The range of feasible human attributes in DC Heroes is about 1-10, with the narrowest (reasonable human Strength scores) being 1-5. 1-5 is the normal range of human attributes in, say, the Storyteller system used by White Wolf. Or in most editions of Dungeons & Dragons where a dice roll modifier is derived from each attribute. That the game lacks granularity, especially at the low end. Many readers considered the gaming universe in the back of BOH:SE not to match their preferences. But others liked it and happily used it for extended campaigns. The first category tends to be more vocal than the second. Most people will agree about the art and the production. Though it is the latest, most complete version of the text, it is not generally packaged or laid out in an attractive fashion. Please do not expect a gorgeous book if you buy it. That the production value of Blood of Heroes are terrible and the art and gaming universe are poor. Once-common Internet talking points about the gameĭCH/BOH is out-of-print (though the books can still be bought new from, say, Amazon ). Most newcomers are therefore likely to learn about it from Internet discussions, posts, archives and reviews.īeyond the usual vagaries of Internet opinions, there are two recurring bits of common wisdom about which you might want to hear from us. One is mostly true and one is mostly wrong. Technological and magical inventions, social conflict, special tactics and combat manoeuvres, improvised one-off use of powers, and other less distinctive subsystems.A simple system of Genre to change the texture of the game system depending upon whether you‘re telling silly Silver Age Super-hero comics from the late 1950s to the early 1970s stories or gritty Iron Age Super-hero comics during the 1990s and the early 2000s stories.A simple system of Subplots formalising character(s)-specific stories that run parallel to the main intrigue - romance, secret identity problems, day job matters, mysterious pasts, power complications, good or bad luck, public image problems….A system of Hero Points spent by characters to enhance their actions. This very important feature of the systems expresses endurance, willpower, narrative immunity, luck… see this article for an in-depth discussion of HPs in DC Heroes.A lengthy list of Powers describing concrete effects rather than abstract game concepts, and with a streamlined depiction of super-speed.A list of broad Advantages, Drawbacks and Skills that covers most characters well without being too expansive.Action resolution based on 2d10 (re-rolling doubles) and two universal tables. A 3×3 grid of physical, mental and mystical/social character stats expressing precision, force and resilience in each area.An exponential progression of Attributes Points. A score of 4 corresponds to twice the quantity of a score of 3, a score of 5 is twice as good as a score of 4 and thus four times as good as score of 3, etc. This rapid progression is a sweet spot to handle both Superman and Jimmy Olsen without using huge numbers, but without drowning the differences between characters either.A unified scale (“Attribute Points” or APs) measuring weight, distance, time, volume, money and information. This allows for quickly evaluating the feasibility and impact of many actions, even at non-intuitive scales.įor instance, your Strength in APs minus the weight of an object in APs is the APs of distance you can throw that object. and others. This cements the strong impression that DC indeed owns the rights to the system.ĭC Heroes’ design was distinctive, and was further refined by a second and third edition. Remarkably, most of these features from 1989 would not be out of place in a modern game.
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