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I wanted to do another of these, and for the next one I think I'll talk about the inspiration for Lawry as a character, but for now I decided to talk about the Hero System.

Comments

Grollo

Based on this I'm kind of torn on whether to switch to the hero system or not. On the one hand, We Will Not Play DnD sound like exactly the kind of games i want to run. On the other, my group is mostly engineers, they can't help but optimize their characters. Maybe I'll try a one shot with pregens or something.

DawnSomewhere

The system starts complicated, gets easy, then gets complicated again. In my experience, players who "munchkin" Hero find themselves somewhere vaguely in the middle section. They see what they can take and they think they've figured out how to make an impenetrable character, and if, as the DM, you're a level of familiarity above that, you can really just kill a min/maxed character in one swift motion without even being outlandish about it. If your players have a plan in mind for how they want to play and they're usually able to control their situation using the narrative, there's generally not any problems, but if they're passive and wait for threats to come to them, when they become reliant on the min/max and expect it to passively carry them through every fight, they die. For example, supposing a player spend ALL their character points on armor. I even talk about a player doing this. Well, you can hit them with Armor Piercing weapons which divide their armor value in half, with mental attacks which require a different kind of armor, Flash attacks which blind them, Entangles which can hold their character indefinitely, environmental effects which may reduce their Recovery so low they can't take more actions, and failing that, there's "Attack Versus Alternate Defense" which can be anything appropriate to the power.

Applestone

So, Frozone can be defeated by a bunch of grenades instead of freezing them or ice-skating out of the way quickly? Anyway, I assume that this blog post was created in response to my comment, so thanks for explaining the Hero system deeper. I keep hearing the saying that the plan the GM makes survives only until it makes contact with the players, so your group must've been especially strict dungeon-crawlers or else I'm pressing X to doubt your claim, no matter how mentally advanced you are. ;-) I theorize that your GM back then was overburdened by having to turn the campaign into a procedural crime drama, so they simply forgot to have the villains to anything at all. That's pretty much a U-turn from their original plan. I remember playing a game of MTG against a friend, using his deck, but his creatures had so many abilities that I completely forgot to attack him until I died.

DawnSomewhere

"Blocking" an attack is a type of maneuver the GM might permit against something like a thrown grenade if it makes sense, but probably what you're describing would be an "ice barrier", which you buy as part of your powers. Skating out of the way is also possible, but it's a Dex roll and pretty hard to do if the explosion is a 38 meter radius. For smaller explosions it's totally doable, though. Regarding the GM, we had sessions where the procedural crime wasn't happening at all, and he would just make it a monster of the week thing where we were forced to go where the monster was and handle it on its terms, more or less. The final boss for the campaign was in an empty room and we were compelled to go in the empty room through a ventilation shaft so that we couldn't even get into the room without being at a disadvantage. The games were very slowly paced and could be a little frustrating.