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Review of Hero System 5th Edition


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What I am going to present here is a point by point breakdown of the Hero System 5th Edition. An illustration of the system as well as I can so that newcomers can get an idea what they are in for. As well as throw in some personal commentary.

But first some history on myself.

I first heard of the progenator of the Hero System, Champions, back in 1984. I was browsing through a copy of a catalogue I got from the Austin, Texas based Lone Star Comics & Science Fiction. It made me excited. But I didn't have the money or opportunity to get it at the time. Forward a few years to 1987, where I came across the game again. This time I grabbed onto it, Champions II and Champions III. And this started long and dedicated run of playing and running the system. But in the end, I have gone on to less complicated game system.

Now to the 5th Edition.

The Cover

Let's start with the cover. The cover, as well as I can put this, is an eye-sore. I have to keep inside of a doored cabinet to be able to walk into the same room with it and not immediately get slammed with the most piercingly harsh aspect of its color scheme. The bright flourscent green. It is not eye-catching. It's an assault on the eyes. Definately a bad first impression here.

The blurb on the back cover calls it "The Ultimate Gamer's Toolkit" and makes reference to itself as being "widely regarded as the best roleplaying game system ever created." Nice hype. But once you get passed that, it also lists out a general overview of the contents of the book.

Introduction

This section provides a basic overview of the concepts that the system is based on. From dice rolling conventions, general aspects of character creation, to the most used functions of combat and damage. It also provides a complete glossary of terms used throughout the rulebook right in the beginning. And it also addresses those who are updating material from the previous edition. So far, so good.

Character Creation

What I am not going to do here is go term by term and do an extensive examination of mechanics. Or point out every percieved flaw I see in every minute detail of the system. I could easily rewrite the whole game system in the time such a deconstruction would take.

The basics idea behind character creation is that it is based on a point buy system It provides two types of characteristics. Primary and Derived. Derived having a base value determined by the rating presented in the Primary. Both being able to bought up to higher values by spending character points.

The system covers Powers, Skills, Talents, and Perks.

The Skills section covers any possible Skill for a character imagineable. As well as provides generic skills to be customised to represent anything not specifically covered. And no game system specifically can cover every concievable skill. So that's a good thing.

Talents are specific named abilities that stand out from the rest of the system. Things such as Ambidexterity and Danger Sense. Abilities that have a specific narrow utility and cost.

Perks are social abilities. Things that give a character unusual access. Such as wealth and Contacts. They also largely have specific set costs.

Powers are basic effects used to construct pretty much any possible effect one could think of. From someone creating a wall of ice, to simulating the impact power of a gun.

Married to the powers system are Limitations and Advantages. Enhancements that can be applied to the individual Powers to change their function.

Power Frameworks. This is a mixed bag.

The Multipower and Elemental Control are methods of collectiing powers together under one umbrella. And they give a stuff discount in character points for doing so.

But the Variable Power Pool is a different beast entirely. It is a method of presenting characters whose abilities are massive in their versitility. Such as an inventor who can create gadgets on the fly. Or a sorcerer whose knowledge and talent with magic is vast.

Disadvantages. Basically drawbacks the character has that makes their life difficult. They are variable and give points to the overtall total that can be used to create the character with. This section is extensive. There are also guidelines for buying off Disadvantages with Experience.

Combat and Adventuring

This section contains the details of movement, combat and the modifiers associated with it. All very well covered and extensively detailed.

The Environment

This section covers falling and environmental effects.

The inclusion of this specific chapter confused me. This easily could of and should have been folded into the previous chapter. This is the first organizational flaw I have seen in the book.

Equipment

This section covers mostly premade items. Like guns and vehicles. It also provides special rules on creating bases, vehicles and automatons. It's a nice section. Gives some good basic examples.

However, this is where some of the creep in the layout of the book also appears. The vehicle, base and automaton rules are all laid out in a separate section from the rest of the character creation rules. You would think that for the mere ease of the reader, the company could have somehow stuck much of that in the main character creation section.

Gamemastering

This is probably the best part of the whole rulebook.

This gives extensive advise and guidelines for setting up campaigns in pretty much any genre. As well as providing good solid complete advise for anyone who is a GM period.

It also covers the awarding of experience points.

Changing The System

This section provides guidelines on creating new mechanics in the game. As well as advise for tweaking of the system for better simulation. It also gives advise on when not to.

This chapter is very valuable.

Conclusion

This section gives a look at the history of the Hero System itself. And also contains the afterward to the book. Well done.

Final Conclusions and reviewer commentary.

The book presents itself as being a complete tool for creating any sort of campaign. But at a cost. The complexity of the system is that cost. It takes alot of attention to detail to manage. Detail that many gamers may not want to deal with at all.

The character creation section itself actually rewards and encourages making the most complex and detailed characters possible. Which can lead to some very heavy social issues within a game group. A hazard that can suck someone's enthusiasm away.

There is also the issue of the inconsistant artwork. There is no feeling of uniformity in the book's art presentation because of this. The differing art styles make this aspect of the book feel very disjointed.

Then there is the presentation of the text itself. The book reads very dry. Like a school textbook. Chalk that up to the writing style of the writer. But this is another strike against the book.

In the end, the Hero System 5th Edition really only speaks to those people who are extremely detail oriented. It is not a game that will grab the majority of gamers out there.

Recent Forum Posts
Post TitleAuthorDate
Its not that bad for newbies....ambrose03March 10, 2006 [ 09:06 am ]
RE: My mileage does vary :)RPGnet ReviewsFebruary 14, 2004 [ 11:16 am ]
Flaws in this reviewRPGnet ReviewsFebruary 10, 2004 [ 11:36 pm ]
RE: You can't say he got his facts wrong.RPGnet ReviewsFebruary 9, 2004 [ 10:56 am ]
RE: GrammarRPGnet ReviewsFebruary 9, 2004 [ 10:11 am ]
RE: "This chapter is very valuable."RPGnet ReviewsFebruary 9, 2004 [ 05:37 am ]
RE: GrammarRPGnet ReviewsFebruary 9, 2004 [ 05:37 am ]
"This chapter is very valuable."RPGnet ReviewsFebruary 8, 2004 [ 12:06 pm ]
RE: My mileage does vary :)RPGnet ReviewsFebruary 8, 2004 [ 09:48 am ]
My mileage does vary :)RPGnet ReviewsFebruary 8, 2004 [ 09:15 am ]
RE: ok...as far as it wentRPGnet ReviewsFebruary 7, 2004 [ 06:05 pm ]
RE: No, that's anRPGnet ReviewsFebruary 7, 2004 [ 04:56 pm ]
RE: Good reviewRPGnet ReviewsFebruary 7, 2004 [ 03:56 pm ]
RE: ok...as far as it wentRPGnet ReviewsFebruary 7, 2004 [ 01:38 pm ]
RE: Good reviewRPGnet ReviewsFebruary 7, 2004 [ 01:27 pm ]
RE: Leaving mechanics untouched?RPGnet ReviewsFebruary 7, 2004 [ 05:02 am ]
RE: Good reviewRPGnet ReviewsFebruary 7, 2004 [ 03:02 am ]
RE: You can't say he got his facts wrong.RPGnet ReviewsFebruary 6, 2004 [ 11:22 pm ]
GrammarRPGnet ReviewsFebruary 6, 2004 [ 11:13 pm ]

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