Showing posts with label Heroes. Show all posts
Showing posts with label Heroes. Show all posts

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:

Friday, 8 March 2019

Hero Kids review round-up

No time like the present to scrape the latest Hero Kids reviews for insights.

First, we have an in-depth review of Hero Kids on YouTube:


That review includes an interesting Adventure Blueprint framework to structure adventures for beginner players all the way up to experienced players:


Second, I'm seeing a theme of people using Hero Kids in their 'normal' games, not just with kids:

"Simple, objective, upgradable, replayable, PERFECT! Awesome to play with kids but I cannot deny that I am playing with a group of adult friends and we are having a lot of fun. LOL"

Third, we have lots of feedback from people introing their kids to RPGs with Hero Kids:

"Great product! I was wanting to introduce my 9yo to tabletop RPGs and this was a perfect way. She grasped it quickly and wants to play every weekend now. I will be buying the rest of the modules now I guess! Thanks!"

"This is absolutely fantastic for younger kids getting into rpg's, i started by getting my kids (3, 4 and 8) to choose a hero out of the coloriong book, a separate free download, and got them to color in their heroes as we played (a helpful distraction at times for the younger 2).
I had my 8 year old help the 3 year old at times but he is definitely keen to play more, and all 3 kids already feel a connection to there heroes and each others, (one encounter I may have KO'd one of their heroes causing them to get a little upset....but they worked out they could use a potion on him to get him up again).
Things are easily modifed to suit your needs with age differences etc. and the book has a few tips on running a game with younger players. I'm so glad i found this!"


Fourth, there's several reviews that give specific feedback about using Fire In Rivenshore to teach when it's okay to keep secrets, and when these should be discussed with adults:

"This was a good adventure to work on listening skills - trying to keep a list of tasks and the order she wanted to do them in to help the most people.
It also highlighted that we needed to discuss with her about what is ok to keep secrets about vs things that should be discussed with an adult. Amazing what a 'simple game' can make parents realize :-)"


And this review:

"6.5 year old has very much enjoyed the game - we've played 2 of the adventures so far - one of which we did one evening while on a family vacation - just had printed the adventure beforehand - handful of 6 sided dice and a very compact game to play whereever the desire (or boredom) may strike.
Simple rules, simple math, the adults have had fun, she has had fun.

Works on listening skills, critical thinking, some good math practice for the age group, and at least one of the adventures highlighted a discussion we needed to have on what kinds of things are appropriate for "keeping secrets" vs what should be discussed with an adult."

Fifthly, here's a recent - and lovely - review:

"This is a great system—not only for introducing young kids to RPGs, but also for enabling families with young kids to play RPGs together. The system is simple enough for very young children to be able to play, but has enough detail that older kids can enhance their characters' capabilities as they understand more.

All of the player characters (many fun pregenerated options are included) have a special ability. My kids have latched on to these; each is excited about their character's special strengths and functionality. The enemies also have well-concieved special abilities, so there's some exciting variety in combat even though the combat mechanic is very simple and easy for all to navigate.

The published adventures are a lot of fun, and always include enough detail to help inexperienced DM parents narrate a compelling story for the kids. Of particular note are the maps. They're done simply but very well. They're nice to print out and keep around for reuse in other adventures in other systems.

That's all enough to make this a great system; but to sweeten the deal, the prices are very reasonable."

Finally, let's talk about some criticism:

"The first adventure focuses only on combat, and is incredibly repetitive. Fight a group of rats, then another group of rats, then a third group of rats, then the rats and their king. I'm not adverse to violence (I love intriguing fights), but the system is so simple that the fights become boring very quickly on the one hand, and on the other hand: is this REALLY what RPGs are about? Kill monsters? I think we all know there are about much more than that. They are about the wonder of discovery, the relationship between characters, moral questions and problems, etc. Kids are NOT too young to deal with these issues! By focusing the adventure (and indeed, the core system) only on combat, it diminishes their potential enjoyment of the game."

This is a legitimate criticism of the first adventure; Basement O Rats.  It was the first I ever wrote for Hero Kids, and it is heavily combat-focused.  As this reviewer points out, the adventure includes four combat encounters, and only a couple of exploration elements.  While the side room does include an opportunity for role-playing, it's incumbent of the GM to create and introduce a character here; 'Old man Jenkins'...

The heavy focus on combat for this adventure was intentional, to the extent that anything I wrote that long ago was intentional.  As the intro adventure, I wanted the adventure to focus heavily on the mechanically-codified section of the game, combat, rather that on the more free-form aspects of the game, exploration and role-playing.

With an extra six-year's experience under my belt, Darkness Neath Rivenshore is somewhat of a replacement for Basement O Rats.  

Compared to Basement O Rats, Darkness Neath Rivenshore has:
  • Less combat encounters
  • More variety to the combat encounters
  • Integrated role-playing through the conversations with Emon in the drains
  • Puzzle and exploration elements integrated into the encounters (blocking gates, the spring statue, the cause of the mutations, etc)
  • The option to use the adventure to explore death (from the review "Kids are NOT too young to deal with these issues!")
So, I guess if people don't like Basement O Rats, they should play Darkness Neath Rivenshore as a better representation of the role-playing experience.

And maybe I'll revise Basement O Rats in the future...

By the way, despite that reviewer's criticism, their review is still positive:

"Overall, this is a recommended purchase for any parent who wants to involve his or her kids in RPGs for the first time, but be aware you'll need to do a lot of tweaking to the adventures."

Friday, 1 February 2019

Adventures with Challenging Themes?

Hero Kids people. Help me out. I've been writing a new Hero Kids adventure, where the heroes rescue another child who's trapped down a well.

However, I had a quandary last night: I'm not sure that all parents will be cool with the story tilt at the end of the adventure. Basically, the child is revealed to be a ghost who died in the well hundreds of years ago, and in the end the heroes lay the ghost to rest and reunite it with its parents.



What do you all think?

What do you think of this kind of content for Hero Kids?

Should I switch it to a straightforward rescue mission?

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

Tuesday, 10 April 2018

Hero Kids Bundle of Holding!

Friends, the latest Bundle of Holding is all Hero Kids, all the time!


This bundle includes over $80 of fantasy and sci-fi Hero Kids PDFs for a fantastic low price, and in support of the Reading is Fundamental charity.

If you've only got the core Hero Kids rules, this is a great opportunity to complete your collection.

Hero Kids - Bundle of Holding

Sunday, 26 March 2017

Super Kids by Conrad Evanshire

I love seeing people take Hero Kids and using it in new ways, so it's great to see Conrad's take on a superheroes in Hero Kids.


From the description:

"Capital City needs superheroes. The police are kept busy dealing with all sorts of problems. Criminals, monsters, aliens, and super villains pose constant threats. This is a city that can use all the help it can get. That’s where super kids come in!

Super kids have awesome powers. They can call down lightning on their adversaries, fly over the battlefield, summon minions to do their bidding, shapeshift into powerful creatures, pick up and toss enemies, and more. Some are as tall as giants, others have wings, horns, and tails, and still others equip themselves with gadgets like water cannons and snowball bazookas.

This expansion allows you to introduce your young players to superhero roleplaying games using the Hero Kids’ rule system. It provides details on the setting, inventory and skills, and 14 ready-made Super Kids characters. Super Kids can be set in any time or place. Other Hero Kids’ material can be adapted by Game Masters to suit your Super Kids gaming."


Check out Super Kids at DriveThruRPG:
Super Kids - A Superhero Expansion for Hero Kids

And its adventure:
New Recruits - A Super Kids Adventure

Saturday, 10 September 2016

Hero Kids Flat Plastic Miniatures

In all of the excitement of the work on the Hero Kids Monster Compendium, I almost forgot that a neat box arrived containing 64 Hero Kids flat plastic miniatures from ArcKnight's Kickstarter campaign.

Even better, these are now available from ArcKnight's online store:
Hero Kids Flat Plastic Miniatures.


The set contains 64 miniatures from these sets:
•  Hero Kids - Fantasy RPG
•  Hero Kids - Fantasy Expansion - Hero Cards - Set II
•  Hero Kids - Fantasy Expansion - Hero Cards - Set III
•  Hero Kids - Fantasy Expansion - Hero Cards - Pet Cards
•  Hero Kids - Space Expansion - Hero Cards - Set I
•  Hero Kids - Space Expansion - Hero Cards - Set II




Monday, 29 February 2016

Forest friends incoming...

Deep in the Darkenwold Woods of the Brecken Vale, a new band of Hero Kids heroes join the battle against evil:


•  The Spear Bearer Ferret uses his spear to keep enemies at bay.
•  The Turtle Knight's armor protects him from enemy attacks, which enrage his replies.
•  The Rogue Shrew moves like a shadow and strikes distracted enemies
•  The Badger Brute is a ferocious combatant who specializes in knocking down enemies.
•  The Warlock Ocelot's razor sharp claws deter enemies, and allies.
•  The Wombat Mage is an unstoppable force of nature who repulses his enemies with powerful magic.
•  The Otter Hunter pins down opponents with precise shots.
•  The Mouseling Warrior maiden is a fearsome warrior and inspiring leader.
•  The Squirrel Healer heals herself and her allies.
•  The Mouseling Warrior fights side-by-side with his allies.

Get it here: Hero Kids - Fantasy Expansion - Hero Cards IV


Friday, 11 December 2015

A Whole Lotta Heroes...

The time for complaining is over, 'cos I've finished coloring all of the Hero Kids heroes for the ArcKnight Flat Plastic Miniatures Kickstarter campaign.  

And... here they are:




If you happen to want to see all of them at once (including three extras):




Here's the link to DriveThruRPG:

DriveThruRPG - Hero Forge Games

Thursday, 3 December 2015

Colored heroes for Flat Plastic Miniatures...

Ever feel like you've bitten off more than you can chew?  I decided to personally do the coloring for the Hero Kids heroes for the Flat Plastic Miniatures Kickstarter.  This is 20 of the 62 minis I'm coloring.  It's actually quite therapeutic...

Friday, 10 July 2015

Playtesting a new Hero Kids adventure...

It's school holidays here in Australia, and Violet and I finally got a chance to playtest the new Hero Kids adventure, 'Wizard's Tower'.  Unfortunately, Dashy's been sick all day, so I took one hero to play along with Violet.


Once we reached the actual tower, Violet and I got smashed by the rickety constructs.  My rogue (Sera) was KO'd and Violet's healer (Hera) was cornered by the crazed automatons.  Violet's quick thinking saved when she healed my character and got me back in the fight, and together we managed to reduce the enemies to splinters!


All in all, the adventure looks good, but I might tweak those constructs to make them slightly more rickety... :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 17 May 2015

Hero Kids Updates Live...

Previous Hero Kids purchasers should by now have received an email about the updates to almost all of the game's PDFs which are available from DriveThruRPG.

Here's the changelog:

•  Updated all hero and monster cards with filled artwork and for consistency in special actions and bonus abilities
•  Improved Ability Test examples in core rules
•  Updated Glossary in core rules
•  Updated Skills section in core rules to add dark vision
•  Added rules for Equipment and Items to core rules
•  Added extra monsters from print edition to the core rules PDF
•  Added printing authorization to core rules and expansion PDFs
•  Changed definition of Engaged to include 'targeted by an attack or with another adjacent enemy'
•  Updated artwork for giant rat and king rat in Basement O' Rats and core rules


This has been a pretty major piece of work to update all of the artwork and PDF files, so errors could well have slipped through. Don't hesitate to let me know if you see anything that needs to be fixed.

If you didn't get the email, you can get the updated PDFs by logging in to DriveThruRPG and downloading all of the updates through the My Library page.



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 19 April 2015

Big Hero Kids Update Coming...

People of the Hero Kids world, I'm currently in the middle of a big refresh of the Hero Kids assets.

I decided after doing the Space Adventures cards, that the heroes and monsters look better with a light fill to make them pop from the background parchment, like this:


As usual, I decided that while I was in the process of updating all of the Hero Cards and Monster Cards, I'd also take a look at all of their powers to ensure they're all consistent.  And then I also wanted to take a look at a few pieces of artwork from the original that weren't great...


Anyway, this is a long way of saying that this update has taken too long, but it's close to done... :-)

Sunday, 16 November 2014

Hero Kids space heroes


This expansion for Hero Kids includes ten space heroes for use with space adventures (although these heroes are 100% compatible with all other Hero Kids adventures):

Brute - The pandian's strength and size makes him formidable in melee combat
Force-Binder - This alien Nadi can push enemies with his powerful magic
Merc - The merc's armor protects her from all but the most powerful attacks
Nadic Healer - This Nadic binds the weave to heal her allies
Scoundrel (Female) - Trained in gunnery, the scoundel is a cunning combatant
Scoundrel (Male) - And expert pilot, this scoundrel is as slippery as they come
Sharpshooter - This alien's ultra-spectral visor enhances his aim
Trooper - The trooper's armor protects him while he lines up his enemies
Warrior (Female) - The alien warrior's ion sword and quick feet get her in and out of trouble
Warrior (Male) - Years of training has honed the warrior's skill with his blade