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So in the last blog entry, it appeared I may have put someone off the Hero system somewhat, and it wasn't my goal. I think one of the harder things to convey is exactly what type of person doesn't jive well with it - being an engineer could easily be a strength because of how much you can do with Hero, but if your players are passive or want to spend all day rolling dice at combat encounters, it really changes the shape of the game and as the GM, it becomes important to anticipate abuse or inability. Everyone tends to play to "win" at some capacity, even if a technical victory is some abstract goal such as having a really funny failure, so it's hard to explain the pitfalls, especially for someone who would fall into them.

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Applestone

Ok, for anyone else who had to google this: DCV = Defensive Combat Value. Anyway, it was fun listening to this. You really outsmarted your GM. XD I find it just hilarious if they're out to get you, but instead kill everyone else. If I were in the GM's situation I probably would've asked you how you would like to be challenged, broadly speaking, but that's 37-year-old me talking and so far I only ever mastered MLP ToE.

DawnSomewhere

It's not so much an "outsmarting the GM" situation as it is having a GM who sort of treats everything as a compartmentalized encounter in a system that expects you to treat everything like a movie. Walking room to room fighting monsters for the whole film's screen time would be a really boring movie, so in many cases fights end pretty quickly. Whoever shoots first often has the advantage, so if you make a guy who can just quickly kick a truck to death, you're going to beat most "combat encounters" pretty quickly without dragging into hours and hours of combat rounds. The answer is to come up with abstract challenges and social complications that can't simply be won by rolling to hit, fundamentally. A villain should have tons of henchmen, escape pods, clever ruses, and proactive moves against the hero. If every villain waits in an empty room for the hero to come kick him in the head, the villain just gets kicked in the head, until eventually the GM goes, "ha ha, but you fell for my TRAP CARD. By kicking the villain, you activated his COUNTER ATTACK, which allows me to attack your life points DIRECTLY". Which, in a TV show, wouldn't actually work in the long run because nobody likes to see the hero lose to a contrived sucker punch like that.

rabidfish100

This sounds awesome, now I as a person who has no role-playing friends, have to figure out how to play this with someone.