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Skip Navigation LinksHigh Fantasy HERO>Content>Campaign Guidelines>Lethality Options>Built In Options
Killer Shrike's Lethality Options

Lethality Options

System Bias Built In Options Unofficial Options Design Options
BUILT IN COMBAT OPTIONS
The Combat & Adventuring section of the main rulebook provides numerous options to make combat more realistic and dangerous under "Optional Effects of Damage". Various genre supplements provide further expansion and discussion around these options and occassionally some new ones as well as appropriate to their subject matter. Dark Champtions and Fantasy HERO in particular cover this topic in more detail. Below are my views on the basic "more lethal" options provided in the main rulebook.
HIT LOCATIONS
By default damage is "generalized"; its abstracted to a certain extent rather than applied to a specific body part. Generalized damage has a lot of advantages; its easier to resolve, avoids ugly questions of collateral / impairing effects of damage, works well with Area of Effects (AoE's) and basically keeps combat at a "higher" level. It has a lot of disadvantages as well; it naturally detracts from a sense of realism, it makes called shots largely meaningless, and removes a level of tactical decision making from characters in combat.
Fortunately for those wishing more grit, the HERO System also offers an "optional" but well integrated Hit Location based combat resolution. As you might imagine, the Hit Location rules add another level to hit resolution to determine where an attack strikes specifically and then alter damage up or down based upon what location is struck based upon multiples (including sub-one multiples). Multiples are applied to damage after defenses are applied, and in addition Stun Multiples are fixed rather than randomized as they are in generalized damage. Under this system Head shots do considerably more damage than hand shots, and so forth. Some locations are harder to hit than others, as measured by differing to-hit penalties.
Hit Locations are a major and important step towards increasing lethality in the HERO System and also immediately adds a more granular set of tactical options (at the cost of additional complexity in combat resolution), but though some locations such as head and vitals take more damage than normal, other locations take less and overall the net effect on deadliness isn't as great as might be thought. Also, hit locations also force defenses to be tracked by location which can get complex. Less obviously, using Called Shots on hit locations is an all or nothing proposition which can be very odd in actual play -- characters that are highly skilled and declare Called Shots will either hit exactly what they are aiming at or miss entirely.
However there is another aspect of Hit Locations that must be considered; it is effectively a gateway to further optional systems that make damage more persistent. While these options don't cause immediate death they make damage more persistent and subsequently successive combats are more lethal.
IMPAIRING & DISABLING
These two sets of optional rules are similar, with Disabling being more extreme than Impairing. You can use them together or individually. Both result in long term damage to particular body parts; whether temporary or permanent.
The benefits of these rules are it makes combat a very dangerous affair to enter into and makes for an extremely gritty game.
However, the cons are notable; either option will slow combat even further, and many players will not enjoy having their characters get seriously, even permanently messed up. And as the principal focus of a campaign, PC's are much more likely to suffer from the effects of these rules than NPC's.
WOUNDING
Wounding is, in my opinion, misnamed. I think of it as "Shaken" as its effects are more morale oriented. Basically if the Wounding rule is in effect injured characters have their ability to take offensive actions inhibited unless they can make EGO rolls.
I've personally found over the years that the Wounding rules stack the deck versus small groups of PC's since if the group all take damage in close segments, it can cripple their ability to react and make a bad situation unrecoverable. In a larger group this isn't as likely to happen and in fact encourages a team dynamic as it provides a very good reason to have teammates -- to cover you when you get hit. In my opinion this option is most appropriate to the most gritty and "realistic" of games and not appropriate at all for more cinematic games. There are a few types of games where it is absolutely not good to use (at least not for the PC's).
BLEEDING
Bleeding is a more immediate side effect of damage than Impairing / Disabling that has a very immediate impact on increasing lethality. Using this option individual wounds can continue to bleed out, which makes every injury potentially lethal if bleeding occurs and cannot be stopped. Note that this is different from and in addition to "bleeding out" when below 0 BODY. It requires more administrative work to keep track of damage in discrete increments (per wound), and can slow the game. It's big pro (from a lethality is good perspective) is that each wound inflicted is more dangerous and potentially harmful, and it is rarely necessary to administer a coup de gras to a casualty to seal the deal.
Allow me to stress that this is a very dangerous option to employ. I personally consider it to be appropriate for really ultra-realistic normal level games deliberately attempting to simulate reality. It imposes severe consequences to combat and even a minor encounter can remove a character from play for either a prolonged recovery or forever.
HAYMAKER
Everyone can use the Haymaker Maneuver, and in 5th Edition it adds its Damage Classes as effect to a lot of different Powers as well as just strike damage. Most people don't use Haymakers because of timing difficulties and the stiff DCV penalty it imposes. However if players could be encouraged to use the Manuever more often lethality would increase due to the extra damage inflicted.
If a little natural encouragement doesn't do the trick, the GM can offer some incentives. The most direct incentive is to simply replace the Haymaker stat line with the stat line of the Martial Maneuver Sacrifice Strike, which is basically just a better "Martial" version of Haymaker that removes the timing component and reduces the DCV penalty. 
PUSHING
Along the same lines as Haymaker above the GM could allow characters to Push their Strength for the purposes of doing more damage as a matter of course. I personally am not a fan of Pushing or allowing its use as a casual matter, but some play groups routinely do this anyway. Its an option at any rate.
DEADLY BLOW
The Deadly Blow Talent presented in Fantasy HERO, Dark Champions, and other supplements is a very direct and easy way to dial up lethality, but make characters pay for the privilege. This will result in characters that have invested in being deadly being more lethal than other characters, but this is consistent with the point-buy mentality of the HERO System and works well in practice. I strongly recommend that if Deadly Blow is used that limits be placed on how many levels a character can have, and on how it interacts with inanimate objects (which I discuss in detail here).
I'll also point out here that one level of Combat Luck roughly counters one level of Deadly Blow, which should be considered if you are allowing either one of them in your campaigns; I personally see them as companion options as allowing one but not the other will skew your game towards one extreme or the other (assuming characters take the abilities).