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"HERO in miniature 2.0" Topic


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bpmasher10 Sep 2020 7:25 a.m. PST

Ok so I've been mulling about this for a few years, on and off, but I think I'm getting close to a playable and familiar version of Hero System with miniatures.

Here are the "revisions" used with miniatures play, and the excellent power framework built into HERO.

Initiative: Playing cards determine the side taking the actions, one character at a time. In a game where GM is present, he should play the NPCs and mooks. This style of initiative shakes the action economy a bit, and involves the use of some strategy during combat. Characters and mooks have their Speed in actions, and if one side runs out of actions during a turn, they will be unable to act until a Joker is drawn, ending the turn and refreshing Endurance pools. When both sides have used up their actions, the turn ends and the card deck is shuffled. Start a new turn by drawing a fresh card.

Mooks: Mooks go down when they take 10 Body, or 30 Stun in one attack. They will not go down by anything less. This is to manage bookkeeping during a game, and to make the combat a bit more intense.

Heroes/PCs: Heroes have wounds equaling (Body/5) 2 wounds on average. Every 5 points of damage received tick off one wound. Every 10 points tick off two wounds. A roll of 7, for instance, causes only one wound. Increase the amount of wounds by every increment of 5 points. Armor (DEF) is used as normal, absorbing points of damage.

Important NPCs are run the same as Heroes, wounds/actions etc.

bpmasher10 Sep 2020 8:10 a.m. PST

I'm going to run a modern/near-future game where I prepare weapon cards, attaching an image to it, assigning it a points value and thus making the initial weapons part of the characters. I'll make a couple of choices from each weapon type available.

If I run it as a post-apocalyptic survival game, counting bullets is going to be a thing and guns will be rare, making it more important to hold on to your initial weapon. With zombies/mutants/whatever being the backdrop of the game, combat against armed opponents will come into play at some point.

I might also make weapon familiarity more granular (pistols, rifles, smgs, assault rifles etc.) to make your choice of weapon a bit more important.

A vigilante game might work so that the characters have armories where they keep their weapons and equipment. Using the Hero System equipment point pools, the players can customize their own style of weaponry.

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