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11

Succinctly, the things that make HERO distinct: The game uses only 6 sided dice, and with typical super-heroic games, each player will need about 15 to 20 dice for comfortable play. Point-buy system for creating all "characters" in the game (including inanimate things that have character-like status during play, such as bases, vehicles, robots, and so on), ...


7

The Good: You can do anything with Hero. Literally. A wizard throwing fireballs, a spaceship shooting lasers, and Superman's Heat-ray eyes are all the energy projection power. The system is written to be VERY vague for this reason. You apply the mechanics to your character, then supply all the story elements yourself. The system is written with the ...


6

The Hero System is a generic point based systems that allows you to play nearly any genre with the same set of rules. It is coupled with a power system that allows a gamers to construct nearly anything in game terms from weapons, vehicles, to superpowers. It requires some interest and skill in simple math. There is software that helps with character and ...


6

I've found the P.S. 238 sourcebook to have a very nice simplified version of the 5th Edition rules and a setting built for younger players. You might give that a try.


5

When I ran games in Champion I sit down with the player individually and ask what powers they wanted in a general sense. I then created a basic setup and go over possible options. They pick some and I refine it. We go back and forth until there is a completed character. Along the way I am using my greater experience to optimize the character for the player ...


5

The changes in Hero System are not that many. 6th ed turns the old figured stats (PD, ED, Stun, Rec, Spd, End) into non-figured, and drops Com. Otherwise, it's pretty much the same game mechanics. You would, however, be doing just fine with 4th ed, 5th ed, or 5th revised ed core rulebooks, and at much lower a price, by buying used. 4th ed's "champions" ...


5

The Hero System is unique less for its individual mechanical choices (d6 only, 8 primary and 10 figured/secondary stats, scads of powers, speed chart) than for the culture of gamers it has created, and the mode of separating color from mechanics. This is both a boon to players who learn the jargon, and a barrier to mastering the game. Take the following two ...


2

The Hero System also has customizable disadvantages. If you want your Wicked Witch character to take damage when water is splashed on her, you can. If many people know this, the disadvantage is worth more points. If your character has an irritating 10-year-old sister who gets kidnapped every random Tuesday, you have a Dependent Non-Player Character, that ...


2

The Champions Complete book might be just what you're looking for. According to the product description At 240 pages, Champions Complete includes everything superhero gamers need, and nothing they don't. New players will love the unmatched freedom of Champions that allows them to create and play exactly the hero they imagine. Longtime fans will ...


2

May I also suggest the Hero System Sidekick book. Here is what the store says about it: Sidekick contains all of the core HERO System rules, including character creation, combat and adventuring, and equipment ? but without all of the additions, options, and details found in the standard rulebook. Sidekick boils the HERO System down to its essential ...


2

It's huge. The core rules for Hero System 6th Edition come in two volumes, the 466-page Character Creation and the 280-page Combat and Adventuring. It's complicated and mathful, and is a game you really have to commit to. It lets you customize your character down to the last iota. Not only is it point buy but it's effect-based. You just buy the effect you ...


2

Two elements that set HERO apart are its detailed point-build system and its speed chart. HERO allows you to create characters, powers, and items in a fully detailed, customized way from core principles and to your exact specifications — even more than other point systems like GURPS and other custom systems like Wild Talents. If the ability to build ...


1

The Basic Rulebook will start you off fine, but I might suggest the full Character Creation book if you can swing it — superhero games like Champions lend themselves to characters with interesting and customized abilities, and the CC book will give you the tools to make those.


1

I remember when I was a little bitty Hero player... If you're starting the campaign from scratch, I think it's actually better to ask the experienced players to tone it down. They're going to be able to get into the more complex tweaks with experience points anyhow; it's not going to hurt anyone to start simple. If you're integrating a new player into an ...



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