plane, and so forth.

But I began to run into problems with the D&D rules. Eventually, though I kept the D&D trappings, I switched the internals of the campaign over to a whole other system - that would be Hero System, a roleplaying set of rules designed to emulate the world of superheroes. And I thought today I'd discuss where Hero is better than D&D for pure combat excitement, and where it's worse.

First off, though, let me address the way I handle combat.

See, for me, "combat" encounters are where players can actually die. Some GMs run combats that are, essentially, setpieces - there's no way the characters can lose, and it's all about how they defeat the villains. To me, that's boring. When you know how every game is going to turn out, why bother?

So my combats have stuff at stake. I don't set out to kill the PCs, of course, but it's always possible that the heroes will be routed in the course of any battle, and if something goes drastically wrong they might lose their lives. That provides a tension for me that I think is satisfying; you have a good chance of winning, but you never can assume it. Which means you have to think carefully about your next move, because it might be your last.

Now, people always tell me that a good GM can just make up maneuvers on the spot. "Who needs to look at the manual?" they cry. "Just adjudicate something and move on!" But to me, that's not fair, because as the GM I know how inconsistent I can be when I'm making shit up on the fly. One day, I could decide that a surprise backflip maneuver from a Pit Fiend does double damage, and the next day a similar backflip does triple damage, or one-and-a-half damage, or does something else. That might be fine in a game where the PCs are expected to win... But when I am, essentially, playing games with the lives of characters they have grown to love, I don't want to risk killing them because I was like, "Oh, yeah, that's um... Deadly damage." (And my PCs are not the only ones who make surprise maneuvers.) They shouldn't die because I made up a number.

What I want is a system that covers 98% of what a player is likely to do. I can adjudicate that 2% as it comes up, but I want a rules system where most of the time, whatever they come up with, it's been planned and anticipated. And that is Hero System.

Hero System is designed to carry out superhero combat. Pretty much anything you want to do in the system has been outlined comprehensively (if not always clearly). And unlike D&D, which has several bullshit maneuvers that do nothing at higher levels (dodging does what?), everything you can do in Hero System has some effect, even if you may not be powerful enough to have it matter. (You can grapple the rhino, but I wouldn't advise it.)

So let me outline, briefly, my problems with D&D:

1) AC is the only armor. Basically, in D&D, you get hit or you don't. Armor makes you harder to hit, but it doesn't actually reduce damage at all. Which means that if you get whacked by a guy with a baseball bat and he connects, you're going to take the same amount of damage whether you're in a suit of plate mail or wearing nothing but a pair of dockers. The only difference in D&D terms is that the guy with the bat has a harder time hitting you at all, which is silly.

This also means that every attack does full damage if it connects. And at higher levels, the bad guys are almost guaranteed to connect, meaning that you take a lot of damage no matter what.

2) Hit points are meaningless until you don't have any. As the only real measure of health (barring characteristic damage), you act perfectly healthy right up until the moment you are dead. Which means that a pit fiend reduced to a single hit point after a long fight can still dish out the same damage.

What was happening in my high-level campaigns is that the combats had been reduced to hit point attrition wars. The PCs were merely trying to do the maximum amount of hit point damage to the monsters, and in return I could either give the monsters such an AC that the PCs couldn't hit them, or give them so many hit points that they could absorb a couple of fifty-point hits.

In return, to make the monsters dangerous, I had to give them attacks that would pretty much decimate the PCs. So every combat turned into a rather strategy-free race of "hit the monster, hope the monster doesn't hit you twice (because if he does you're dead), monster dies." (The problem is outlined in more detail here.)

So I went to Hero System. And Hero System is a lot more complex, but it's also much more strategic.

The big change between D&D and Hero System is that Hero System draws a distinction between Protection and How Hard You Are To Hit. You have defenses that actually reduce the amount of damage you can take, and you have a Dexterity-based stat (DCV) that makes you harder to hit. (And unlike D&D, where high-level monsters automatically have a better chance to hit, in Hero System there's a bell curve, where a guy who's really hard to hit is really hard to hit for just about anyone.)

So unlike D&D, you can have a tank who has huge defenses, getting hit a lot but with enough armor to absorb a punch without getting hurt too bad. And you can have a thief who is incredibly hard to hit, but once you connect he's going to take most of the damage.

That alone was worth the change.

But it gets better. See, unlike the stat dump of Hit Points, one catch-all stat to measure your overall health, in Champions your health is broken down into three categories:

1) BODY. This is how much damage you take before you die. You typically don't take a lot of BODY.

2) STUN. This is how much damage you take before you get knocked out. You generally take more STUN than body. You can recover some STUN in combat by doing nothing for a round.

3) ENDURANCE. Unlike D&D where you can wail on someone with a sword all day, everything you do in Champions costs you Endurance. When you're low on Endurance, you may not be able to use certain powers, making long battles wars of attrition. You can also recover some ENDURANCE in combat by doing nothing for a round.

Champions is designed so that, much like superhero battles, you can get knocked through a wall without actually getting killed. The attacks are, on the whole, designed to knock you out as opposed to frying you.

This actually allows for more bravery in combat. Because you'll frequently be low on STUN but high on BODY and ENDURANCE, you'll have to make a decision whether to take some rounds to recover and get back up to full health, or do you charge in, knowing the bad guy might take you out of the fight... But maybe, if you land a lucky punch, you can knock him down first!

Choose your weapon.

Separating the BODY so that "being dead" is a very separate thing from "being out of the fight" changes things dramatically. It allows you to put your players up against very tough opponents, and by and large they're going to have some broken bones but they'll be okay if they win the battle. This is as opposed to D&D, where so many of my PCs were being brought to -10 that half of my adventures had become resurrection crusades.

But it gets even more complex than that, and in a way better - there's not one catch-all defense, but rather four kinds of defense, which defend against different types of attacks. In Champions, having a big plate-mail suit may make you nigh-invulnerable to physical attacks, but there's no guarantee it's going to shield you when a dragon breathes on you. You have to choose what sorts of attacks you'll be protected against.

What this means is that everyone has a set of characteristics that are unique to them, and everyone has their own vulnerabilities. Your PC might have a high defense against energy, moves quickly, but has a glass jaw if anyone punches them. Or she might be easy to hit, but is well-defended against every kind of attack. Or she has practically no defense at all, but is a gigantic cannon who relies on getting the first punch in. You can't have everything, but Champions makes each PC feel very different in a fight. No two fighters do things exactly the same.

And the good news is that combat in Hero System? It's very strategic. As opposed to the "dog pile on the rabbit" move in D&D, where everyone just unloaded their big attack on the monster because every attack did the same kind of damage, in Hero System you'll often have the players talking like this:

"I'm not getting through his defenses! Nariska, can you take a shot at the guy?"

"I would, but he's moving too fast! I can't hit him!"

"Okay, let's gang up on him. If I hit him from behind, he'll have to deal with me and then you can get in your attack. He can't take all of us at once."

"Too bad, folks, because he's dodging..."

Hero System is marvelous because it feels like a cinematic combat. Not every attack is guaranteed to connect. When it connects, there's no guarantee that it's going to hurt. (Hey, you might be able to take a shot.) And every round, you have to make real choices about whether to advance the fight, or back off and recuperate, or try to coordinate things.

After playing a few rounds of D&D under the Hero System, I wasn't going back. Every single combat I've ever had in Hero System has felt unique, and not just because of the flavor. The actual strategy of each combat was different, as opposed to D&D, which always seemed to boil down to "I do as many HP as possible" no matter how the PCs tried to make it otherwise.

The very first fight I had in Hero System, the characters won because they took the correct approach to the battle. That didn't happen in D&D, where the dragon just breathed on them and they either made the save or not.

Now. Is Hero System perfect? Oh God no.

For the first thing, it's hellishly complex, and the manual kind of sucks. The Hero System is one of those annoying manuals that's organized from a "feature" perspective, not a "usability" perspective, which is to say that if it was a car manual it would list the features of the car from A to Z, starting with the Air Conditioner and ending with the Water Reservoir, without ever saying, "Oh, here's how you drive the fucking thing." If you don't have a mentor, you're in for a lot of desert-dry reading.

Which means the players will have difficulties. Much more so than D&D. There's just a lot more going on.

Also, from a character creation perspective, Hero System is maddeningly open-ended. This is great for guys like me, who went, "Fuck, I don't want a first-level thief - everything's pregenerated for me!" But one of the things I've come to realize is that a lot of players don't want open-ended. They want a Paladin, with a carrying case full of authorized Powers, and just to tack some bits on around the edges. I've had this conversation with players more times than I can count:

"Okay, Ferrett, I want a thief. What powers does a thief have?"

"What powers do you want them to have? You can do anything in this campaign. Anything you can imagine, I can make it happen."

"But what does a thief do?"

"There is no 'thief' template. There are a bunch of powers that you can purchase, many of which do thiefly things. So you have free rein to make your thief do anything you want! What kinds of things did you envision your player doing?"

"...but what powers does a thief have?"

I don't know whether it's years of conditioning by D&D's level-based systems, or just a want for more structure, but the fact that every PC is built from scratch really seems to confuse the hell out of players. They seem to expect that Champions will tell them what they should have, and getting them to grok that it's up to them usually takes some time.

Also, Champions is very much about character creation, and if you're not careful a clever player with experience can find all the loopholes and create a guy way above everyone else's power levels. It's not that Champions is broken per se - actually, it's the most balanced game I've ever played in - but rather that it's like the tax code. If you have a clever bookkeeper, he'll find the shortcuts and save you some money. Likewise, knowing the Champions rulebook from cover to back can clue you into the really good powers - which, to be fair, the book itself has generally marked with a "STOP" or a "CAUTION" flag. But if you haven't GMed Champions before and someone else has, then you have to watch them like a hawk.

And lastly, the combats can get confusing. Unlike D&D, which consists of "I roll, I hit," Champions often consists of several phases: Rolling to see if you hit, rolling your damage, subtracting the defenses, and each of those stages is a lot more complicated than D&D. People often forget they have powers, or don't remember to do something optimal. All of the options come with a cost, and that cost is often players going, "Oh, yeah, that Damage Reduction would have kept me in the game!" long after the combat is done.

That goes away in a long-term campaign, where they come to sniff the character sheet intensely, but in a short-term game it's a hazard.

Oh, and people say that Champions combat takes too long. It does take a while, but something's happening all the time. It took two hours to get through four rounds last night in our climactic battle to the death, but each of those four rounds had something so crazy happening that everyone else had to adjust their strategy. If you do it right, it's not boring.

So that's Hero System for you: Really, really good for producing cinematic fights. Takes much longer to get used to than simple ol' D&D (which isn't even that simple). But it's exceptionally rewarding once you get through it, because the complexity produces actual strategy.

And that's my two cents.


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[info]sheryl67
2008-03-14 04:39 pm UTC (link)
That was more like a buck and a half. Whew!

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(no subject) - [info]theferrett, 2008-03-14 04:46 pm UTC (Expand)
(no subject) - [info]hiromasaki, 2008-03-14 08:06 pm UTC (Expand)
(no subject) - [info]ysabel, 2008-03-14 08:33 pm UTC (Expand)

[info]jadasc
2008-03-14 04:50 pm UTC (link)
1. You know, if you cross those two, what you get is Green Ronin's Mutants & Masterminds, which you might find to your liking.

2. That bit in the Champions flaws about the option paralysis is addressed by package deals -- did/do you use them?

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(no subject) - [info]theferrett, 2008-03-14 04:56 pm UTC (Expand)
(no subject) - [info]jadasc, 2008-03-14 05:04 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 06:38 pm UTC (Expand)
(no subject) - [info]theferrett, 2008-03-14 06:54 pm UTC (Expand)
(no subject) - [info]icelator, 2008-03-14 09:23 pm UTC (Expand)

[info]jfargo
2008-03-14 04:53 pm UTC (link)
Every time you talk about Hero System, it makes me want to play. I look around, and find that nobody in my area has any experience with it. I look at the rulebook at the local geek store, and get very intimidated.

I guess I'll just have to buy the damn book already, and start reading.

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Re: M.A.D. - [info]theferrett, 2008-03-14 04:55 pm UTC (Expand)
Re: M.A.D. - [info]korvarthefox, 2008-03-14 07:31 pm UTC (Expand)
M.A.D.
[info]allah_sulu
2008-03-14 04:53 pm UTC (link)
I played Champions almost 20 years ago, and found a couple of loopholes when I set up a spreadsheet for creating characters.

The GM pointed out that, yes, what I had discovered was perfectly legal within the rules; but if I (or the other players) took advantage of those loopholes, then he would see to it that the villains did so as well.

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Re: M.A.D. - [info]theferrett, 2008-03-14 04:54 pm UTC (Expand)
Re: M.A.D. - [info]allah_sulu, 2008-03-14 04:57 pm UTC (Expand)
Re: M.A.D. - [info]theferrett, 2008-03-14 06:59 pm UTC (Expand)
Re: M.A.D. - [info]bobthebadger, 2008-03-14 09:48 pm UTC (Expand)

[info]atdt1991
2008-03-14 04:55 pm UTC (link)
Kinda makes me wish you'd video'd the combat.

Okay, I"m crazy.

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(no subject) - [info]theferrett, 2008-03-14 06:59 pm UTC (Expand)
(no subject) - [info]atdt1991, 2008-03-14 08:06 pm UTC (Expand)

[info]zoethe
2008-03-14 04:55 pm UTC (link)
I was skeptical at first, but even though I have an almost clinical aversion to reading manuals the system fits my style of play much better.

Because I am not a "I wanna be a thief/rogue/name-your-class" player. I am a "I wanna be this really weird thing whose powers come from her background" character.

We could never have built Nariska in D&D. And we could never have tweaked and changed her the way that I am under that system.

I am more into the character as a person than I am into the combat, and this system is great for my style of play.

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(no subject) - [info]kmg_365, 2008-03-14 06:55 pm UTC (Expand)
(no subject) - [info]zoethe, 2008-03-14 06:57 pm UTC (Expand)
(no subject) - [info]ysabel, 2008-03-14 08:32 pm UTC (Expand)
(no subject) - [info]zoethe, 2008-03-14 08:52 pm UTC (Expand)
(no subject) - [info]ysabel, 2008-03-14 08:57 pm UTC (Expand)

[info]tsgeisel
2008-03-14 04:57 pm UTC (link)
I have a friend who went to great effort to convert the entire "classic" edition AD&D books to Hero System, and came up with package deals for each character class, allowing you to play a "Ranger" and have the class abilities mimic exactly what you were getting as a D&D Ranger. Converting the spellbook was definitely impressive.

It's a lot of work, but within the system, you certainly can make it easier for people to play pre-generated types of characters in a way they're more used to.

And, yeah - Hero: where seconds turn to hours. Although, I suppose if you don't have the large speed disparities as I'm used to with the super-hero genre (brick at 4, martial artist at 8), the combats might well go faster.

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(no subject) - [info]theferrett, 2008-03-14 05:10 pm UTC (Expand)
(no subject) - [info]spooke, 2008-03-14 05:28 pm UTC (Expand)
(no subject) - [info]sinanju, 2008-03-14 06:08 pm UTC (Expand)
(no subject) - [info]korvarthefox, 2008-03-14 07:33 pm UTC (Expand)
(no subject) - [info]tsgeisel, 2008-03-14 07:53 pm UTC (Expand)
(no subject) - [info]justbeast, 2008-03-18 08:19 pm UTC (Expand)

[info]sappersgt
2008-03-14 05:03 pm UTC (link)
OK, taking your points in reverse order, or at least sort of:

1) This is because ESPECIALLY for new players, they don't want to overlook something that will end crippling the character. I moved from D&D to Exalted, which is a White Wolf product and hence char gen is not class/level based. My character took a look of tweaking because I overlooked some abilities that turned out to be immensely important, and I tried to take a combination of abilities that turned out to be an XP-sink without much added value. Open ended is fun if you know the system, the type of game your GM runs, and have a couple-three character builds under your belt. It's scary otherwise. And I'm a Rule Monkey, the guy who reads the crunchy bits of the book to run statistics in my head during the social interaction scenes of the game.

2) Anyone else been punched in the head by someone who knows what he's doing? Your opponent is going to stun you for a little while, but not necessarily do any significant damage. Getting punched hurts and stuns, but getting choked out is lethal. It's lethal in short order (3-5 seconds to unconsciousness for a blood choke). I've yet to see a damage system that models both effects properly. I've also yet to see a damage system that properly models the effects of shock or blood loss, or the effects of suppressive fire. Or a lot of other things that are near and dear to my heart.

3) I've seen the whole 'armor' thing done so poorly in so many game systems that I'm ready to play 19th century RPGs that just don't have any. I wasn't happy with D&D, and I'm not entirely happy with Exalted. I've worn armor for both Real World combat (Interceptor Body Armor system) and SCA combat, and reality is far more complex than the models used in most RPGs.

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(no subject) - [info]theferrett, 2008-03-14 05:09 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 07:06 pm UTC (Expand)
(no subject) - [info]icelator, 2008-03-14 09:40 pm UTC (Expand)

[info]perich
2008-03-14 05:09 pm UTC (link)
Worth waiting for!

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(no subject) - [info]theferrett, 2008-03-14 05:40 pm UTC (Expand)
(no subject) - [info]perich, 2008-03-14 05:54 pm UTC (Expand)
(no subject) - [info]theferrett, 2008-03-14 05:57 pm UTC (Expand)
(no subject) - [info]perich, 2008-03-14 06:07 pm UTC (Expand)

[info]fireheart
2008-03-14 05:11 pm UTC (link)
That was a great analysis. I'm always on the lookout for systems better than D20. I've found that almost every system is better than D20, actually. The complaint that combat takes too long in any other system is amusing to me, because I find D20 combat to be long and boring. "roll, hit, damage, roll, miss..." It's slightly less fun than doing my taxes. I'll take longer combat if it's more interesting.

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(no subject) - [info]theferrett, 2008-03-14 05:39 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 07:08 pm UTC (Expand)
(no subject) - [info]alicetheowl, 2008-03-14 09:08 pm UTC (Expand)

[info]tashiro
2008-03-14 05:13 pm UTC (link)
I think that would kill my wife. She hates mechanics, she hates crunch, she doesn't read the rulebook. I don't think she'd ever want anything to do with the Hero System. She plays D&D, and the rules as they stand so far are just higher than her comfort level, so every now and then we have to offer advice and suggestions (what to take next level, what feats to get, some good spells). She makes the final decision, but the fact is, if we ever tried the Hero System, she'd implode.

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(no subject) - [info]jadasc, 2008-03-14 05:20 pm UTC (Expand)
(no subject) - [info]theferrett, 2008-03-14 05:38 pm UTC (Expand)
(no subject) - [info]tsgeisel, 2008-03-14 09:44 pm UTC (Expand)

[info]spooke
2008-03-14 05:32 pm UTC (link)
Are you ever going to run a PBEM open to the grungy masses?

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(no subject) - [info]theferrett, 2008-03-14 05:37 pm UTC (Expand)
(no subject) - [info]meta4life, 2008-03-14 08:01 pm UTC (Expand)
(no subject) - [info]meta4life, 2008-03-14 08:04 pm UTC (Expand)

[info]bonerici
2008-03-14 05:43 pm UTC (link)
i use a modified D&D system which incorprates a sort of martial arts tournament style of battle.

Here's how it works: Players do not go to zero life ever. If you get hit and go to zero your life is set to "1" and you are listed as "defeated." As long as there is a single player that is not "defeated" he can attempt to run away from the battle and as long as the monster doesn't catch him, he'll get away.

Monsters that are in groups do the same, once they go to zero they are not dead they are "defeated" and like human parties they will attempt to run away if it looks like they are losing.

Experience points are handed out as normal if you win. If your party is defeated you will lose experience points based on scale of how powerful your opponent is. If monster A is twice as powerful as monster B, then if you lose 100 experience points running away from monster a, you lose 200 running away from monster B. the weaker the monster, the more points you lose running away, it scales as the power of the opponent's power (add up the powers of the monsters in a group).

If all your party goes are defeated, you are all dead, no resurrection, no nothing, you are completely wiped out from the game.

Nobody ever gets resurrected, because nobody ever dies unless the entire game is over. This idea is based partly on the Final Fantasy idea of you don't lose the game unless everyone dies and partly on the idea of martial arts tournaments (or chess tournaments) where you lose points for losing a battle and gain points for winning a battle.

I agree the hero system is better. the advantage of playing a modified D&D campaign is that you get to use a common language, everyone knows their spells and abilities and armor class, it means that if you only meet your gaming group for a weekend of gaming once a year, you don't force them to learn a whole new language.

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[info]phillipalden
2008-03-14 05:43 pm UTC (link)
When our characters outgrew the DragonQuest system we switched to GURPS, which seems to have a source book to cover everything, and then some!

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[info]particle_man6
2008-03-14 07:24 pm UTC (link)
You might like Savage Worlds. Wounds systems that affect combat, yet simpler than the Hero rules.

The Savage Worlds Explorer's edition is about 10 bucks.

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[info]vrax
2008-03-14 07:30 pm UTC (link)
Speaking as an old hand at RPGs in general but a total noob to Hero system, (I had read a champions first edition chapter once, I think?) I can happily say that the change has, for me, been completely worth it*. I wasn't scared of the open ended nature of the system but it is a bit daunting, because it seems impossible when one is first confronted by such endless space. Rather than asking about "what powers does a thief have" I think I asked something like 15 trillion clarifying questions
"could I have healing"
"yep"
"telekinesis?"
"sure, or psychokinesis which is the mentalist's version"
"How about a force field"
"sure, or a force wall"
"oh, huh."

Except for an hour. Just to be sure. Sorry about that. Now that I understand the ins and outs better I might change a couple things on my PC, but really not too much. The system is so easy to customize, to mold to your actual vision for a PC that even my first guy came out pretty well.

As for combat I wonder what it is like with the real rules which are featured in the book as opposed to the ones we use. I have fun with it, but it is not at the same as what's in the book, this strikes me as a bit of false advertising. What we do? Dramatic as hell - and that's the real key. If the stuff in the book fails there, then screw it, but I don't really know.



*my detest for numerous "house rules" aside

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(no subject) - [info]theferrett, 2008-03-14 09:07 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 09:55 pm UTC (Expand)
(no subject) - [info]theferrett, 2008-03-14 09:58 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 10:03 pm UTC (Expand)
(no subject) - [info]theferrett, 2008-03-14 10:08 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 10:19 pm UTC (Expand)

[info]funwithrage
2008-03-14 08:26 pm UTC (link)
I'm intrigued by your ideas--but I don't wish to subscribe to your newsletter just yet. The reasons I have for sticking to D&D are as follows:

1) Speed. The more variables you add to combat, the longer it takes. And not the fun description part, either--the boring-ass math part. Math sucks. I want as little to do with it as humanly possible, and most of the people I play with do too.

2) Feel. I really, really like the feel of the D&D world. God help me, but I *like* elves and orcs and color-coded dragons. And I don't want to convert the characters and adventures in D&D to Hero, because...well, see aforementioned point re: math and its sucking.

If you could demonstrate that Hero went faster that D&D, and if someone out there converted a bunch of D&D creatures to Hero, I'd give it a try. But as it stands...nah, too much work.

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(no subject) - [info]theferrett, 2008-03-14 09:10 pm UTC (Expand)
(no subject) - [info]alicetheowl, 2008-03-14 09:17 pm UTC (Expand)

[info]ysabel
2008-03-14 08:29 pm UTC (link)
I've never actually played Hero System, but it sounds a lot like GURPS from your description here, both pros and cons. And these are pretty much the reasons I run GURPS and not D&D.

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[info]alicetheowl
2008-03-14 09:02 pm UTC (link)
Apparently sixth edition is addressing a lot of the latter part of that. (Someone else might've mentioned that.) Also, Sidekick reduces the complexity tremendously.

If creating a character in Hero System is like doing your taxes (and I have no trouble with the analogy), then Hero Designer is your e-file. It does all the math for you, lays out all of your options, and you can check whether you've forgotten anything. With the 2 Hero newbies I've indoctrinated, I had the best luck just plunking them down in front of the computer with a blank character on Hero Designer, then taking them through each tab, one at a time, until the points are taken care of. One player had the easiest time starting with Disadvantages, the other with his base stats.

If they have any sense, Hero Designer will be bundled with the book by default, and they'll complement one another even better.

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(no subject) - [info]vrax, 2008-03-14 09:58 pm UTC (Expand)
(no subject) - [info]alicetheowl, 2008-03-14 10:06 pm UTC (Expand)
(no subject) - [info]vrax, 2008-03-14 10:08 pm UTC (Expand)
(no subject) - [info]alicetheowl, 2008-03-15 05:39 pm UTC (Expand)

[info]graydown
2008-03-14 09:17 pm UTC (link)
I participated in a Hero System game once. I was not fond of the calculus required to figure out when and how often each character acted in a combat round. Not to mention how weak and useless my character ended up being, since I relied on the DM to help me build her and ended up playing next to an obsessive math dork who'd made a tank-killer gun that had almost no character point cost. Luckily the DM lost interest quickly and called off the game.

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(no subject) - (Anonymous), 2008-03-14 10:40 pm UTC (Expand)

[info]bobthebadger
2008-03-14 09:56 pm UTC (link)
Just wanted to add to an already more than complete article - there are resources (both purchasable, and for free on the web) with the "package deals" you've been speaking of for those that require that "feel" for their group.

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[info]bbwoof
2008-03-14 10:14 pm UTC (link)
You're tempting me to dig out all of my old GMing gear, dust off my Champions manuals, and set up a campaign using my D&D world and the Hero System. I've even got some people who want to play... but where would I find the time?

Once Upon a Time I built my own combat system, based on actual physics. It accounted for offensive skill, defensive skill, target's awareness of the attack, size and speed of the target relative to the attacker, and relative elevation of attacker and defender. It treated cutting, thrusting, blunt trauma and energy weapons differently. It could handle every kind of weapon from a bare hand to a bevawatt laser, and treated melee, direct-fire ranged and indirect-fire ranged attacks as separate cases. It was AWESOME!

It also required a PC (computer, not player) to operate. I tried to market the software one season as a minigame, and went to conventions with a "demo game" based around the magic system in Joel Rosenberg's "Guardians of the Flame" series. The demo games attracted lots of 10-14 year old players who stayed with me through the whole convention*, but I only sold two copies. Total. Sales almost paid for the art I'd commissioned for the front of the package.

That's when I decided that I was not cut out to be an enterpreneur.


* Many parents thanked me for keeping their hooligans interested and voluntarily pinned down in one place where they could be found. I guess I was marketing the wrong thing -- I should have been offering juvenile chaperone services.

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You skipped the one item I mentioned in my original reply
(Anonymous)
2008-03-14 11:28 pm UTC (link)
The other big benefit I found in using Champions rules is that you can tailor your villains to the players in your campaign to a much finer degree. You can set the defenses and attack ability to give your party a real run for their money.

The complexity never bothered me or my group. You and others mentioned the one thing you need to watch out for - the system lets people who are very good at squeezing every point and stetching the rules design very efficient characters. With everyone having the same points, one player may end up with a much more effective character. If you make a villain able to take that one character on, then you risk making one that is too powerful for the other characters.

I solved that problem in 2 ways. I gently toned down the offending character but still left it better than the average character in the group to reward the effort. I then made sure that several of the villains could counter-act or hinder that character, but in a way that it didn't really impact what other people were trying to do.

As I said originally, we played AD&D, Runequest and Champions for years. Champions was, by far, the most requested system. AD&D (now D20) was the default with a mixed group of people that were not from the core that had been together for such a long time as there was a much higher likelihood that the rules were known.

Michael

ps - I'll make a comment on AC in D&D. From years of fighting in the SCA (I'm a Knight, so I would say at least somewhat skilled fighting), my experience says that blows that hit armor tend to do little to nothing in terms of real damage. It is the occasional blow that finds a gap that really hurts. AC in D&D is supposed to represent that (plate armor = better AC = less gaps) and HP is supposed to represent experience. Someone with less experience gets caught flat-footed. Someone with more experience rolls with the blow a little. That was actually explained in the AD&D rule books, and, as game mechanic, wasn't to far off my personal experience to run the system for me. I never checked to see if the D20 rule books have that explanation today.

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[info]davidcook
2008-03-15 12:10 am UTC (link)
I don't know whether it's years of conditioning by D&D's level-based systems, or just a want for more structure, but the fact that every PC is built from scratch really seems to confuse the hell out of players.

Maybe it's down to different types of creativity - for example, give me a blank piece of paper and say "create!" and a couple of hours later I'll have doodled and sketched dozens of bits all over it, but I won't have made anything coherent. Give me something with the outlines, and I'll be able to fill in the gaps and shape it the way I want.
I'm just not a blank-paper creative, it seems, I need something to begin with, even if I then tear it up and work on a better version or an "inspired-by" tangential version.

(see also: computer programming, same deal - I'm much better and tinkering and reworking existing systems than just coming up with a great idea and implementing it ...)

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[info]mb2u
2008-03-15 02:11 am UTC (link)
Did you ever try GURPS? When I was regularly gaming, that was the system we used most often, and it worked well. You could generate characters with personalities, combat didn't take ages to figure out, and when you took damage you got hurt.

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