| Practically all Role Playing Games rely on some
degree of combat to resolve encounters, and come with various rules
describing how to accomplish this within the confines of that game. Indeed,
many RPG's consist of little else besides how to make a character, things to
fight with them, and how to do so. |
| Many RPG's combat system's suffer from a certain
abstractness or disconnect from reality. Frequently it seems likely that the
game designers that designed the combat resolution mechanics for a
particular game had no idea how violence works in the real world, and as
such combat in those systems lacks verisimilitude, fails to allow for
strategic or tactical decisions to matter, and otherwise result in a system
that is only meaningful and useable in a metagame exercise of exploiting
it's peculiarities. |
| The HERO System, fortunately, is not such a game though
there is some degree of abstractness, consistent with the system's practice
of dividing Special Effect from Game Effect, and a "cinematic realism" slant
that favors non-lethal damage. Overall the HERO System's highly granularized
combat model supports a wide range of combat actions with a high degree of
verisimilitude. Not only is it very possible to employ actual tactics that
result in real benefits, the system actively encourages it. |
| However it has been my experience that despite the
richness of expression permitted in the HERO System most players and GM's
I've had contact with over the years seem to be either entirely unaware of
it or incapable of capitalizing upon it. |
| I've often been baffled by this behavior; but after
lengthy conversations and prolonged observations it finally dawned on me
that the reason often is that many players and GM's do not understand the
basic principles of tactics and / or how to apply them to a RPG. This
article collects some of my thoughts in an attempt to perhaps illuminate the
matter for interested parties. |
| TACTICAL PRINCIPALS |
| Easy to learn but difficult to master, the basics of
Tactics are simple ideas and they are few in number. It all boils down to
being aware of several things; most significantly to a RP environment are: |
- Know the Game System
- Know your character
- Know your enemy
- Know your terrain
- Maintain Situational Awareness
|
| KNOW THE GAME SYSTEM |
| Even in it's most verbose form (5th Edition Revised),
the core mechanics of the HERO System combat rules occupy about six pages of
actual text eliding various illustrations. This covers all the key concepts
of how the SPD chart works, Aborting, Holding, and other timing
considerations, and actual to-hit resolution. |
| The remainder of the Combat section describes things
ranging from how movement works, how senses work, how damage works, various
things that make combat more difficult like Encumbrance and the Environment,
and copious explanations for how various Maneuvers work. |
| DONT BE LAZY |
| In it's entirety the Combat & Adventuring section is a
mere 84 illustration and example laden pages, plus a few useful charts and a
sample combat. This is the core of the game, and yet it seems that most
players and even some GM's are completely unfamiliar with entire sections of
it. Don't be one of them. |
|
READ THE DAMN BOOK! |
| If you are a player that doesn't own the main rule book
you could pick up the HERO System Combat Handbook, which
reprints Chapter 2 Combat & Adventuring of the main rulebook plus various
expanded options and exposition from the genre books. |
| If you plan to play the game more than a couple of
times, it will be time well spent. In particular pay attention to the
Standard and Optional Maneuvers. If you are a player you can hold off on
mastering the Martial Maneuvers until you decide to play a character with
some Martial Arts (at which time you're going to want the Ultimate Martial
Artist anyway). |
| MANEUVERS AND OPTIONS |
| In particular consider various options like Multiple
Power Attack, Sweep & Rapid Fire, Move By & Move Thru, Haymaker, and Grab.
These are all very useful tactically to expand a character's effectiveness. |
| Also, pay special attention to Block, Dodge, Roll with
a Punch, and Dive For Cover. Additionally, though not mentioned
specifically, a character can stand up as part of an Abort ("Get to one's
feet" being a 1/2 Phase Maneuver that has the defensive benefit of improving
the character's DCV from 1/2 DCV for being Prone). Understand the pros and
cons of each defensive Manuever and when to use them. The ability to take
defensive actions out of initiative order is a hallmark of the HERO System
and a major enabler of good tactics. |
| KNOW YOUR CHARACTER |
| Even if you understand the way the combat system works,
to employ good tactics you must first understand your own character. You
need to comprehend their strengths and their weaknesses, and how their
abilities work. |
| Putting aside personality and other roleplaying
considerations, a character sheet represents a finite collection of
capabilities that interact with the larger game system. It is not
unreasonable to expect the players of such characters to read the sections
of the rules pertaining to their character's particular abilities and
assimilate not only how they work independently, but how they work together. |
| Comprehending if the character is set up to take
advantage of particular combat options, where their odds of success are best
and worst, the particular advantage they gain from assignable resource such
as Skill Levels or Framework allocations, and other such granular
considerations inform tactical decisions greatly. |
| ROLEPLAYING CONSIDERATIONS |
| Aside from understanding the mechanics behind the
character, also give thought to the personality of the character and how you
visualize them in your mind. If you think of your character as being in a
movie, then think of yourself as being the Special Effects team responsible
for making it possible for the character to jump around, fight, and do
larger than life cinematic things. If you can't imagine it, then your
character isn't going to be able to portray it. |
| So visualize how the character moves, the kind of
things they are good at, signature stunts, and whatnot. Play thru some
scenes across your mind's stage; conduct thought experiments about how a
scenario would play out, daydream, or whatever means you prefer to ignite
your imagination. Einstein came up with the theory of relativity in his
head, you should be able to figure out how Thunor the Barbarian uses Block,
Sweep, and Move By to good effect in yours. |
| Once you have the idea in your mind's eye look at the
character's sheet and figure out how to use the rules to portray the events
you imagined. When you get around to actually executing the idea in game not
only will your tactics be improved (assuming you execute in an appropriate
circumstance), but the detailed description you give will enhance the
imagery of the scene for everyone else, and if done correctly enhances the
realization of the character's roleplaying portrayal. |
| ABILITY CATEGORIES |
| There are four major categories for character
abilities. Consider how your character's abilities fall into these groups: |
- Offense
- Defense
- Mobility
- Utility
|
| OFFENSE |
| Obviously, anything intended to harm or hamper
opponents is an Offense. Be aware of all of your character's offensive
capabilities; both those on their sheet and those built into the system and
readily accessible such as Standard Maneuvers, Presense Attacks, Knockdown /
Knockback, Falling and other Environment damage, and using objects as
weapons. |
| DEFENSE |
| Anything that can prevent your character from coming to
harm, or else mitigates harm is a defensive capability. What is and isn't a
defense isn't always obvious; in addition to clear-cut defenses such as
Armor it is possible for both Mobility and Utility abilities to serve as
defenses situationally, such as Desolid and Flight. Block, Dodge, Roll with
Punch, and Dive For Cover are all very important considerations in this
regard, as are some key Skills and Talents such as Defense Maneuver,
Breakfall, and Combat Luck. |
| Frequently overlooked or mismanaged, a character's
Defensive Combat Value is of key importance. Understanding how to manage
one's current DCV intelligently is a crucial aspect of HERO System tactics.
As part of this give all due consideration to using Maneuvers that reduce a
character to 1/2 DCV, as well as the utility of actions that result in an
opponent dropping to 1/2 DCV. |
| MOBILITY |
| This category includes both the obvious abilities such
as Flight and Running, and less obvious abilities such as Acrobatics,
Leaping, and Clinging. Use your character's movement abilities
intelligently; for instance I've seen a surprising number of players forget
that heightened STR grants extra Leaping, and I've seen several players with
a character that has Clinging (or Flight Only in Contact With A Surface)
fail to think in three dimensions. |
| As a side note, many players don't seem to realize that
you can mix movement. All too often I've seen things like a character 1/2
Phase Run to the base of a wall and then stop, waiting until their next
action to start climbing or flying or swimming, etc. |
| Get used to thinking in terms of 1/2 Moves, and using
movement to position the character intelligently on the battle field to take
advantage of terrain, cover, concealment, to maintain distance from
dangerous HtH opponents, to force opponents to waste actions closing, and to
set up for an attack in a later Phase. |
| If you have the option of standing still + doing
something or half moving + doing something then do the later. Unless your
character is in a particularly advantageous place, standing still just gives
opponents time to assimilate your position and maneuver around you or pin
you down. |
| UTILITY |
| The obligatory catch all category, any abilities your
character has that do something besides hurt others, protect themselves, or
move them about are Utility abilities. That's not to imply that they are
undesirable; far from it in fact. |
| Things like Enhanced Senses, beneficial Adjustment
Powers, some Body Affecting Powers, and almost all Skills, Talents, and
Perks fall into this category. Though Utility abilities rarely have much of
an impact on Tactics, being more Strategic or situational, every now and
then a clever use of a Utility ability will have interesting tactical
ramifications. |
| KNOW YOUR ENEMY |
| Due to the nature of roleplaying games, you really
aren't supposed to know your enemy too well since it detracts from the fun
of the game. Some players or GM's even go so far as to claim that using
tactics to defeat opponents in-game is an exercise in metagaming, i.e.
manipulating the rules of the game rather than using in-game logic to drive
their actions, but I personally think that's just a cop op to defend their
inability to envision the scene in their minds and / or use their
character's intelligently. |
| It is completely reasonable that characters can and
should use observations gained in game to inform their decisions
intelligently, both pre-combat and during combat. |
| Obviously if an opponent carries a big gun it
communicates a need for different tactics than if they were laden with lots
of sharp pointy things, and it's not unreasonable for a character having
observed this fact to act appropriately. The semblance may be a ruse or
later prove to be misleading, but it's just good thinking to proceed as if
what the character is sensing in the game is true until proven otherwise and
act accordingly. |
| Similarly as a combat progresses, characters observe
things like the relative speed or strength of an opponent, that they favor a
particular maneuver, have a distinctive SFX that presages a certain type of
attack, and so forth. It is not unreasonable for a character to use this new
found knowledge of their opponent to take appropriate action. Out of game
this results in metagame thinking to consider and employ well chosen tactics
to defeat the opponent, but its not out of character as it is
simply using information gained by the character in-game. |
| Far from detracting from the verisimilitude of the
game, asking the GM to fully describe the SFX, any "wind up" for various
maneuvers, various "tells" required by activation Limitations on their
abilities, and similar in-game details pertaining to the opponents' actions
not only informs tactical decisions, it also results in a much better
described and higher quality mental picture of an encounter. And that's just
beneficial to good roleplaying, plain and simple. |
| Similarly that amount of detail makes opponents far
more memorable and is particularly advantageous and enriching to the game in
the case of reoccurring NPC's. |
| KNOW THE TERRAIN |
| The terrain is either your greatest ally or your
greatest enemy. More battles have been affected by terrain and environment
than any other consideration. Pay attention to the details of the
battleground du jour, taking full advantage of sight lines, cover,
concealment, avenues of approach, useful objects, and high ground. Use it to
your own advantage, deprive advantages to the opposition, and be mindful of
hazards. |
| Ask the GM to describe the scene in detail and if not
playing on a battlemap, draw a quick abstract sketch and ask the GM if it's
accurate. Understanding where things are at in relation to each other is
very important, particularly for highly mobile characters. |
| MAINTAIN
SITUATIONAL AWARENESS |
| Pay attention to events in play. Be aware of where
characters are in relation to each other, who has yet to act in a Phase, who
has acted in a Phase, and be particularly alert to unexpected opportunities
that transpire. |
| TIMING |
|
Combat is all about timing. Doing the exact same move with the exact same
rolls can be brilliant or stupid, all based upon timing. Assuming you Know
the System, Your Character, Your Enemy, and the Terrain, you have a plethora
of tools in your character's toolbox at your disposal, but without
understanding when it is a good idea to use which one it amounts to naught. |
|
Some players have a tendency to find one or two actions that work for them
and then just blindly apply them to every situation regardless of whether it
is appropriate or not. Don't get hung up on a particular stunt or trick.
It's not a question of Holding, or Aborting, or Maneuvering, or
Alpha-striking, or what have you. All are good options for characters of
various designs, but only when timing favors them. |
|
Similarly some players have abilities that are only useful in certain
circumstances, but they try to use them in situations where they are not
appropriate, or success with them is not auspicious. Growing frustrated by
failure, the player then disregards the ability and never uses it again.
It's like getting frustrated when a wrench fails to drive a screw, and
subsequently never using the wrench even when presented with a bolt that
needs to be tightened. |
|
A good chunk of solid tactics is simply using the right tool at the right
time. |
| RISK MANAGEMENT |
|
An important corollary to tactics is managing your character's risk. Blindly
charging about doing dangerous things without a commensurate potential for
payoff only works for so long. It's all well and good to take risks, but
remember to Cover Your Ass (CYA). Understand when the situation is conducive
to employing an all out attack, when it is conducive to holding back, when
an all out defense is necessary, and when you should gain space to recover. |
|
In a larger sense you should also consider risk to your character's
teammates and allies, if any. Sometimes the best thing to do in the bigger
picture is to "take one for the team" to protect a crucial teammate, or to
set another teammate up. |
| OPPORTUNISM |
| Sometimes events occur that are irregular, unplanned
for, unpredictable. It is often worth extra risk to capitalize on these
unexpected opportunities. In militaristic jargon this is known as "targets
of opportunity". |
|
When opponents unexpectedly lower their DCV, turn their back to the
character, suffer a fumble, take an action early in a Phase (and thus
briefly lose their ability to Abort), have to change clips, or otherwise
suffer a momentary impediment it is tactically sound to exploit the
opportunity. Characters with "Code of the HERO", "Honorable", and
similar Disadvantages may not be able to capitalize on such boons, but other
characters certainly can. |
| TACTICAL TENANTS |
| Tactics are essentially fluid and situational so it is
basically impossible to codify them into inviolate strictures without
rendering them counterproductive. For tactics to remain viable they must
remain flexible and agile. |
| However, there are some general rules of thumb that
will serve you well in a HERO System combat. |
| DONT BE A ROCK EM SOCK EM ROBOT |
| Do not have your characters just stand around hitting
and getting hit. Not only is this boring, it uses like 1% of the Combat
System. You might as well just roll dice randomly to kill time, if that's
all you want to do. |
| Move around, use Manuevers, Abort to defensive actions
intelligently, use things in play to springboard off of, get creative.
Combat doesn't have to be a race to the last hit point. |
| HOLD YOUR PHASE 12 |
| All HERO System combats start on Phase 12. This gives
everyone a chance to go in the same Phase and prevents slower characters
from getting bent over a barrel before they get a chance to do anything. |
| It is all too tempting to start off the combat with a
bang and rip loose with an all out attack, but unless you can totally
devastate the opposition or have defenses that are so good you can weather
the return fire it is a mistake. |
| Hold your action and be prepared to take evasive /
defensive action if necessary. Let your opponent show their hand first, and
if possible counter punch after they have committed themselves to something. |
| EXCEPTION: PREEMPTIVE STRIKE |
|
If your character happens to know that the opposition has an attack that is
so powerful allowing them to use it results in something between an
unfavorable trade and total catastrophe, then by all means take them out
first even if it means going in Phase 12. |
| EXCEPTION: HIGH ENDURANCE COST ABILITY |
|
If your character has an attack that has a non-negligible Endurance cost,
then use it before the end of Segment 12 if possible so that the free Post
Segment 12 REC will help defray it's cost. |
| ONE IN THE HAND IS WORTH TWO IN THE BUSH |
| aka "Kick em when they are down" |
| A lot of players are used to games without a clean
"STUN" concept, and once opponents go down they stay down. Not so in the
HERO System. While "agents" or "mooks" might stay down at the GM's option,
notable characters get Recoveries and will stand back up again if allowed to
regain their composure. It's amazing how even players that have been playing
HERO's for a while seem to forget this. |
| When a tough opponent gets staggered or goes below 0
STUN hit 'em again to make sure they stay down (unless it runs against your
character's roleplaying of course). |
| LOW DCV = SWEEP, HIGH DCV = OTHER OPTIONS |
| Once they are exposed to the idea and see how it works,
many a player becomes enamored of Sweep and Rapid Fire (same mechanic), and
proceed to use the Maneuver every chance they get without recourse to the
consequences. This is a mistake that they are easily made to pay for as
their DCV drops to half and they subsequently get drubbed by return fire. |
| Which isn't to say that Sweep and Rapid Fire aren't
good options. They are fantastic options in general, but they favor
characters that have lower DCV and higher OCV via combat levels. The lower
the character's DCV to begin with, the less impact dropping to 1/2 DCV is. |
| Characters with high DCV should pursue other options to
increase their volume of attacks such as Multiple Power Attacks, Autofire,
or taking advantage of Two Weapon Fighting to reduce the DCV penalty of
Sweep / Rapid Fire. |
| For some characters Spreading is another useful option
for affecting more than one opponent, but this has bigger ramifications and
is discussed independently below. |
| SEGMENTS (1, 5 ,7, 11) |
|
According to the Speed Chart that drives combat's flow, fewer SPD values get
actions on Segments 1, 5, 7, and 11 making these Phases ideal for taking
Held Actions, particularly if your character has a follow-up action in the
Segment immediately following. |
|
Its also useful to set up Haymakers to end in 5, 7, and 11 (not so much 1
due to crossing Post-Segment 12). Hold to the end of 4, 6, or 10 and start a
Haymaker, and let it land in 5,7, or 11. |
| TWO-FOR-ONE SPECIAL |
|
Using one action to take out two opponents, particularly in a case where one
is adjacent (in HtH range) and the other isn't, is a very effective tactic.
There are several ways to do this. |
| KNOCKBACK RICOCHET |
|
Not in the main rulebook, but clarified in the Rules FAQ and later
publications (such as the aforementioned Combat Handbook), a character can
Knockback an opponent in such a way as to hit a third character. This
requires a to-hit roll using only the attackers base OCV vs. the third
character's DCV. |
| PITCHING ENEMIES |
|
Similarly, though not as efficiently, it is possible to throw an opponent
that has already been grabbed in a previous Phase at another character. |
| SHOVE |
|
The Martial Maneuver Shove is quite useful in this regard -- you can Shove
one character some distance and into another, also gaining some movement
yourself. It is also one of the easier ways to move opponents around against
their will, and all in all a very under utilized Maneuver. |
| MARTIAL MANEUVERS AND MULTIPLE POWER ATTACKS |
|
Martial Maneuvers built on different bases can be used together as a
Multiple Power Attack to pull off very efficient actions like Nerve Strike +
Take Away + Leg Sweep and other such devastating combos. If one is prone to
watching Kung Fu movies, a lot of the crazier stunts seen therein are most
closely modeled in the HERO System via creative combinations of MPA'd
Martial Maneuvers. |
| SPREADING |
|
A frequently overlooked gem of a rule, Spreading allows a character to
either trade damage classes for extra OCV, or more commonly to trade damage
classes to make a non-AoE attack into a small AoE. I've seen innumerable
players with characters that could spread their attacks never use the
option. |
| There is even an option to allow characters to Spread
their Strength, which is a very useful trick. Beg your GM to allow it, but
beware the opposition using it on you. |
| KEEP YOUR ENEMIES WHERE YOU CAN SEE THEM |
| aka "don't turn your back on a loaded gun" |
| If possible, try to position your character so that no
enemies are behind them, particularly if the character has a high DCV and
lower defenses. |
| DEFENSE MANEUVER |
| Failing that, if it is at all justifiable for your
character's concept, get Defense Maneuver IV. It's just about the best spent
10 points you'll likely have on your sheet. |
| TARGETABLE FOCI |
| aka "How many points did you save with that Focus
again?" |
|
Don't forget you can target Foci. Even if a Focus is indestructible (most
aren't), you can knock it loose if it's Accessible and thus deprive an
opponent of whatever abilities were purchased via the Focus. |
| CONCEALMENT |
| When using the Terrain to ones own advantage,
Concealment is often available. Use it. |
| SHIELD OF OPPORTUNITY |
| If the situation presents itself and your character is
taking ranged fire, feel free to rip up or grab some appropriately useful
object and use it as a Tower Shield to provide concealment and if the GM is
kind some extra DEF. |
| INTERPOSING |
| In a situation where some opponents are close in to
fight in HtH, and other opponents are standing off to use Ranged attacks try
to maneuver in such a way to keep the closer HtH opponents between your
character and the ranged opponents. |
| DROPPING PRONE |
| When receiving ranged fire, and assuming no opponents
are inconveniently close to melee range, don't forget that you can Drop
Prone as a 0 Phase Action, which is combinable with an Abort to Dodge or
similar. This is not exactly the same as Dive For Cover, though you do go to
1/2 DCV for being prone. |
| The advantages of doing so are three fold; first off
unlike D4C there is no DEX Roll involved, secondly if you don't abort to it
but do it on your own Phase it can be combined with other Actions (such as
Full Move, Drop Prone), and finally you benefit from any Concealment which
can either impose an OCV penalty on a shooter or even prevent them from
firing at your character at all if they can no longer see you. |
| AERIAL SUPERIORITY |
| Ideally you want to keep enemies on the ground and your
character or allies that have the capability off the ground. It is almost
always a smart tactical move to ground an opponent or to get oneself or an
ally off the ground. |
| ALTITUDE |
| An efficient tactic for characters able to gain
altitude via some fashion is to get above an opponent and shoot from above
them, seeking to do downward Knockback. This gains three things if
successful; firstly the opponent takes damage from the initial attack,
secondly they lose altitude at a disfavorable rate (it takes 2" to go up 1"
for most forms of movement, but Knockback is 1 for 1), and thirdly enough
Knockback will put them into the ground for more damage (and if they are
Flying, Gliding, or Swinging they take an extra d6 of Knockback). |
| FMOVE IS YOUR FRIEND |
| Full Move (FMove) Maneuvers are great because they
frequently allow your character to take three or more 1/2 Phase Actions in a
single Full Phase. That's just good Action Economy no matter how you slice
it. |
| The three FMove Standard Maneuvers (Move By, Move Thru,
and Grab By) are all decent, but the FMove Martial Maneuvers are all worth
their weight and several are among the best Maneuvers in the game. |
| Whether your character has the Martial versions or must
rely on the Standard ones, get familiar with them and apply that knowledge
liberally. |
| CLUSTER**** |
| This probably goes without saying, but if your
character has a respectable AoE or Autofire and several opponents clump
together in nice tight little kill radius, it might be a good idea to shift
gears from what you were planning on doing that Phase and taking advantage
of the opportunity to punish them for it. |
| CHANNELING |
| Similarly, it is possible to arrange a battlefield to
force opponents to clump up for AoE's, and it is also possible to push them
together over time via intersecting lines of fire that leave a seemingly
safe pocket somewhere. The opposition naturally finds their way into this
pocket and then blammo. |
| In games with more unusual abilities this can also be
accomplished by using abilities like Force Wall, Darkness, and Change
Environment to render areas undesirable or off limits, forcing foes to group
up. Knockback and Throws can also be used to cluster opponents; several
allies could all deposit an opponent into a tight area to set a blaster or
equivalent up for a big finish, for instance. |
| SWITCH UP |
| Often a GM will present a group of opponents that are
individually well suited to facing off against one or more PC's. If the GM
then engages the PC's individually with these mini-nemesis and the PC's get
stuck in with them accordingly, it can make for a long fight. |
| Let the GM have a little fun, but after about a TURN or
so consider having your character deliberately disrupt the pairings.
Cheapshot an opponent that is giving a comrade a hard time of it, freeing
your ally to either finish them off or in turn helping out another ally
(maybe even you). |
| This is good tactics (it's never smart to fight your
enemies battle), but on the other hand it can be frustrating to the GM, so
use responsibly. |
| DONT KNOW WHAT TO DO |
| If for some reason you aren't sure what to do, or no
particularly worthwhile target is presenting itself then 1/2 Move and Hold a
1/2 Phase. Consider it your filler action of choice. |
| If you frequently find yourself with nothing to do it's
possible you need to reevaluate the character and either get an ability that
takes time to use like Find Weakness or Aid so that you can translate all
those extra actions into something useful, or perhaps lower your SPD and
recoup some points. |
Alternately you might just be indecisive, which you are
on your own to resolve.  |