Home Artists Posts Import Register

Content

Still sick, I spent an hour rambling on about a character somebody put together, and how I'd do it differently. Might be useful or informative to anyone who's wanting to run a game in the Hero System!

Files

Building a Sniper in Hero

Comments

Mrs. Policewoman

Hey, what documents, videos, etc. would you recommend to someone just getting into hero to help them understand the system? I wanna get into it, but if I do I kinda have to start out DMing, and from what I know that means I kinda have to know a lot.

DawnSomewhere

Unfortunately it's not a hugely popular system so there aren't tons of online resources you can rely on, but there is a small Reddit that might be able to help you out, and I'm usually open to questions because I like the system so much. Here's the Reddit: https://www.reddit.com/r/herosystem/ As for first time GMing, when I first learned Hero, we mostly just crashed through it all and learned a lot through trial and error. The learning curve is pretty steep, but if your group masters the system then you can really play anything in it.

Applestone

Until now I didn't have time and motivation to watch a video where I'd have to actually pay attention, but I kept it bookmarked and I found it really interesting. I like the <11 bell curve, because I generally like to play it safe when it comes to dice rolls. One question about equipment though: How expensive is it to buy tha advantage "infinite money"? Can I save points by taking this advantage instead of literally all my equipment and then proceed to buy my equipment? Narratively-speaking the character could face adventures and challenges until they found their ideal equipment, but depending on how expensive infinite money is it could still be overpowered in the long run, right? Infinite money is currently the most difficult advantage I'm trying to wrap my head around, because it looks like you never need to pay points for anything materialistic if you have this advantage.

Applestone

And to push this thought further: What if one guy in the group takes the advantage and buys all equipment for everyone? And even further: What if one guy plays two characters and the rich guy stays in the background while the rest of the group basically gets infinite money for free? Is there anything within the system to stop people from doing that aside from the GM simply not allowing it? Or is it possible to do that because ultimately infinite money is not important since people just want to experience a fun story?

DawnSomewhere

Infinite money costs 15 character points, and what you're describing is actually possible through an advantage called "Usable On Others" which is explicitly a "STOP" advantage, which means the rules writers knew it was overpowered and broken. Functionally you could buy a bunch of swords as "Usable By Others" and give an entire army of summoned undead skeletons copies of your legendary godslayer blade. But normally, if you don't spend character points on something, it's assumed you don't have it. If you're spending a lot of the game using your infinite money as an excuse to buy useful properties, vehicles, and weapons, then you still have to pay character points for all those things. The book recommends hitting a character with an OCV penalty for operating guns they haven't paid at least a skill familiarity with, for example. Infinite money offers a lot of flexibility and narrative options, but if they use it to buy the whole party weapons, you have to answer the question of where and how too. Finally, if you're running a game where all gear is purchased with money, you'd just disallow "infinite money" because you as the GM are controlling how much cash they have and will decide what things are worth, too.

Applestone

I see, familiarity is a good point. The OCV penalty probably wouldn't matter for a godslayer blade, but that type of weapon is probably not available at stores anyway. :-) Btw: Do ammo and grenades have a cost and do you have a limited supply on you or does the cinematic narrative allow you to just keep shooting and throwing as needed?

DawnSomewhere

Having limited ammunition is a Limitation called "Charges" which actually makes the weapon more affordable to the player in terms of points spent. So if they only have six rounds of ammunition, for example, off the top of my head I think that's like 50% off on the cost of the power. You can replenish the ammo at a time of narrative convenience - i.e. whenever makes sense in the context of the game. In terms of what works as "context", I've had players only reload when they get back to "base", whatever that may be. But I've had one player who carries two single-shot derringers and tends to reload them "between scenes" to imply he's got a jacket pocket full of ammo, but can only take the time to reload the things when he's got a good couple of minutes. As the GM it's up to you to draw the line on what constitutes "narrative convenience" but usually common sense works. I can imagine a cowboy carrying a box of extra rounds in his jacket, but if someone is restocking on mortar rounds "between scenes" I have to ask where they're keeping them. If a player functionally has "infinite ammo", that actually makes the power 50% MORE expensive, or 100% more expensive if it's an automatic weapon. So players can take that sort of cinematic convenience of always having just enough bullets for every fight, but they pay a premium on it.

Applestone

That's such a cool mechanic. XD Anyway, thanks for the explanations, I think I'll take a deeper look into this system now.