fexfx
New Member
Posts: 2
|
Post by fexfx on Jan 22, 2014 0:41:34 GMT
Hello All! I've been playing the Hero system since 1984. Been there since there was a Champions I, II and III book, and I remember having some of the supplements that included things like Mental Paralysis and Power Destruction as optional powers.
I still run a Hero based game every week, using an modified version of the system for a fantasy setting which I've been using since before Fantasy Hero existed. I've got a variable valued magic system using adhoc rules I invented decades ago, and for a long time I was using a locational armor system which proved too complex for most novice players to keep up with.
I've been running the same campaign for roughly a decade now, and I'm currently writing the second book of a series of novels about that campaign...my players just finished book 8 live last Friday. (Message me if you'd like a copy of book 1)
As big a fan as I am of this system, the problem I've run into is how to handle large scale combat. My current group has ballooned to 10 members, which means that a short fight literally takes all night to run...which has led to a non-genre friendly tendency to avoid combat since that will completely overtake the session.
I've completely removed the Endurance system from the game, as it tends to lead to tons of book keeping, and I've simplified the to-hit formula for my players by inverting it: OCV on the sheet is listed with 11 added in, so now I tell them to roll 3d6, subtract that from their listed OCV, and tell me what they hit (the result is the DCV or less they hit).
Anyone else have ideas for how to speed things up in combat?
|
|
|
Post by indianajoe on Jan 22, 2014 1:43:35 GMT
The fewer die rolls you make, the faster things go. Use a magic system that doesn't require a skill roll. Get rid of hit locations. (A low damage roll means you winged him, a high one means you hit something vital.)
|
|
|
Post by Tasha on Jan 22, 2014 1:44:58 GMT
For NPC's I never keep track of their END unless said NPC is pushing attacks and or movement. IMHO it's never been worth my time as a GM to keep track of NPC END.
One of the oldest rules is the Old One hit and Two Hit minions. If the PCs are in a combat where they would be just mowing through the opposition. Instead of fooling with Stun and Body is to either define them as a One hit or a Two Hit critter. They Roll to hit and if they hit that's "One Hit" etc.
I usually modify that a bit because players love rolling damage. I have the PCs roll damage and if the Damage is about average it's one hit. If they roll exceedingly well I count it as 2 hits. Whiff rolls are counted as half hit.
If that's not fast enough, you can also designate Squads of opponents. Those squads roll to hit as one and you roll their Damage as one and just apply it against PC armor based on how many opponents in a squad. Have the PC's roll vs each one.
Like IJ said ditch Hit Location by the Minions. Have them roll stun multiples like they were champions Characters.
When the PC's finally reach the Leadership or any group that is supposed to be a challenge, just have the army step away from the party and treat the combat as normal with all of the normal options added back in.
There was a Mass Combat optional rules for 4e Fantasy Hero that wasn't horrible. I think we used it once and it was ok.
|
|
fexfx
New Member
Posts: 2
|
Post by fexfx on Jan 22, 2014 3:22:39 GMT
Oh I ditched the locational armor charts about the time the group got to six people for the second time. It was way too much. Heh.
My magic system requires no dice rolls, its all pts spending from a "mana pool", using powers as spells. Sort of like a Multipower with an endurance battery, but a bit looser in rules. you have a Valve a Capacity and a Charge stat for how many points you can spend at once, how many you can hold at once, and how many you are holding. Spells are like 1d6 EB for 5pts per d6, so if you have a valve of 50 you could do 10d6, and spend 50 of the points you have available in charge. Typically Charge starts out about 8x your Valve, so that's basically 8 spells at full power before you're out...and the recharge depends on the basis of your magic...Faith gets points for praying etc. And the spells are all charted out for the players by yours truely to remove all math from figuring out power levels.
I like the idea of simplified minions, but it utterly negates all the detail of the system. I tend to oversimplify anyhow, worrying about STR, DEX, SPD, BODY, STUN and ARMOR as the only stats for monsters other than special attacks/abilities. But doing a 1 hit 2 hit system ignores a bit too much to give the players a chance to feel like the abilities they spent so long writing up really matter. Damage ranges in my game are extreme at times, ranging from 2d6k to 7d6+1k at times, and the other night in a highly specialized set of circumstances and with a lot of magic involved, someone pulled off a 13 1/2d6k attack. In related news, that's the LAST time I throw a lone challenger at a group of 10, even if he's 230ft tall and has a 150STR, 100 BODY, and 500 STUN...Poor thing didn't stand a chance. First round had him down by half and stunned, he never got to do more than yell a lot and smash a bunch of trees on the way to his death.
Endurance has been dead to me for at least 20 years.
Generally I like the hitpoint mechanics of Champions mostly as is, I'm just looking for more ways to simplify it without sacrificing what makes the system the system. The problem isn't really with the minions...I already run them as 3-5 stats on a notepad. The problem is that EVERY combat for me has become large scale, because no matter what I throw at them, it's 10 vs X. I'm looking more for ways to speed up the 10 than the X. I've got the X. X is in the Bag. But the 10, I could use some tricks to make combat faster for them too...And if I apply too much more simplification to the system, I might as well hop over to WoD or FATE and be done with it...Hehehehe. I've actually toyed with the idea of going D20, but have been playing HERO for 30 years now...since back when there was no HERO and it was all just Champions.
|
|
|
Post by Derek Hiemforth on Jan 22, 2014 4:59:05 GMT
I've had good luck speeding combat up by forcing more roleplay into it. In my experience, the single element that slows combat down the most is players who aren't keeping up with the changing battlefield between their Phases, and therefore start their action by figuring out who's where and deciding what to do. To speed things up, I'll make it a campaign ground rule that as each character's Phase comes around, he or she must immediately lead-off with a soliloquy, and if they aren't ready to do so when their Phase comes up, they lose their Actions that Phase -- the "spotlight" or "camera" of the story doesn't switch to them if they have nothing to say! (If the situation is such that the character wouldn't realistically be talking out loud, their soliloquy is assumed to be a "voiceover" or similar inner monologue for the "viewer's" benefit.) It may seem odd, but the net effect tends to be that the players have to be thinking about what they're going to do before they do it, and therefore, their Actions go much faster.
|
|
Rex
Double Digit Master
Posts: 33
|
Post by Rex on Jan 22, 2014 5:42:51 GMT
What Derek said basically..... Does remind me I need to get back to fleshing out the new Fantasy HERO game I want to do.....any excuse to build. So, if folks feel up to posting magic systems and the like I'll be happy to poach the good stuff. ~Rex
|
|
|
Post by CRTaylor on Jan 24, 2014 21:12:56 GMT
I use a couple tricks to streamline and speed up combat. -First, use a good method to keep track of who goes when, so you can keep it moving without digging to find out speed and dex stats. I recommend a computer program or phone/pad app for this. -Second, if the bad guys are minor characters, just cannon fodder, assign them x hits and leave it at that. No matter how good the hits are, when that many hits that go through armor (or even hits, period) drop them. -Third, as people say, ignore END for the bad guys. With how cheap endurance and recovery are now its pretty much a non-issue anyway. -Fourth, when bad guys go down, unless they are critical to the story or a major big "boss" type, they stay down until after the fight. Nobody wants joe goblin getting back up and fighting again, that just drags things out and tends to turn the PCs into brutal murderous butchers who hack a fallen body into pieces to make sure they stay down. -Fifth, let the players handle everything possible on their end. That way you can move to the next guy as they calculate their damage and such, and it keeps going. -Sixth, get really familiar with the system, so you know a roll of 6 on the hit location chart is a hand and that means 1/2 body and x1 stun for killing attacks. It keeps things fast and simple. -Seventh, trim the DCV down on your bad guys. Missing sucks a lot in Hero, as you have to wait a while before you can act again. And the more misses, the longer things drag out. -Eighth, cut out some of the players. Each player past 3 or so can increase combat duration by 50% or more for two reasons: first, you have to wait for them to do their thing each phase, and second, you have to add more enemies to make the fights challenging. And, the more people at a game session, the more cross chatter, repetition from the GM because nobody could hear them, and non-gaming talk about movies, etc takes place. It just slows things down.
That's how its worked in my experience, at least.
Oh, while it isn't related, consider this idea for combat: if some meaningless minion stands out in some interesting or amusing way, have them come back if possible. That guy hit two people in the head! That guy dropped his weapon and fell in the well! That guy we missed 5 times in a row! He's memorable. Bring him back and enhance his build to emphasize the fun stuff people remember about him.
|
|
|
Post by Thia Halmades on Feb 14, 2014 17:49:17 GMT
The ancient question: How do I make this go faster?
I'm going to give the outlier answer: Why do you want too? What part of it seems slow? Can you more accurately specify what you're perceiving that's slowing you down? The top three as my peers have mentioned are: STUN/BODY/END tracking, Hit Locations, and the mighty Speed Chart. This then leads to the key question, for me, "What do you want combat to feel like?" Before I go into detail, let me give you an example:
In the last game I was playing, we were in a drawn battle of 5 on 50 (not a typo) and our group had to position appropriately, fire weapons and synchronize actions to take down priority targets, and rain hell on the battlefield. We did that. It took six hours, most of which involved us standing around while the GM rolled a ton of dice for the NPCs and tried to figure out what people's attacks would resolve as. He even had an assistant running numbers and hit resolution in the background, and it still felt like a painful, painful slog. It wasn't fun, except for the 60 seconds every 20 minutes when I got to fire my weapon. Because it was a classic "stand still and fire" confrontation, there wasn't anything cool or dramatic to do, no chatter, nothing. It just went on until the other side was deceased. Cool briefly, but I told Chris at the end, "Dude, I have freakin' combat fatigue. Let's move on." Why? Because for the majority of it, I was playing Marvel Puzzle Quest, not RIFTS(tm). This is not a system issue; it was a GM management and decision issue.
Example 2: I run (intermittently, but now that I'm on the forums that part of my mind will likely re-engage) a Persona campaign, an Urban Horror setting with college students who use super-powered ego constructs in a parallel dimension. There is no sense of drag, even in a complex fight, because the fights happen on the ground, and people have to watch each other's backs and there is always something happening to them or around them, and, they are encouraged to use all of the tricks at their disposal, there is no delay. Even long fights are fulfilling because of the variety, the NPCs taunting or doing interesting things, and so on. Nothing kills a combat like predictability.
That being said:
Let's say you want your PCs to feel powerful; having them swim through hordes of minions will do that. Using Tasha's 1 hit/2 hit minion law (goblins take one; hobgoblins take two, etc.) you can quickly simulate hack & slash in HERO, just by reducing it to its core elements. Another common way around this is to ignore STUN for minions; they just take BODY, and upon taking X BODY, they fall down. You can simplify this further by giving them sufficient BODY to ignore DEF tracking, which gives people the ability to chuck dice and deal damage, without all that messy stat tracking that people seem to dread. At that point, I'm unconcerned with END, save for someone using a long string of special abilities. Most of my players use mental math to keep reasonable track, and it isn't a problem.
Now when you get to the Boss, that Boss in turn is a fully specced PC; it has DEF, full stats, tons of STUN and BODY, and uses Hit Locations. That will simulate the film drama experience nicely, such as the fight between Agent Smith & Neo at the end of The Matrix, or the Cave Troll battle in Fellowship of the Ring. When you get into those situations, I've found that using maps, placing markers, and giving people an opportunity to role-play and look cool using their powers kind of obviates the "this feels drawn out" sensation (see above; no one feels bored when they're in the thing and doing something cool).
I've heard people recommend the elimination of the Speed Chart, but then you "aren't playing HERO" anymore (no judgment, just a POV there). The Speed Chart is what separates so many characters from so many others, to the point where I've included caps based on builds. Frex, Tanks cannot crack 4 Speed; period. You want to be in big bulky armor and swing a 2-Handed Sword? Awesome. But genre says you aren't the super dextrous thief dealing DPS on backstabs who falls down if someone hits him with a wiffle-ball bat.
So you can ignore some stats, and you can focus on the end results, and that's fine, but what I would really come back to here, is this: What do you think is slow, why do you want to speed it up, and what do you want the end result to be, in terms of look & feel?
|
|
mccoy
New Member
Posts: 3
|
Post by mccoy on Feb 16, 2014 9:03:55 GMT
One of the oldest rules is the Old One hit and Two Hit minions. If the PCs are in a combat where they would be just mowing through the opposition. Instead of fooling with Stun and Body is to either define them as a One hit or a Two Hit critter. They Roll to hit and if they hit that's "One Hit" etc. That strikes me as a Very Good Idea, and one I will try if I ever get to game FTF again. I recommend "take the 11" and "standard damage." If a mook (nameless NPC/agent/hired thug/minion) can hit a character on an 11 or less, they are assumed to have rolled an 11. If 3 pips per die gets some STUN past a character's defenses, the mook is presumed to roll straight 3's. Adjust your minions so only the character with the highest DCV gets "to hit" rolls and only the toughest one gets a damage roll. Needless to say, does not apply to Boss battles.
|
|