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HERO System Rules, 5th Edition | ||
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HERO System Rules, 5th Edition
Capsule Review by Viktor Haag on 22/04/02
Style: 3 (Average) Substance: 5 (Excellent!) The HERO 5th Edition is worth it for existing HERO fans; for new players, you may want to look before you buy. Product: HERO System Rules, 5th Edition Author: Steven Long Category: RPG Company/Publisher: Hero Games Line: HERO System Cost: 39.95 US Page count: 374 Year published: 2002 ISBN: 1-58366-000-3 SKU: DOJHERO100 Comp copy?: no Capsule Review by Viktor Haag on 22/04/02 Genre tags: Generic | Capsule Review: HERO 5th Edition
"This is the edition that, we hope, is worthy of all your enthusiasm and support over time. Thank you for staying with us as we journey into the future of roleplaying. -- Steve Peterson's Credits (p. ii)
Who Should Read This Review Also, I haven't had the 5th ed. rules for that long yet, and haven't playtested them yet. Accordingly this is *not* a detailed playtest review, and is based on a single, not very thorough read through and comparison with the 4th edition book. If you find that useful, all well and good--if you want a definitive playtest report, or a more detailed and informed analysis of the 5th ed changes, then this review might not suit your needs.
Summary I believe that it is, if you're already a Champions/HERO gamer. This is most likely going to be the final edition of the game, and from a preliminary read, it does seem to have many of the warts and edges well filed down. Those hoping for radical fixes or changes, however, are destined to be forever disappointed. As will those who were hoping for anything essentially new or innovative. The HERO 5th edition is a solid,dependable European luxury sedan: a Volvo S80, a BMW 5 series, a Saab 9-5, a Mercedes C class. In particular, it's like the "redesign" that those models have made over their previous incarnations. The HERO 5th edition is a top-flight, utilitarian rolegame with lots of excellent engineering under the hood, a well designed power-train, and safety and robustness that's proven the test of time. Flashy, it's not. New-fangled, it's not. The future of roleplaying, sadly, it's not. While WotC's redesign of D&D3E went the somewhat revolutionary route (a lot of the same, but lots and lots of different), Steve Long and his confederates had faith that they were refining what was in their opinion the best existing set of rolegame mechanics. And you don't mess with a winner. Your opinion of this game is going to be largely informed by this assumption: if you agree with Steve and other HERO fans that the existing game was the pinnacle of rolegaming design, then you're most likely to fall in love with HERO 5th edition. If, on the other hand, you had bones to pick with this assumption (combat's too slow, stat costs are out of whack, there's not enough skills, the disad system is silly and rewards point-monkeys, to name a few), then it's highly unlikely that this new edition will be any more attractive to you than fourth edition. In short: if forefront in your mind was, "Why should I pay that ridiculous sum for a Volvo, or a Beemer, when I could buy a Buick or a Passat or a Camry?", then this new edition of the rules is not going to change your mind and make you rush out to buy the new car. For those of us who feel in their bones that HERO is one of the best driving experience on the road today, this new edition is better, stronger, faster. Style : 3 -- Everything's where you expect it and organised for reference, but there's very little in the way of innovation here in design, aesthetics, or new-fangled artistry. For those who share my growing distaste for the emphasis on weapons 'n boobies in rolegames, the Style marks could drop to a rather dismal 2. Substance : 5 -- This is the edition of the HERO mechanics. It is worth the upgrade price.
Terms Used Steve Hero Novice New Player Stop-Signed
Evolution not revolutionThe first thing anyone who picks up a HERO 5th edition hardcover is going to notice is likely to be its utilitarian aspects. It's hefy and solid. It has a strong, sewn binding. It has a no-nonsense layout, and a no-nonsense cover. It is, in short, the Volvo of rolegames. (And like Volvo, no matter how many sexy commercials with Sutherland voice overs they display on television, the cars on the lot always seem to breathe that old Dudley-maxim "Volvo: They're Boxy, but They're Safe!".) The new edition adds a full one hundred and fifty pages onto the venerable HERO 4th edition ruleset. So where are all the extra pages?
The Combat and Adventuring Section
The Before Combat section adds considerable explanation on how to handle perception and sensing using both traditional (sight) and non-traditional senses. Also useful is the addition here of a section on the various factors that can affect sensation: adjustment powers, changed environments, flashes, and so forth. What was two and a half pages in H4, is now 6 pages in H5.
The Entering Combat section is a wonderful prototype of how this edition is an improvement on the previous one. The Game Scale and Combat Time subsections are essentially unchanged from H4. The Beginning Combat subsection is vastly expanded, quadrupling (at least) in size: finally, we have a taxonomy of action types, and exhaustive explanation of how they differ from one another. In the past, it took most HERO gamers a reasonable length of time before they fully understood the implications of the zero phase action, and I know some regular players who still don't fully understand what these implications are. Now it's all spelled out for you in black and white. Lots of space is spent to explain action phases, sequencing, holding actions, aborting actions, and so on. The Actions table is expanded, filling in all the gaps found in the H4 rules set. Mind you, some of the new Actions in the table border on the absurd: Change Clothes, 1 phase. Huh? How many SPD 2 normals do you know who can change they're clothes in six seconds. Some are, however, useful: Start a Vehicle, 1/2 phase. For a SPD 2 normal, three seconds, that's about right. And at least the HERO player now has a benchmark for some of these common action types they can look to now. The Movement subsection is expanded with additional notes on accounting for the effects of gravity, acceleration, deceleration, strength, and obstacles on movement. Vehicle movement includes explanations on handling mounted movement: a welcome addition. The meat of this chapter, the Combat rules themselves are again amplified for clarity, but relatively unchanged from H4. Bracing and Setting are now covered exclusively in the Manoeuvres table, and not in the Modifiers table: a sensible change. There are some interesting changes in the Manoeuvres available. Grab Bys have been added (one wonders why not Grab Throughs?). Haymakers have been drastically flattened ( 4 DCs instead of x1 1/2 STR). Your average Heroic character has a much more powerful haymaker now: an H4 STR 10 character improved their 2D attack to 3D--now, the same character improves their 2D attack to 4D (because of the fundamental cap on never being able to more than double basic damage); an H4 STR 20 character improved their 4D attack to 6D--now, the same character improves their 4D attack to 8D. Superheroic characters, on the other hand, just don't have the same oomph with haymakers. The quitessential H4 Brick of STR 60 had a 12D punch, and an 18D haymaker: now he has only a 12D punch and a 16D haymaker. The point of diminishing marginal utility on the Haymaker is STR 40, a fact which directly targets the venerable Brick for emasculation (this combined with a number of other factors). And a handful of new manoeuvres have been added. Nearly all of them to handle gunfire: Blazing Away, Hipshot, Rapid Fire. But there's also useful things like Club Weapon (hitting with the "flat" of a killing weapon), and Hurry (boosting your DEX for initiative purposes at the cost of CV). As well, the mechanics and descriptions of the Martial Manoeuvres have been largely moved to this section of the rules where they belong, and out of the skills section. Oddly enough, though, the MA Styles have been moved here as well, and I can't help but feel that's an error, since that's information that's really most relevant during character creation and not during combat. The sections detailing Damage and Damage Effects are largely unchanged; however, the rules covering Adding Damage (for example, boosting damage through combat manoeuvres) is expanded and clarified. H5 adds a new section after the Damage sections called "Other Combat Effects" housing a hodge podge of explanations: Inability to Sense An Opponent, Breaking Out of Entangles and Grabs, Casual Strength, Missed and Random Shots. I can't help but feel that these brief two pages would have been better served by relocation elsewhere into more appropriate sections of the text; perhaps the editorial team couldn't really think of better places to put them? The Recovery, Endurance, and Presence Attack sections remain largely unchanged. H5 moves the Characteristic Rolls section to the front, along with the discussion of characterstics in character creation. This seems more suitable for novice or new HERO players. Old hands have reference tables or formula ingrained in their neural pathways already anyway.
The Environment The falling rules have been amplified somewhat with the addition of an section on optional velocity damage. H5 adds new material on environmental effects (and welcome it is): now you have guidelines in the core rules for dealing with dehydration, frostbite, starvation, sunburn, and how Change Environment can affect environmental effects. Following is the well-worn "Living in a Dangerous World" section moved from the Champions sourcebook to the core rules (a good idea), although why this couldn't have been folded into the "Environmental Effects" section is beyond me. Also, still lacking is any treatment of the effects of Vacuum. Hurm. The venerable "Breaking Things" section is still here, as is concealment. Still unchanged. Finally, a two page "Animals" section rounds out the new environment chapter. I'm of two minds about the two pages devoted here. On the one hand, I suppose one must include something. On the other hand, what's provided seems completely short-shrift: stats for a Black Bear, a Lion and a Light Warhorse. Same as H4. At least you can't say that H5's (poor) treatment of the subject is any worse than H4's (poor) treatment of it. The good news is that Steve Long is currently putting the finishing touches on the new HERO Bestiary, and it should see print before too long. Still, I think he could have saved a couple pages here, but I suspect one of his firm mandates was "thou shalt do nothing worse than H4". Fair enough.
Equipment
The Final Thirty-six Pages
Where's the meat?As I said, H5 adds about 160 pages to the core rules. While the "back half" of the book adds some material, the greatest expansion is in the "front half". The Character Creation chapter in H5 is just over 200 pages long, compared to just over 100 pages in H4. Phew. Some things I noticed right away:
Now some point by point discussions.
Character Conception: Power Levels There are now more Hero types for play. The Standard Hero remains unchanged at 150 (75 75). Added, are the Powerful Hero (100 100) and Very Powerful Hero (125 125). So what will these two new categories be spending those extra points on? Most probably the added expense of additional gun-toting skills (like the Autofire skills) and the added expense in the Talent and Perk lists. Also, examining the table a little more closely reveals a very interesting trend. Previous editions of Hero have always constructed Supers with a greater reliance on Disadvantage points than on Base points. In H5, the ratio starts out at even for Hero types (as it does in H4), and then tails downwards from there, rather than upwards. The Low Powered Super (which was the Standard Super in H4) now gets 150 base points (instead of the 100 in H4) and gets 100 from disads (instead of the 150 in H4). This trend continues on up the line. To match, the category maximum values for disadvantages have lessened as well. The old H4 High Powered Super (375 total points) could use 75 points from one disad category. No longer. In H5, the Standard Hero (350 total points) gets 50 max per category, and the High Powered Hero (450 total points) gets only 60 max per category (but remember, only 150 of those 450 points come from disads, so the ratios are actually slightly kinds with regards disad categories, not harsher, in the end). What does all this number crunching mean? Well, it means, bluntly, that your supers are going to be, not more competent because the total point scale is still pretty much the same, but that they're going to have less in the way of campaign hooks, which is what the disads are really there for in the first place. This is also going to happen for opponents, of course, as well. I suspect what this means is that opponent character designs are going to get significantly tougher, since the "achilles heel" points in villain designs will become that much more scarce. This may or may not be a good thing, but one has to believe that Steve and his pit of playtest-monkeys made this change for a solid reason and not just out of whimsy. I suspect that this kind of change is really one that will only show it's mark to established HERO gamers after at least a few years of playtesting this new set of rules, but it is an interesting and fundamental change in focus for the game nonetheless.
Character Conception: Ability Guidelines I think it's smart to move this bit of information into the core rules and place it here, even though it will probably seem a bit confusing to new players, it's useful information for the novice.
Character Conception: Package Deals
Characteristics
Skills The "standard" 3/2 skill, attached to either INT, PRE, or DEX, is still here. A new skill type, the "2/2 category skill" has been introduced, and, I think, is a welcome addition. Essentially, the category skill is a bit like the old notion of "cascade skills" found in GDW family mechanics: an example will clarify. No longer do you buy Gambling at 3/2. Now you buy Gambling:Cards and Gambling:Dice, separately from one another, each using the 2/2 cost structure. This new skill type replaces (in the main) the old "General" skill type. There are several special, fixed cost skills, including some which aren't in the old skill system at all (some new from whole cloth, some moved-over Talents): Autofire Skills, Defensive Manoeuvre, Rapid Attack, Two-Weapon Fighting. Deserving special mention is an ingenious new type of Skill Level, which may have very interesting implications for the game: the Penalty Skill Level (really just a generalisation of the old Range Skill Levels). This beastie allows the general application of levels bought to offset penalties. One of the most common applications of these is to offset range penalties, or PER roll penalties due to environment. This is a nifty way to suddenly create a better way to build scopes, night finder goggles, and so forth. The dreaded "Language Familiarity Chart" is still there, but easily ignored if it doesn't please you. The extended descriptions of the Martial Arts Manoeuvres have (as mentioned above) been moved to the Combat And Adventuring chapter, including the Style packages. I'm not at all sure this was a good idea. A sidebar still retains the costs of the various manoeuvres, but the Style packages should at least be repeated here, and they're not. A Teamwork skill has been added for use with Coordinating attacks, although why this should be based off DEX is dodgy. Professor X, for example, is a good example of the "brainy field commander" that helped his team coordinate their attacks to good use. Still, it's there and it's a good idea, I think. Knowledge Skills, Professional Skills, and Science Skills, and their distinctions are, I think, better explained in the new edition. KS are things you know, PS are things you can earn a living at, and SS are sort of a mixture of the two. I'm of two minds about this, since you have, for example PS:Lawyer and KS:Law, but SS:Medicine (encompassing both medical biology and being a doctor). Frankly, I would have preferred to dispense with SS entirely in favour of KS and PS, a clear division of fields of lore and fields of practical expertise. I suppose this would have led to lots of KS:Physics, PS:Physicist characters which might be an annoyance, but I think I'd rather have that, then the dubiously added flexibility of the three types. The familiar Skill Enhancers are still there. The Transport Familiarity and Weapon Familiarity tables seem vastly overblown, but once again we're back to Steve's attempt to expand the coverage of the game system into more "heroic" styles of play. Could be a good thing, but I'd be inclined to ignore all the specific parts of these tables, and put only the general types into play in my games.
Perks What if your Access perk gives you physical access to a computer? Must you then have also purchased Computer Link to take advantage of it? Seems a bit silly to me, and I'm likely to fold the two together in my house rules; still, perhaps the distinction is useful for you. Anonymity, Deep Cover, and Reputation are rationalizations of social character aspects that were never really well dealt with in previous editions of the game, and I think they're a useful addition: Anonymity gives you a lack of appearence in public records (the more points you spend, the more "blank" you are); Deep Cover gives you an alternate Identity; and, Reputation gives you a positive "rep" that you can use to positively affect your interactions with people, sort of like turning the Reputation Disad on its ear.
Talents An interesting side effect of rationalizing the Talents is that the mechanics for building them are made explicit (included in the descriptions), and that this has some clear implications for what these Talents are and how they really work. Lightning Calculator is a wonderful example. LC is built based on Detect -- Detect Correct Answer to Mathematical Operation. Depending on how you think of Lightning Calculators, this is incorrect and violates one of Steve's own "meta rules" for the HERO system (that if there's two ways of doing something, the more expensive should be chosen). Clearly, this will build Lightning Calculator characters who can derive the answers to math problems without necessarily having any mathematical ability at all. Their Detect will simply "tell them" what the right answer is. I'm not sure I like this. I'd far prefer to tie this to a Math skill, and build the Lightning Calculator on Postcog, so that the LC can simply pull the answer out of his own future. If the Math skill fails, then the LC answer is incorrect. LC as it stands seems to model the type of "Idiot Savant" who can intuit answers to complex problems without having any real math ability; but nowhere in genre or in reality is there an LC who can "calculate the vector of an approach orbit with regard to relative speeds, gravities, and rotation speeds". While you might like to have the idiot savant type of LC, one wonders why anyone would then bother to build a character with SS:Mathematics?
Powers H5 introduces some discussions of Minimum Costs for powers: now, a GM can specify some minimum costs for powers. This has a serious implication though: if modifier powers (like Drains) drop powers below this minimum cost floor, the power suddenly turns off. For example, if your GM tells you that any Energy Blast must have at least 20 base points, then any Drain which drops your EB below that 20 base points takes it away entirely. Hmmm: makes some sense, but I can see that this will also add a fair bit of calculation to play. It might be just as sensible to dispense with the notion of Minimum Costs... Why is this here? Because many of the powers have had their "barriers to entry" removed by getting rid of their minimum costs (Summon, TK, Teleport). Expect this to produce a whole lot more character designs that have "cantrip" level uses of these powers. That could produce interesting new character designs, is a really good idea, in my opinion. How this will actually work out in play, however, remains to be seen. The general rules discussion of powers is still there (END, special effects, the distinction between instant, constant, persistent, and inherent). A new power state is provided: Inherent. Powers that are persistent and always on can also be made Inherent (a Ghost's desolid is "inherent", frex). Inherent powers cannot be drained, transferred, or "turned off", but you can still affect them with Transforms and other powers Usable On Others. Somewhat expanded are the descriptions of the Power Categories (Adjustment, Mental, Movement, etc), and the general rules that govern their use during play. The organisation and presentation of these rules has been clarified too, so it's easier to see just what are the underlying assumptions about how the different power categories are meant to function. The list of powers itself is essentially the same as the H4 list, except expanded with clarifications and examples of how the powers should work and how you can build with them in character creation. Find Weakness and Luck are now powers (Unluck is still a Disadvantage), and this is in keeping with his desire to remodel all Talents in terms of built from skills and/or powers. Aid is now twice as expensive, and does not produce permanent effects. The addition of a Healing power shores up that hole (which cannot raise stats above their starting levels, but which does produce permanent effects), and is the same cost as Aid: 10 points per die. Duplication is now half as expensive in its base form (you pay 1 point for every 5 in the base form). Enhanced Senses have been gone over and rationalized. This is likely a good thing: most of the old H4 entries haven't changed, some have become slightly more expensive (or less) as they're rebuilding required. Provided are additional notes on how to build new senses, categorize them, and handle them in play. Useful, I suspect. Flash is now half as expensive in its base form, and Flash Def is the same cost: I suspect that this should now become a more popular power! HTH Attacks seem to be more expensive, but they must be purchased with a mandatory -1/2 built in limitation that prevents them from being used other than to add to the character's damage dice from STR. It remains to be seen what precise effect this will have on play. From a glance it looks like the good old HA is the same cost, but it's parameters for use in play have been more clearly defined. Instant Change has been removed, and is now built as a cosmetic Transform. Superleap has become Leaping, but otherwise seems the same. Life Support's cost structure remains relatively unchanged; however, the options and descriptions for various kinds of support have been vastly more detailed. Luck is now a power, but is essentially the same in cost. The Multiform cost structure has changed: now you have to pay 1 for every 5 points in the "most expensive form" you have. You can then buy a doubling in the number of forms you have available to you for 5 points. Characters with lots and lots of forms will become more prevalent as a result, I suspect. Regeneration has gone away in favour of the new, Healing power. Shapeshift's cost structure has changed in an interesting way. Now, the cost is based on the sense groups that perceive the changed shape: for the base cost, you affect one targeting sense. That means, you may *look* like a hyena, but you still *smell* like a super in tights. Oddly enough, you can *look* like a hyena to Normal Sight, but still like a super in tights to UV or IR, if I read the rules correctly. This is a radically different look at the way shape-shifting works, and it will cause painful redesigns for any H4 character based on shapeshifting (like my beloved Proteus). It might be better for some of those characters to build themselves with Transforms instead of shapeshifting, depending on special effects; time and playtesting will tell. Summon's cost structure has changed; the high barrier to entry has been removed, and Summon is treated with the same structure as the new Multiform: 1 points for every five in the summoned creature, 5 to double the number of creatures. No more 30 point base to summon, meaning you can summon a whole whack of "nuisance creatures" for not very many points. Expect a lot more summoning villains to show up. Errrrgh. TK benefits like almost no other power (except perhaps Summon and Teleport, c.f.) with the removal of minimum expenses. Now, you get 2 points of STR for 3 points; no more 15 point minimum. Expect a lot more designs with "cantrip" levels of TK (every hero and his cousin who can open doors from across the room for 2 points). Fine work still costs 10 points, though. Teleport's barrier to entry has been removed: it's now almost just another movement power (well, twice as expensive still, but at least you can buy an inch of teleport now!). Still no non-combat multiples on TPort, though, and I suspect that this will be a popular house rule. Transform's description has been expanded to clarify how to build things with this tricky power. It's still marked with a stop-sign (no surprise), and the costs haven't changed. Tunneling still gets short shrift as the weeniest movement power (5 points for 1"), and I suspect that means we'll still see lots and lots of hairy character constructions with Life Support bought and linked with TPort. Why Steve didn't fix Tunneling to 2 points per 1" is beyond me: maybe he just doesn't like Mole characters...
Power Advantages and Limitations Autofire's barrier to entry has dropped. You can now get short burst AF attacks for 1/4 (2 or 3 shots). The full 5 burst is still 1/2. I suspect that this is more of Steve making the system more gun friendly. Based on ECV has changed slightly: it's a bit cheaper now if the target can decide whether to use their standard or mental defenses vs the attack, and more expensive if that choice is left up to the attacker (that could be a very deadly advantage, and is therefore more expensive than the the reduction if the target gets to choose). Also, you can buy it cheaper if the attack still uses normal range mods. H5 adds the Cumulative advantage. It only costs 1/2, but it has a cap on how much effect you can add (this cap can be enlarged with x2 costs 1/4), and you can't apply this advantage to powers who's primary purpose is to do STUN or BODY. This seems like a cheap way to buy Continuous. H5 adds Does Body, for 1, to apply to powers that don't normally do BODY (like Ego Attacks, AVLDs and NNDs). Duration Advantages gathers a number of advantages under one category for better explanation: Persistent, Continuous, Inherent. Inherent powers are those, like a Ghost's desolid, that are an essential part of their nature and can't be drained, transferred, or suppressed. A good idea, and not too expensive. An interesting new advantage called Megascale appears in H5: with this, you can can "redefine" the width of a "hex" when using the power. The base ( 0) scale for this advantage is 2m, the standard HERO hex size. The addition of this advantage should suddenly make Darkness heroes, and Change Environment heroes vastly more effective. Not surprisingly, this advantage has been stop-signed. The various range advantages have been gathered into a Range Advantages group, as was done with duration advantages. In this category is added Line Of Sight as a 1/2 advantage on powers that normally act at Range. Expect to see a lot of flying blasters buying attacks with Line Of Sight. Errrgh. Oddly enough Ranged is an advantage detailed outside the Range Advantages group. Hurm. You can now buy Sticky on the cheap ( 1/4) if freeing the first affected target frees all the targets. Uncontrolled powers must now be Constant, and can't be simply Continuous Uncontrolled. That could have interesting implications for some baroque designs. Usable On Others and Usable By Others have been joined together, and the description clarified somewhat; the advantage is still stop-signed. Variable Advantage's cost structure has changed: it now costs double the value of the advantages the character can apply, rather than the flat 1 more than the total. This makes cantrip variable advantages cheaper (i.e. a floating 1/2 advantage costs only 1 rather than the 1 1/2 it demanded in H4). Additionally, there's a -1/4 cost break if the Advantages are constrained with a limited group (like Area effects, frex). Expect this to radically improve the efficiency of guru designs... On the Limitations side: Ablative (under the Defense powers category) now comes in a -1/2 version as well as the standard -1 version: the -1/2 version is used for powers that erode only from excessive BODY taken, not STUN. Charges have been expanded: now you can buy charges that are "boostable" (that is, expending more than one charge gets you a bigger effect), and you can buy "fuel charges" that represent a quantity of fuel to power a device (like a vehicle). In short, they're more flexible, and GMs will have to be even more wary of abusive designs. Duration Limitations mirror Duration Advantages: covered are an Instant limitation you can apply to a Constant power, and a Nonpersistent limit on Persistent powers. Interesting idea, and really a codification of what would previously have been handled with a miscellaneous limitation. Endurance Limiations handle Cost END, and Increased END. The Extra Time and Focus limitation descriptions have been expanded and clarified, but the cost structures look to be essentially the same at a glance. H5 adds the Gradual Effect limitation, which was used in various H4 supplements to build poisons and the like; now it's part of the core rules, and probably a useful addition there. Generic guidelines for Limiting powers and making them Conditional have been added, and that's a useful addition. No Conscious Control can now be gotten on the cheap: for -1, you can have a power you can turn on, but you can't control the effects. Interesting. All the range limitations have been gathered into the Range Limitations group. Requires A Skill Roll has been altered to accomodate tieing powers to Luck. You can either tie a power to a skill (as with H4) or to the levels of luck that have to be generated in order to use the power. Restrainable is a new limitation you can apply to powers to make them restrainable by a Grab or an Entangle. This is worth -1/2. A cheapy version at -1/4 is given to powers that can be restrained by other means. A cheapy version of Side Effects is now available: for -1/4 you can buy 15 active points of side effect. Variable Limitations works to the converse of Variable Advantage. You must find twice the value in limitations to cover the cost of a Variable Limitation (thus to soak up a -1/2 Variable Limimtation, you must find -1 worth of Limiations when you use the power. There is no cost break for limiting these Limitations to a specific group (like Range limits, duration limits, etc). I wonder why?
Power Frameworks Elemental Controls give a cost break to players for "thematically unified design". For example, if you design "Iceman" and give him an "Ice Blast" with an Energy Blast power, and fast running with an "Ice Slide", and an "Ice Shield" that's a force wall, and a "Chilling Aura" with Change Environment, then an Elemental Control will give you a cost break for doing so. The descriptions about how ECs work have finally been clarified, and a lot of HERO players are going to be horrified to discover what adjustment powers do to ECs. In previous versions of the rules, there was no specific statement, so many people assumed that a Drain that worked on one slot in an EC left the others unaffected. No longer. Now, an adjustment power attacking an EC affects all the slots at once. Additionally, Aids to EC slots are going to be much less effective, since they have to apply to the "base power" as well as the individual slot. This is tricky to explain, but in most cases, it's going to mean that your Aid to your EC slot is going to be half as effective, or slightly better. Multipowers have been similarly "clarified". Previously, many HERO gamers have assumed that Multiplower slot costs applied to the total character points for the slot (after limitations). No longer. MP slots now give you a pool of active points to work with, specifically. This may make some multipower-based characters significantly less effective. Variable Power Pools don't seem to have changed based on my cursory reading, but perhaps there's something there I hadn't noticed.
Enraged is now the base disadvantage, with Berserk being worth more. Expect more characters to use Enrage, and even less use of Berserk (which is likely a good thing). Hunted(Watched) is now worth a flat -10, instead of the x1/2 it was before. A sensible change.
The Inevitable GremlinsHERO 5th Edition is remarkably free of gremlins. I detected a few rare typos in my quick read through, and the occasional glitch (the fact that the substantial change made to the way a Haymaker works in the rules is not reflected in the photocopyable character sheet). However, in the main, H5 is, I think, a firm exemplar of editorial quality. It's well organised, well-written, well-edited, and well-designed as a reference work. My Aestheic Bone to Pick I could not help but notice that this new edition of HERO is remarkably full of art which I consider to be in dubious or bad taste. Lots of senslessly busty women. And lots of guns. Lots and lots and lots of guns. I'm not entirely sure that the artistic content has changed all that much in H5 from H4 and its contemporary important sourcebooks (like Dark Champions). But I do know that H5's art makes me rather uncomfortable. HERO is, to me, a wonderful, generic rolegaming system suitable for heroic-style adventuring of all sorts. At my age (mid thirties) and experience with the hobby (twenty years give or take), I had hoped that at this point the people behind HERO would have matured along with me and the other gamers in my group. I would have liked art to inspire me in creating characters, backgrounds, and worlds within which to adventure. I'm not slagging comic art: frankly, H5 could have borrowed from lots of comic sources where "mature" is not a synonym for "young, adolescent-male power fantasy". And yet, that's what we have. Lots of guns, lots of muscly, violent "heroes", lots of busty S&M inspired "heroines". I'm disappointed. The art in the book leaves a bad taste in my mouth. Combine this with a plainly noticed bias in the rules towards expansion towards handling guns and gunfire of all sorts (the expanded autofire rules, the new combat maneouvres clearly designed for gun combat), and I feel a rather nervous trend here. The cynic in me says that what we have here is Steve "Dark Champions" Long producing the game that he's wanted to suit his personal predilections. However, if that's the price we must pay in order to get the benefits of this generally improved (and in print) set of rules, then I suppose that's the price we must pay. | |
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