rapanui at [unixtime wrote:1088222528[/unixtime]]"Hero, along the same lines, is very tactical and wargamey, offers a lot of richness of tactical options that's absent in D&D, and can still be very deadly if played under "normal human" character creation restrictions."
I've been told to check this out before. I've heard it's very rules-heavy though. That might not be a bad thing.
I've heard it said that HERO and 3.x D&D are of equal complexity, but D&D breaks things down so you as a player can learn them level-by-level wheras HERO expects you to know everything before chargen. I don't disagree with this analysis.
As for lethality, HERO tends to work as D&D would if you house ruled that the "Dying" condition ended not at -10, but at negative your Con plus your level plus the number of people in your party, plus your shoe size.
Now I'll run some numbers to show you what I mean:
Now in HERO, there are two types of damage, Stun (bumps, bruises and fatigue) and Body (broken bones, damaged organs, life-threatening stuff). You heal back Stun damage pretty much every time you turn around, so it's there again next fight, but you only heal a small amount of Body per month - For baseline normals this is 2, for hardcore action movie types it might be as high as 10, but that's pushing superhuman.
The typical baseline human has 2 PD - that's Physical Defense (nonresistant), 20 Stun and 10 Body. A "normal" human action movie hero (but not superhuman) type guy might have as much as 11 PD (3 resistant due to combat luck) 50 Stun and 20 Body. To compute the damage for a killing attack, you first roll X number of dice of body - only the target's resistant PD applies against this, and then you roll another die for a Stun multiplier - all of the target's PD applies against the Stun, but they always take a minumum amount of Stun equal to the Body they took from the attack. At zero or lower stun you are KO'd but unless you reach -31 or lower you won't be out for long. At zero or less Body you are dying and you bleed one additional Body per Turn - that's 12 seconds and you get from 2 to 8 actions per Turn depending if you are Perry White or The Flash. until you reach negative your starting Body or someone makes a sucessful Paramedics roll on you (with penalties for how wounded you are).
Now a normal shmoe with a knife or a .38 special does 1d6+1 Body with a 1d6-1 Stun Multiplier. A .44 Magnum, a 5.56mm assault rifle, or a .410 shotgun deals 2d6 Body with a 1d6 Stun Multiplier. A LAW rocket does 4d6 Body with a 1d6 stun multiplier
This results in a system where non-armored characters really don't want to get shot at, but Louis Lane stills has a 96% chance of surviving a direct hit from a LAW rocket provided that Clark can get her to the ER in the next 12 seconds. You'll also note that it is extremely likely for even normals to be walking around with a couple of bullet holes in them.
Thus the only real ways for someone to die in HERO are:
1: Grossly Overkill Attacks (like using that LAW against Aunt May, who is elderly and therefore has lower physical stats)
2: Using the optional hit locations table, which slows combat to a sub-crawl, but which has a 14/216 chance of doubling the Body dealt by an attack.
3: Continued attacks. Odds are the first shot will put him down, but if you really want to finish Jimmy Olsen off for good it's gonna take two more .50 cal rounds.
4: Going down a long way from help.
5: Starting a fight already wounded. This is entirely possible due to the length of time Body healing takes under normal circumstances. It also doesn't help that the current rules for Healing powers are based around a half-assed legacy patch of previous infinite loops and therefore highly likely to be houseruled somehow.
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