What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Thursday, August 21, 2014

Fight or Flight revisited

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Well at Heroes & Other Worlds HQ (besides working on the monster book) I have worked on the Fight or Flight idea some more.  Thanks to lots of great input and some play-testing encounters I would like to humbly present a new take on Fight or Flight (morale) rules for your consideration:

Summary of FoF idea:
1)      Chance of Fight or Flight is based on the creatures behavior
2)      That number is a 3 die test-roll: under or equal means fight/roll over means flight
3)      A FoF Test occurs whenever:
A)      A member of the creature's side is killed
B)      A creature takes a total of 30+ damage in one turn
C)      The Referee decides to make one.

Making a test
The creature's behavior gives it the FoF #
  • Cowardly (7)
  • Unpredictable (10)
  • Territorial (13)
  • Aggressive (16)
Test is made by rolling 3 dice and comparing to the Behavior Number . (This is noted as 3/B#)
Rolling equal to or under the Behavior Number (B#) means the creature will continue to fight
Rolling over the B# means the creature will flee.

A fleeing creature and will move its full movement each turn away from its foes.  If it is cornered or unable to flee:
  •  A Cowardly creature will surrender
  • For Unpredictable creature roll 1d6: 1-3 it surrenders or 4-6 it fights  
  • Territorial or Aggressive will turn and fight desperately.  It will attack at DX+1 and -1 IQ until it is able to flee or is killed.
I want to make special note of testing option B) A creature taking 30 pts of damage in one turn. 

That means a coordinated party attack against a major high ST foe (Dragon, Frost Giant, etc.)  So rather than figuring ST levels and rolling, I used a massive damage done to influence the creature FoF roll for major creatures.

As an alternative, here is an optional reaction chart. You could roll 2d6 on this chart (rather than test 3/B#) whenever a FoF test is necessary. In this version, when to make a FoF test is the same, but a DRM is applied to the 2d6 roll based on the creature's behavior:
  • Cowardly +3 DRM
  • Unpredictable: +1 DRM
  • Territorial: -1 DRM
  • Aggressive: -3 DRM
2d6 Roll              Reaction
 2- 5           Continues fighting, no reaction
 6-7            Hesitates, will not engage voluntarily this turn, but otherwise fights normally.
 8-9            Hesitates, will not take any attack option this turn.
 10-11       Break and run, will try to disengage and/or run off map away from danger.
 12+           Surrender - opponent drops to knees, drops weapons and tries to surrender.
Let me know what you think. 

Friday, August 15, 2014

Lulu 25% off until 8/18

Lulu is running a 25% off print copies sale until 8/18!

So here is your chance to save some coin and check out some Heroes & Other Worlds goodness!

Use promo code: TWODAY14

Cannot guarantee it works in all countries or regions, but it is worth a try!

Tuesday, August 12, 2014

Chew on this

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Thanks to all the great feedback, I thought I would post the revised shark entry so you can see how a multi-range creature might read. Feel free to let me know if things look off or need changing.


Encounter: 1d6                                 Behavior: Aggressive

ST: 14-45                                         Habitat: Water

DX: 10                                             AR: -2

IQ: 5                                                DM: 2d6-4d6 (Bite)

EN: 0                                               SP: Blindsense, Keen Scent

MV: 7-9 swim                                 TR: None

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long (ST14-20/ 2d6 bite) and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat (ST 21-35/3d6 bite). Huge sharks are true monsters, like great whites, that can exceed 20 feet in length (ST36-45/4d6 bite). Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense: A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent: A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Sunday, August 10, 2014

Creature Question

When giving stats for a creature with multiple size like a shark which can be Medium,  Large, or Huge...which is better?

One entry with a broad range such as

Encounter: 1d6                      Behavior: Aggressive
ST:14 -45                              Habitat:Water
DX: 9-10                               AR: -2
IQ: 5-6                                  DM: 2d6 to 4d6(Bite)
EN: 0                                    SP: None
MV: 7-9 Swim                        TR: None

Or individual entries for each size? Note the creature description will state the creature comes in various sizes

Friday, August 8, 2014

Preview: Cloaker

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I had a request--"can you give us a sneak peek of what's to come in the monster book?" Below is a look at the current proposed creature entry format.  If you have comments/concerns or suggestions feel free to let me know! 

No: 1d6                 Behavior: Cowardly
ST: 35-48              Habitat: Underground
DX: 11                 AR: -1
IQ: 6                    DM:1d6+5 (claws), 1d6 (tail)
EN: 0                   SP: Engulf
MV: 2/5 fly            TR: None

When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent. A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.

Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a Cloaker uses its engulf attack. Against multiple foes, it lashes with its tail, then engulfs a survivor. Multiple Cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.

SP: Engulf: A Cloaker can try to wrap a Human sized or smaller creature in its body as an action. The Cloaker attempts a grapple.. If it wins the grapple test, it establishes a hold and bites the engulfed victim with a DX+4 bonus on its attack roll. It can still use its whip-like tail to strike at other adjacent targets. Attacks that hit an engulfing Cloaker deal half their damage to the monster and half to the trapped victim. Cloaked victim's AR applies to damage done while engulfed.

Quick note on Fight or Flight options.  I really appreciate all the great feedback! I have not been responding as I have been play testing various options.  So do not take silence as a lack of interest, it just means I am trying to play through it all to see what works!

Thanks all for your support and patience!

Wednesday, July 30, 2014

Creature Feature

This is cool!

Jim at Hereticwerks has a LONG history of creating some of coolest and most unique content for us gamer types.  He has done fantastic stuff for my SciFi game Rogue Space and his adventure the Not so Empty Crypt of Baljessor was featured in Cauldron #1.

Now he has create a new critter for Heroes & Other Worlds and wicked cool art and counters for you to use the in your game!

 Do yourself a favor and link on over and get them, and tell Jim how much you dig it! 

Maybe he will be generous and make some more great stuff for HOW?!

Thursday, July 24, 2014

Fight or Flight?

D20 games used a morale by creature type so the DM could check by rolling dice if the creature would fight or run. The higher the morale #, the more elite (less likely to run) the creature is.

TFT systems did not have morale, and when playing D&D, we never rolled against morale anyway, we just used it as a guideline.

I toyed with potentially adding morale to HOW, but it seemed like a needless stat addition.

That being said, in the Silver Dragon adventure from Metagaming, there was a morale system inserted:

"Each time an opponent in an enemy group is downed make a die roll for each remaining opponent. Each opponent will react according to the one die roll made for him. This reaction may be for the combat round to follow the current initiative roll or for another time period designated. Add one to the roll for each opponent previously downed.
"Die Roll    Reaction
 1 - 3      Continues fighting, no reaction
 4          Hesitates, will not engage voluntarily this turn,
              but otherwise fights normally.
 5          Hesitates, will not take any attack option this turn.
 6 - 7      Break and run, will try to disengage and/or run off
              map away from danger.
 8+         Surrender - opponent drops to knees, drops weapons
              and tries to surrender.

"An opponent who rolls a Break and Run will only Hesitate (no attack) for one turn if he is the only one to have the Break and Run reaction. An opponent who is Engaged when he rolls a Break and Run will try to Disengage for two turns, if unsuccessful he will then continue to fight normally. An opponent who isn't engaged will run from the map at every opportunity at top speed, dropping all weapons and trying to avoid the adventuring group. Any opponent or Character who leaves the combat map is considered out of the battle and can't return." 

I think a "fight or flight" check is an interesting option.  I have in mind it would come when an creature (or character?) is at 1/2 ST and again at 1/4 ST with a +1 modifier to the d6 roll at this point.  The roll would be done using a version of the metagaming chart above.  

A modifier would apply to the roll based on how the overall battle was going.  So for the testing creature, if your side outnumbered your foes (-2 to your FoF die roll) same number as foes (0-no modifier) If your side is outnumbered by your foes (+2 to your FoF die roll)

Still pondering some different options (and this would be an optional rule) but I thought I'd share this work in progress all the same.