Showing posts with label Hero Cards. Show all posts
Showing posts with label Hero Cards. Show all posts

Saturday, 15 July 2023

Monster Compendium refresh out now!

The updated Monster Compendium is now out on DriveThruRPG.  If you already purchased the compendium, you'll have the new version in your library!

The updated Monster Compendium includes these major changes:

  • Monster Compendium expanded and revised 
  • Updated Monster Compendium to color
  • Added 40 monsters (now with 176 monsters!)
  • Added section on encounter balancing

Sunday, 19 June 2022

Hero Kids Encounter Difficulty

In putting together the Hero Kids Brecken Vale Gazetteer, I (finally) correctly organised the adventures into tiers of play.  

In the Gazetteer, these are arranged geographically, beginning with the Adventures in Rivenshore, then Skritteland, then adventures Across the Vale.

The Adventures in Rivenshore tier are introductory adventures and will be adjusted to have Easy difficulty.

  • Basement O’ Rats
  • Fire in Rivenshore
  • Tomb of the Lost King
  • Darkness Neath Rivenshore

Adventures in Skritteland are slightly more challenging and will be adjusted to have Moderate difficulty:

  • Twilight Watchtower
  • Curse of the Shadow Walkers
  • Mines of Martek
  • Maze of the Minotaur

Beyond those adventures, the rest will be Hard difficulty.

  • Wizard’s Tower
  • The Lost Village
  • Glade of the Unicorn
  • Yuletide Journey
  • Escape from the Ghost Pirates
  • Reign of the Dragon

Which begs the question, what does it mean for an adventure to be Easy, Moderate, or Hard.

Until now, the difficulty of Hero Kids adventures has been a factor of their duration (the number of  encounters) and the challenge posed by the enemies in each encounter.

However, the difficulty of each combat encounter is difficult to calculate, due to the multitude of factors that goes into it:

  • Number of heroes (and which heroes are used)
  • Enemy array for each hero
  • Arrangement of heroes and enemies on the encounter map
  • Hero equipment or advancement.

Those of you who've played any Dungeons & Dragons, will know that there's no easy or reliable way of calculating the strength of a monster, or the strength of a party of adventurers.  And it would be foolish to think that Hero Kids is simple enough to afford a simple calculation.

But Hero Kids is simple enough to estimate encounter difficulty.

To estimate the difficulty of an encounter, we need to establish a baseline.  For this, I propose that the baseline is derived from a single hero, basically factoring in that heroes abilities, armor, and health boxes (but not their Special Action and Bonus Ability).  

Luckily, all heroes use the same rules to calculate their abilities (strength, dexterity, and intelligence), armor, and health.  Heroes have 4 dice to assign to their abilities and armor and they have 3 health.  The 4 dice arranged between abilities and armor reflect a hero's power, and the 3 heath reflects their longevity.  Together, their power and longevity reflect their overall power.  

This gives us a baseline of 12 power (4 times 3) for each hero.

For heroes that use ranged or magic, which cost extra dice to assign, I'm going to assume that their longer ranged attacks (and other abilities) are balanced out by their lower dice of ability dice.  So all heroes have the same 12 power.

Enemies, comparatively, do not follow preset rules for their creation, so their power varies a lot.  But we can use the same rules to estimate their relative power:

For these enemies, we have:

  • Bat: 3 abilities x 1 health = 3 power
  • Pirate Archer: 4 abilities x 2 health = 8 power
  • Giant Rat: 1 abilities x 1 health = 2 power
  • Skeleton Warrior: 4 abilities x 2 health = 8 power

Comparatively, a 'boss' creature is more comparable to a normal hero:

This King Rat is a boss creature, and is the same power as a single hero:

  • King Rat: 4 abilities x 3 health = 12 power

Now that we have a baseline for a creature's power, we can estimate encounter difficulty.

For this, I'm using the following (rough) calculations for the difficulty of each encounter:

  • Easy: 6 power per hero
  • Moderate: 8 power per hero
  • Hard: 10 power per hero

There are several caveats to this estimate.  

First, the bosses clearly outmatch single heroes.  For this, we will rely on the heroes' health potions to give them enough advantage to survive climactic battles.

Second, magic and ranged abilities cost 2 dice, but only give 1 dice for those attacks.  We'll assume that these heroes are roughly the same power as baseline 4 dice ability heroes.

Third, when there are 3 or 4 heroes, their abilities reinforce each other (Teamwork, split attacks, etc), significantly increasing their collective power.  In this case, some increase in the power of enemies can be accommodated.

Let's take a look at a Moderate encounter.  As you recall, this encounter should have 8 power for each hero.


Based on these monsters, the combat has the following difficulty calculations:

  • 1 hero: 6 power (6 power per hero)
  • 2 heroes: 18 power (9 power per hero)
  • 3 heroes: 24 power (8 power per hero)
  • 4 heroes: 36 power (9 power per hero)

As you can see, the exact difficulty varies for each hero due to the granularity of the underlying monsters.  But even with that variation, this encounter generally adheres to the 8 power per hero difficulty expected of a Moderate difficulty adventure.

So there you have it.  Is this workable in practice?  What's your experience been with individual encounter difficulty?  Will this help?  Is it close to 'correct'?

This difficulty calculation revision will be incorporated into all of the Hero Kids adventures over the next few months in the lead up to:

HERO KIDS' 10TH ANNIVERSARY THIS OCTOBER!!!!!!!! 

Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Saturday, 16 April 2022

Heroes From Out of Time

Here's something new for Hero Kids; Heroes from Out of Time!

This expansion for Hero Kids includes ten new heroes for your game:

  • Athlete - The athlete's massive strength and imposing frame makes them a formidable sight
  • Ghost - Practiced in passing unnoticed, Ghost uses an improvised surujin to strike at distant foes 
  • Goth - The goth's unique style belies her knowledge of herbal healing remedies
  • Hick - This country boy never travels without his sturdy slingshot
  • Jock - The jock's countless hours of gruelling physical training make him hardy and resilient 
  • Princess - A withering gaze and a cutting remark are the princess's weapons of choice 
  • Slugger (female) - The slugger takes advantage of enemies' distraction to swing for the fences 
  • Slugger (male) - The slugger uses his unique mobility to maintain balance in any situation
  • Tech (female) - Wielding unique tech invented by this duo, the tech's quantum pack shifts time
  • Tech (male) - Carrying the other quantum pack they invented, this twin's pack rewinds time

Saturday, 21 November 2020

Hero Kids full color release

The first stage of the Hero Kids color updates is now complete!

The following Hero Kids products are now available in full color:

  • Hero Kids Role-Playing Game (the core rules)
  • Hero Kids - Heroes II
  • Hero Kids - Heroes III (Heroes From Out of Town)
  • Hero Kids - Heroes IV (Forest Friends
  • Hero Kids - Heroes V (Monstrous Heroes)
  • Hero Kids - Heroes VI (All Hallows' Eve)
  • Hero Kids - Pets I
  • Hero Kids - Pets II
  • Hero Kids - Space Heroes I
  • Hero Kids - Space Heroes II
Check out a bunch of the new artwork below (including the new Brecken Vale map!

Hero Kids - Line-Up











If you want to get Hero Kids, or pick up any missing products, check out the complete PDF bundle:

And if you want more rip-roaring space action, check out the Hero Kids Space Adventures:

Sunday, 1 November 2020

Heroes in full color

Thanks to everyone's sage feedback, I've decided to update all of the Hero Cards and Monsters to full color.  I will also maintain the existing B&W versions of the Hero Cards and Hero stand-ups for the folks who want to color in their heroes!

The first step in this process is to color all of the Heroes.  

Which is a lot:






Here's a sneak peek at what a colored Hero Card looks like:

More on this as I make progress.

Out.  :-)

Friday, 18 September 2020

Hero Cards and Stand-Ups in Color?

So I've put off reaching out to y'all to ask this, but now is as good a time as ever. Would you prefer the Hero Kids stand-ups and hero cards in B&W (for coloring by the kids) or in color? 

The reason I'm asking is because if I switch to color heroes, I don't have the capacity to maintain B&W variations of the hero cards and stand-ups.


Let me know in the comments what you'd prefer!

Friday, 12 April 2019

Hero Advancement Cards

Phew!  That was harder than it should have been.  The Hero Advancement Cards for Hero Kids are done, dusted, and released:


The Hero Advancement Cards expansion includes 120 cards, and allows players to improve all aspects of their heroes:
• Improve abilities (melee, ranged, magic, or armor)
• Gain new abilities (melee, ranged, magic, or armor)
• Add an additional health level to their hero
• Learn new skills
• Train new special actions
• Master new bonus abilities

Here's a look at the cards in the pack (warning; there's a lot!):








Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Wednesday, 6 March 2019

Character development in Hero Kids

Let's talk about character development in Hero Kids.


The number one thing that people ask me for in Hero Kids is:

MORE ADVENTURES

But the number two thing that they ask for is:

CHARACTER DEVELOPMENT

Thus, I recently directed the Eye of Sauron to the task, and worked up some ideas for how character development could work in Hero Kids.

Before we discuss these actual ideas, these are the principles that guided the development work:

  • Maintain compatibility with existing heroes and expansions (i.e. equipment)
  • Minimise straight-up escalation of die pools
  • Allow players to choose what aspects of their characters to develop
  • Enable advancement in each of the aspects of characters (dice pools, armor, health, actions, abilities, and skills)
  • Continue the look and feel of Hero Kids
So.

Here's the idea, the Hero Chronicle:

And here's how it works:
  • Each hero has a corresponding 'Hero Chronicle'.
  • The Hero Chronicle as a number of character development options
  • Each character development option on the Hero Chronicle has one, two, or three check boxes
  • Each time the hero completes an adventure (or a reasonable adventuring time period, such as 90 minutes), the player can check off a box on one of the development options
  • When all of the check boxes next to a development option are checked, the hero has 'earned' that development
  • The development options are:
    • 3x Increase a dice pool by 1 die (Melee, Ranged, Magic, Armor)
    • Add a new dice pool (Melee, Ranged, Magic), such as a Magic pool to a Melee character, and gain that pool's standard attack action
    • Add a new health level (Grazed)
    • 4x Add a new special action or skill
    • Add a new bonus ability
  • Each development option has matching set of Development Cards, representing all of the development options (such as different skills, special actions, or bonus abilities)
In play, a hero would venture forth, and as they completed adventures or adventure sessions, the player would check off boxes on the Hero Chronicle, and progressively accumulate additional development options, each of which would be represented through a Development Card:

The Development Cards would look like these:





So, that's the working idea.

Leave a comment below with feedback and discussion.  I'm keen to hear whether this seems feasible, or whether the great eye needs to look further afield.

Friday, 1 March 2019

Hero Kids YouTube Actual Play - Darkness Neath Rivenshore

People who've never played RPGs before often ask, "How do you even play Hero Kids?" This is a great question.

So much of playing RPGs is learned through participation and tradition. Which makes it hard for people to get started outside of that tradition.

For those out there who want to know how to play Hero Kids, I recorded a playtest of Darkness Neath Rivenshore with my kids:


This was my first shot at recording video and audio, and comes with a bunch of embarrassing qualifications and apologies.
• The exposure fluctuates a bit at the start, I kept moving the papers.
• I read too much of the adventure text verbatim (when you're running Hero Kids it's best to internalise the gist of the text blocks rather than read them like I did).
• Dash was sniffing at the start (you can see me looking at him sternly)...  :-)
• The video gradually progresses into potato quality as we lost light (it's not terrible, but it's a bit grainy). :-)
• I forgot to use some of the monsters' special abilities...
• Any rules mistakes are all my responsibility.
• The adventure changed slightly after this paytest; I added another puzzle in the encounter with the dire rats.

Friday, 26 October 2018

All Hallow's Eve Heroes

This expansion for Hero Kids includes ten new All Hallows' Eve heroes for your game:
  • Jester Alchemist - The jester always gets the last laugh against anyone nearby
  • Bear Brute - The bear brute is a formidable combatant
  • Satyr Druid - The satyr can channel powerful druidic healing
  • Krampus Duelist - Terrifying in stature and in combat
  • Raven Hunter - The raven harries enemies from a distance
  • Gorgon Mage - The gorgon is easily mistaken for a statue, to much demise
  • Scarecrow Reaper - The reaper's razor sharp scythe sorts wheat from chaff
  • Banshee Warlock - The banshee unleashes her fury against her foes
  • Ghost Warlock - This ghostly specter crackles with magical energy
  • Harpy Warrior - The harpy snatches up her enemies and drops them
Get them now from DriveThruRPG:

Sunday, 22 July 2018

Reign of the Dragon adventure!

Folks, it's been a long time coming, but I've finally finished the latest Hero Kids adventure: Reign of the Dragon.

This is by far the largest Hero Kids adventure yet, weighing in at a whopping 57 pages of encounters, maps and monsters.


This premium adventure takes the kids on a journey to rescue the dragon Algoxarth. Can the kids slip past the cultists who have surrounded Rivenshore? And can they rescue Algoxarth and her dragon egg from the Dragon Prince, or will he succeed in his fiendish plan?

• Premium adventure with 11 encounters
• Includes monsters; cultists, dragon, dragon hatchling, dragon prince
• Includes two playable heroes; dragon hatchling and dragon warrior
• Comes with 13 new modular map tiles and more variations


The kids certainly had a blast helping out with this adventure.  They both chose a core hero and a pet for this one.  Violet chose the female warrior (Ayla) and the fox (Bliss).  Dash chose the warlock (Warlock) and the wolf (Wolfy).






But it's quite long, so I recommend splitting it up across at least two sessions.

Check it out here at DriveThruRPG:

DriveThruRPG: Hero Kids - Reign of the Dragon