The Dresden Files > DFRPG

Dresden Files - HERO style

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finarvyn:
Thanks for the cool info and synopsis, Taralon. I'll have to look into HERO a bit more because I certainly like the sound of the point pool and such that you have described.

The HERO system would appear to be very detail oriented -- does it play fast or does the GM tend to get bogged down in running the game?

taralon:
It depends.  If you want to get detail oriented you can end up having a roll ever couple minutes even outside of combat.  Personally I like going as 'diceless' as possible as a GM outside of combat.  Combat though can become a drag, especially if you don't balance defense right in NPCs.  I streamline Hero combat by ignoring OCV/DCV bonuses for distance, and having damage be normal/stun only (trying to keep track of killing (lots of body little stun), normal (lots of stun little body), stun (no body) is a drag).  I also tend to make my enemy NPCs eggshells armed with sledgehammers.  They hit hard, and if you let them can take out most PCs but on the whole they don't have enough defense to stand up to more than two or three hits from the standard PC.  Combat only usually runs 15 minutes or so, and if it starts taking longer I restat my bad guys. 

The main thing I like about Hero is that as a GM I can have a character have a ton of stats.  If the player is missing the clue I'm dropping in a game for instance "As you open the door you hear the faint ruffling of the blinds, you enter the room and your contact is dead on the floor the blood still spreading in a pool and a cigarette smoking in an ashtray" which indicates the attack was just recent, but the player seems to think the killer is long gone I can have them roll perception and clue them in on the fact that it just happened right before they opened the door.  If the player misses the note stuck to the fridge with a meeting just hours in advance I can have them make a roll and possibly find it. 

The hardest part IMHO is figuring out how the power system works, and working up house rules for where it doesn't work.  Hero really tends to break things up into "non combat" and "combat" You've almost got to make two completely seperate characters with the same name.  Powers you make for combat don't really work outside of it.  Knowledge skills work outside combat but don't normally work inside of it without a lot of effort. 

Wolfhowls:
Never heard of the HERO system is there a web link to it? I'd like to look into it.

Whitestreak:

--- Quote from: Wolfhowls on April 29, 2007, 02:48:56 AM ---Never heard of the HERO system is there a web link to it? I'd like to look into it.

--- End quote ---

The home page is www.herogames.com but it seems a little sparse right now - it used to have info about all the books and genres.

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