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Review of DC Heroes, Third Edition


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DC Heroes was published by Mayfair games, initially as a boxed set in 1985, with a second edition in 1989 and a third edition, in softback book presentation, in 1993. Although the game has been out of print for many years, it still enjoys very solid support; a yahoo! group dedicated to the game has over seven hundred members and has consistently received hundreds of messages per month over the last six years. This review is of the third edition although, as editor Bryan Nystal says in the introduction, the system differences are very minor. The 184pp softback book is broken up into ten chapters and four appendicies. There is a good table of contents but no index. Whilst the text's organisation is clear and with plenty of examples throughout, it's also very dense, with very little whitespace and only a smattering of art to make life easy on the eye. The writing style is quite formal as well and the game system leans towards the "rules-heavy" variety. The combination of these factors makes reading fairly heavy going.

The game system is sometimes referred to the Mayfair Exponential Games System (MEGS) and uses a doubling scale for attributes, where zero is an index representing either 50 pounds, 10 feet, 4 seconds, 1' cube, $25 or 1 paragraph, depending on the attribute measurement. Thus 2 attribute points (APs) of Strength is capable of lifting a weight of 200 pounds and 3 for 400 pounds. Character attributes are based on physical, mental and mystical with each of these categories consisting of finesse, power and resistance thus; Dexterity, Strength, Body, Intelligence, Will, Mind, Influence, Aura and Spirit. I suspect the similarity with nWoD is not accidental. The rules emphasise on multiple occasions that the exponential nature of the system means that APs cannot be simply added together, but rather the real world quantities must be correlated with the value - thus two weight 7 elephants do not have a weight of 14, but rather a weight of 8. APs can, however, be used in arithmetic across values (e.g., Time APs = Distance APs - Speed APs).

When engaged in a conflict, cross-referencing acting and opposing values on the Action Table provides a target number which, if rolled on 2d10 or more results in a success. The table does allow some improbable results allowing, for example, a character with an AP of 1 to succeed (albeit with an 18 plus roll) against an opposing AP value of 8, who has 128x the value of the Acting AP. Even more so, any doubles result on 2d10 is open-ended. If a successful result is achieved, comparison between the attribute effect value and resistance value on the Result Table is carried out, with a number of column shifts dependiing on the success of the original action. Despite discomfort with the range of possible success which is exacerbated with the doubling system, the core system of the doubling scale, the attributes, and the action and result tables are quite solid. For those who want a more gritty and realistic approach to the system, the 2d10 roll could be easily replaced with 3d6 with no doubles for action resolution. Hero Points may also be used to modify value ratings.

Character design is based on 450 Hero Points, with variable Factor Costs which measures the relative usefulness of the Power, Attribute, Skill or Wealth. Again a table determines the actual costs; in this instance a formula could have been developed instead as it is clear there are a few break-points in the table which some players will exploit. The extensive range of superheroic Powers come with a Base Cost as well as a Factor Cost which can be further reduced in cost by linking the power or skill with an Attribute. Bonuses and Limitations can be applied to Powers which further change the Factor Cost. Overall it's a comprehensive system, tends somewhat towards number-crunching with Powers relatively inexpensive compared to Attributes. In addition, characters may also purchase advantages, drawbacks, wealth, and provide their personality and background, all of which modify their Hero Point total. Characters must also have a motivation which neither provides nor costs Hero Points. Additional Hero Points are gained as adventure experience usually ranging from 1 to 6. The cost for increasing Attributes is quite different to purchasing them in the first place, using a different table with significantly less differentiation.

The skills and powers are descriptive and comprehensive with all the expected abilities. The 32pp of powers are differentiated in physical, mental, mystical and a handful of special powers and, as mentioned, are relatively inexpensive compared to Attributes with usual Factor Cost of 1-4, with some notable exceptions such as Flame Being (FC 6, Invulnerability FC 7, Air Control FC 9 and Continuum Control FC 10). On occasion there is even moments of humour in an otherwise dry text (the Power "Dumb Luck"). The skill list is a mere 8 pages, and does allow for unskilled use in some circumstances as well as specialisation. Some abilities which are would normally considered skills (e.g., Area Knowledge) are considered advantages.

Combat in DC Heroes is carried out in phases of 4 seconds (0 APs) with initiative determined on a d10 plus their character's Initiative Value (the sum of their Action Attributes). Actions are announced lowest to highest, but resolved highest to lowest. Conflicts are resolved, as per any other between Action Values and Opposing Values, Effect Values and Resistance Values modified, of course, by various powers and skills as appropriate. Characters are unconscious when their Body is reduced to zero and dead at negative Body. Most combat however, is defined as "Bashing" rather than "Killing" and the objective is to reduce the opponent to an unconscious state rather than a negative or dead state. As with other actions, Hero Points may be spent to improve initiative, attacks, defense and even to reduce damage. True to the genre, there is also knockback effects along with various maneuvers such as flailing attacks, grapples, sweeps, charges, trick shots etc.

A short chapter on character interaction covers task resolution methods for interrogation, persuasion and intimidation is followed by gadget design, construction and modification and repair along with notes for the genre-convention of omni-gadgets. The same chapter also includes standard equipment such as buildings, landscape items, electronics and computers, vehicles and weapons. This is appropriately followed by a chapter on wealth and upkeep (charity is good for heroes!) and finally two excellent chapters on gamemastering and plot and sub-plot development.

The final section of the book are the appendices. This includes an a solid 20-page introduction to the DC Universe with minimal notes by Jack Kirby, Roy Thomas, Rober Kanigher, Mike Gold, Roger Stern, Neil Gaiman, Dan Jurgens, and Paul Kupperberg. It is really pushing it however to describe these comments, all less than 1/2 a page, as "essays" as the back-cover blurb does. This is appropriately followed by 14 pages of DC Heroes characters, including several versions of Superman, Batman and his friends, Green Arrow, Green Lantern, Aquaman, the Flash and so forth, several pages of natural and exotic animals and to wrap up, a few pages of genre information and charts and tables.

Whilst the superhero genre has never been my kettle of fish (doesn't explain why I have at six different games in that genre), and my actual play experience of DC Heroes has been minimal, the game system has always held some appeal over the past fifteen years, albeit a little crunchy and with some mechanics criticisms as noted. It is a detailed and solid system and could quite possibly be used successfully in high-end fantasy campaigns which emphasise magical powers. As a major comic publisher it is somewhat inevitable that DC Heroes would retain a large degree of support among gamers well after publication ceased, but the significant production of some 60-plus supplements and sourcebooks certainly helped. Apparently, the game system today lives on with Pulsar Games' "Blood of Heroes" RPG, although this does not include the DC-branded characters. Overall this is a solid publication with some excellent ideas and support for the DC superhero universe.

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