House rules

 

Here are the houserules I use pretty much generically across the games I've run. I'm pleased to say they've been tested by both "artistic" roleplayers and rules-munching gaming monsters and have washed clean after every encounter.  They have also been adopted by quite a lot of other groups. Try them - you might like them!

These house rules cover:

 

 


Combat

OCV vs DCV

I use the "inverted" Hero system to hit roll. In standard Hero rules, you need to roll 11 or less to hit an opponent with the same CV. Under the system I use, you need to roll 10 or more. The math is easier, and it also makes it easier to calculate the variant rules used for blocking (see below).

The easy way to think of it is "Your OCV + dice hits an opponent's DCV+10".

Just add your OCV to your dice roll, take 10 off your total and that's what DCV you hit. If your OCV is 6 and you roll 11, you hit a DCV of 7 (6 + 11 = 17, which is DCV 7 + 10). If you rolled 5, you hit DCV 1. Once you get used to it, it's far faster and easier than the old system.

 

SPD and actions

I use a modified SPD system for combat. The old SPD chart has always been one of the things that made HERO system combat so slow. Moreover, I disliked two things about it. First, it made combat unrealistically structured. If you knew what SPD your opponent was, you always knew when he could act if you fought. The fight could even be largely planned out weeks in advance! The second point flows from this - players familiar with the rules could take advantage of this built-in knowledge. There are certain phases when aborted actions always allow you time to recover, or when low-DCV maneuvers are safe against an opponent since you "know" when his next action is going to happen. For me at least, this took away a lot of the chaotic nature of combat, and more importantly, it diminished tension.

The new system doesn't totally prevent this, but it makes it less of a sure thing. Basically, although everyone has SPD as normal, what phase it is is determined by random dice roll. If your SPD is equal to or greater than the number rolled, you get an action - still in DEX order (unless modified by something such as Fastdraw). On a die roll of 1 everyone gets to move, and then everyone gets a recovery (basically the post segment-12 recovery). You should always use a dice with a higher number than the fastest person in the combat, to allow a few "open" phases when people can use held actions to act when no-one else is doing anything. As with combat using the old SPD chart, if you hold your action into a phase when your target acts, you roll DEX vs DEX to see who goes first.

These modifications have greatly sped up combat in the game, plus adding a little randomness. It does not seem to greatly affect the relative importance of SPD (people still bought as much SPD as they could afford). You still get on average the same number of actions between recoveries and a SPD 4 character (for example) still gets on average two actions for every action a SPD 2 character has.

 

Blocking attacks

Blocking has been slightly changed. To successfully block an attack, the defender's roll is now modified by the amount the attacker made his roll by. In other words, your OCV + dice roll must equal or beat your attacker's OCV + dice roll to succeed in a block. This change was made for three reasons. First, it "feels" right - a really good shot is harder to block, and you can use levels to aid your attack against a blocking opponent. Secondly, in heroic games, it is reasonably easy for players to get OCVs that outclass run-of-the mill NPCs. This modification makes it a bit less certain that they'll be able to block all the shots against them - a really good hit can still sneak through. Thirdly, it reduces the problem where characters with reduced DCV (such as someone who has fallen) can still block attacks against them as easily as if they were on their feet - which was plain silly. Now DCV penalties will also decrease the chances of a block, since it will make the disadvantaged character easier to hit.

 

Mounted Combat 

Mounted combat is a major part of many games in historical or fantasy genres, and one that is not ideally covered in the basic rules. My house rules for mounted combat are as follows:

 

Martial Arts

Martial arts can be purchased either using the standard points system or the multipower system I have designed. Basically, if you want a few maneuvers, the original system is cheaper, while the multipower system works out cheaper if you want to build a master martial artist with lots of maneuvers. In either case, martial arts normally must be chosen from a specific school and contain all the required maneuvers and skills.

 

Armour and Weapons

We will be using "real armour" rules so armour is encumbering, fatiguing and reduces some skill rolls. However, I do allow players to buy 5 point combat skill levels in DCV "Only to offset DCV penalties for fighting in armour" which is a -1 disadvantage.

There is a fairly complete list of Japanese armour available in the Sengoku pages and a list of armours derived from medieval types at the Gothick Empires pages. The rules on armour encubrance are here.

There is also an extended list of Oriental weapons, which has had changes made to STR mins to make them more "realistic" - although STR min is no longer based entirely off active points, and a similarly altered list of European/ Middle Eastern-derived weapons.


Character Creation and Other Rules

STR and HA

The cost of STR and HA has been changed. STR now costs 2 character points per point of STR, and HA costs 5 points, to bring the costs into line with attacks in the rest of the HERO system. STR can be bought with the -1/2 limitation of "no figured CHA" or the -1 limitation "Only to add to (specific attack)".

 

PER rolls

In general, where a PER roll is called for, the GM will make it, since nothing alerts players to the fact that something is up like being asked to make a PER roll. However, the rule is generally that each GROUP - not each character - makes a roll. The reason is simple - if too many rolls are made, not only does it slow things down, but it greatly increases the chance of a success, which is often unfair.

As an example, Furtif the thief hides behind a statue in the Temple of Doom, confident in his 15- Stealth roll. He makes the roll by 4, so is well hidden as the priests of Doom file into the chamber. There are 100 of them.... The GM starts rolling. Priest number 63 rolls a 3 on his PER roll and spots the hidden Furtif!

Put like that, it is obviously ludicrous. But how often does the GM ask his players to make a PER roll - and everyone rolls? Usually one of them will score a good roll, which renders the exercise prety pointless. So! One roll. If the GM - or a designated player rolls 13, Neem the Deft might see something with his 14- PER roll that Thrud the Obtuse (with a 10- roll) completely overlooks, but it is still one roll.

 

Skills

New System of Skill Pricing

Skills have been subject to any amount of blather (that's debate to you guys on the HERO mailing list). Other people can decide what they like, but to clear up any misconceptions, here are the definitions I use in my games:

Base roll

Definition

8 or less

The journeyman level for any skill. This allows you to perform basic tasks without any need for a roll, and you can attempt difficult tasks with a skill roll.

11 or less

The level expected of a professional in the field. As above, you can assume that you can handle any routine task in the area of your skill without needing a roll - difficult applications (for instance, surgery in a room while people are shooting through the windows) will require a roll

14 or less

You are a master in the skill. Anything better than this is regarded as pretty damn amazing.

In addition, a skill is generally assumed to be pretty broad. PS: Doctor assumes that you have all the basic skills required. There is no need to buy KS: anatomy, KS:physiology, KS: surgery etc, unless you want to be really hotshot. Extra skills such as this *can* act as complimentary skills however, so they can still be very useful - and they have the added benefit of making your peers regard you as unusually knowledgeable in your chosen field.

Before you go gonzo over the definitions , I'd suggest you read the rationale behind them below.

Defining relative skill levels

Gamers have argued back and forth on this topic for ages. My approach is based on the recognition that people tend to (grossly) overestimate their own skills and abilities.

Let's look at the math, and a simple test. Most people in my experience tend to put their "AK:own city" in the 11- to 14- range. In movies and films, (the heroic or superheroic genres we are simulating here) characters are forever, saying things like "Lets cut through this alley, there's a shortcut here". Players always want to know about shortcuts, or exactly far it is to some place they need to get to in a hurry. These are obvious uses of AK: Own City.

Now try the test (and no cheating and using a map or phone book!) We'll start with a couple of easy ones. What's the absolute quickest route to city hall from your house? What are the phone codes for different neighbourhoods? How many fire stations are there in your city? What are their addresses? OK, here's some harder ones. How many restaurants are there in a 5 kilometre radius of your current location? What's the street address of the five wealthiest citzens in town?

How many did you get? If you got any at all, congratulations! I've never met anyone who can answer those, but they are all questions that players wanted to know answers to based on their AK: City skill in games that I have run or played in.

And how long did it take you? Remember, using a standard recall skill like that is normally a half phase action - so you have 3 seconds per question, if you are a normal. Based on this, an 8- roll looks positively generous.

You can apply the same logic to professional skills. In my own case, I'm (supposedly) an expert in medical biotechnology. People (literally) from all over the world ask me to speak on my topics of expertise, call or email with technical questions, and I've been invited to serve on a number of international review and advisory bodies that decide whether to fund research in my area. I get unsolicited job offers from countries all over the world, too. So, in basic terms, I qualify as at least "highly skilled".

Let's try and put numbers on that. Normally when someone contacts me with a technical question, about a third of the time I can say - "That's easy, you need to do blah blah blah.". About a third of the time, I have to say "Hmm. I don't know off the top of my head - send me an email with the details and I'll get back to you." The rest of the time, we talk about it and I offer some suggestions - or I just say "I don't know." Usually in the latter case, I can either suggest someone who might know or point out that *no-one* knows.

So - an answer off the top of my head 1/3 of the time? That translates to between an 8- and a 9- roll, and I'm supposed to be one of the leading experts in the field. You begining to get my drift? Now, I can answer most of these questions with a couple of hours research and access to my computer and a library. So again, to use HERO system rules, taking an extra hour gives me +5, while excellent tools (ie: computer and well-stocked library) and excellent conditions (ie: being at a leading biomedical institute) each give on average, say, +2. Thus even if I only have a base 8- roll, I have a 17- (99.5% chance) of answering a normal question in an hour. Even if the question is *really, really* difficult (-5 for "sheer folly) I still have a 12- (75% chance) of answering it with about an hour's work. If I could do this in real life, I'd have retired on the profits a long, long time ago. You can try the same with any professional - try getting an answer over the phone to even a relatively simple question from, say, a lawyer, or an architect in a couple of minutes. You'll find the same rules apply.

 

The price of knowledge (or at least the cost of skills)

OK. That's the thinking behind relative skill levels. The other thing that has polarised HERO gamers' thinking is exactly what is covered by a particular skill. In particular, how do professional skills and knowledge skills differ from "just plain" skills?

Again I have a ready-to-use test. A professional skill covers everything ancilliary to a job. So, PS: Office manager will give you basic managerial skills - but also means you know how to use - at least in theory - a photocopier, a computer etc. That's because you can't *do* the job without those skills. However, ancilliary skills are always at the most basic level. Even though it assumes basic familiarity with a computer (sending email, etc) you can't use PS: Office manager as a complementary skill for computing or use it to get a roll to try reprogramming a computer.

Knowledge skills mean you know about something, but haven't necessarily actually done it. In many cases this is easy to ajudicate. KS: Small arms is obviously different from FAM: Small arms. But in other cases, in which much of the practice is theory based anyway, this category of skill gets kind of blurry around the edges. In practical (ie: gaming) terms, how is "KS: Computers" different from the basic skill "Computing" - except for the fact that it's cheaper? For that matter, what about someone who chooses "PS: Computer Hacker"? What does that give them, compared to the two previous skills?

Any easy way to deal with this problem is to drop the arbitrary price differences. A skill is a skill is a skill.

Thus, any skill costs 1 point for an 8- roll, 2 points for an 11- roll and 3 points for an attribute-based roll.

All skills cost 2 points to increase the roll further. This can mean that sometimes a person using an attribute-based roll may get a roll of *less* than 11- from an attribute-based roll. In such a case they keep the 11-. It will be harder (ie cost more) for them to increase it above 11-, but this just reflects the difficulty improving in a field that you are not suited for. In addition, I have dropped the rule that levels cannot be applied to 8- skills. Unless you have *a whole truckload* of skills, it's not at all cost efficient to buy 8- skills and pump them up with levels. And personally I've never had problems as a GM with a player buying too many skills for their character. This rules change does not seem to have affected play or character construction too much, although it has closed up a few rules-monster-exploitable loopholes. Moreover, it is still pretty much compatible with the old rules - you still have 1 point , 8- skills (the FAM: category) , 2 point 11- skills (the old PS: and KS: categories) and 3 point ,CHA-based skills. The only difference is you can now get 2 point, 11- skills in things like paramedic or climbing - and you no longer have arguments about whether the character who has PS: doctor can try a paramedic roll to save an injured person. As far as the game goes, if the skills are more or less functionally equivalent and cost the same, they should operate the same.

Skills help round out characters and encourage good roleplaying - as far as I'm concerned, the more skills, the better. Indeed to encourage it, I have also changed the house rules on skill enhancers (see below).

 

Package Deals and Skill Enhancers

I don't use "package deals". While the intention was good, they tend to be unbalanced, and violate the basic HERO system rules in any number of ways. However the "skill enhancers" normally available (Well-connected, Scholar, Linguist, etc) will be supplemented by professional skill enhancers. These include (but are not limited to) Warrior, Gambler, Merchant, Priest, Thief, Assassin, Courtier, Sailor, etc. What this means is that any skills that are appropriate to the character's chosen profession can be purchased for -1 off the cost. Note that "appropriate" is defined as something that all or most members of the group could reasonably be expected to know something about - not merely a skill that they *might possibly* be able to acquire. Skills still cost a minimum of 1 point, but for this you get an 11- roll rather than an 8- and two points gets you an attribute-based roll. What constitutes an appropriate skill is (of course) up to the GM, but is usually pretty obvious. Professional skill enhancers cost 3 points each, and depending on the culture in which your character was raised, not all (or any) of them might be available. For a Professional skill enhancer to exist, there has to be a well-defined profession actually in existence too.

 

A last word on skills

This is not really a change or a house rule, but one reason that many players *don't* splurge on skills, is that they feel they don't need them. This is because most GM's are soft when it comes to skills. I've lost count of the number of times I've seen (for example) players needing to climb some obstacle. The GM says "Make a climbing roll". The player replies, "I don't have Climbing skill." So, the GM says "OK, make a DEX roll instead." This is bad, bad, bad! First, it shafts the players who *did* buy the climbing skill. Second, it removes any incentive for the player without the skill to ever buy it. As a rule of thumb, attempting a task for which you have no reasonably applicable skill should (at least) dump you back to the 8- level if it is an everyman skill - or if it is not an everyman skill, the GM should just say "OK, you can't do it." Let his buddies figure out how to deal with the situation. Even with regard to climbing things, for instance (nominally an everyman skill), I've seen plenty of rockfaces that I couldn't climb - but which a competent climber could.


Falling Damage

Short falls are normally just an inconvenience to Hero system characters. The standard rule is 1d6 per game inch, or 2 metres (up to a fall of 20 metres). That means a fall of 4 metres (from a second-floor window, for example) is unlikely to inflict more than a slight bruise on a normal person (ie: it does no body). Even a fall from 20 metres (the sixth floor of a building, for example) will almost never be fatal to a normal person, and is unlikely to affect a tough, heroic-level character at all. While this is not a problem for superheroes, it is pushing the bounds of "cinematic realism" a bit far, and has undesirable side effects on heroic level games - such as characters leaping out of 8th floor windows, confident in the knowledge that it will do them little real harm.

To make the system a bit more realistic, without punishing the characters unduly or making things more complicated, I use the falling rules exactly as written, with one proviso - for every d6 of damage generated by the fall, falling characters or objects subtract 1 PD. That means that long falls are much more likely to be fatal, and shorter falls are more likely to inflict some Body damage (simulating twists, sprains or boken bones)

 

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