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Everyday Heroes™ Core Rulebook
Publisher: Evil Genius Games
by Taylor C. [Verified Purchaser]
Date Added: 12/16/2022 18:12:34

Long story short: I absolutely recommend this game, for just about anybody that thinks they might like it. It's already incredibly versatile and I'm really looking forward to watching that grow over time.

A fantastic adaptation of 5e's core mechanics for modern action and intrigue, that avoids the common pitfalls so many similar games have fallen into. And as part of the ever-growing ecosystem of things based on the 5e SRD you could import many elements from just about any other genre quite happily, and with only minor effort. Of course, if you're patient a lot of that will be done for you: There's a suite of licensed Cinematic Adventure supplements in the works that will have trappings and rule options offering a number of spins on this core structure, scheduled to cap it all off with a collected book of these add-in quirks and modular options. Already available are PDFs of The Crow and Escape From New York, each offering their own options and spins on the vanilla presentation of the core rules.

As for the particulars of this core rulebook, one of my favorite parts of its design is easily this game's use of 5e's punchier feat structures, especially as a method of multiclassing. It continues being an evocative character building tool but there's ultimately so much more variety, and what direct reimplementation there is to be found is reframed to make it pitch perfect for the baseline setting.

And the 'Improvised' weapon category which, aside from helping give some panache to the definition of wilder or more brutish heroes, delivers a phenomenal way to quickly and easily bring the environment into focus in combat: Say you're having a very Indiana Jones sort of fight and trying to kick a nazi into the way of a plane propeller. Rather than worrying about fairly interpreting and adjudicating more-abstract ad hoc damage guidelines, the GM could simply tell you to make an attack with the Scary-Dangerous Object 'weapon' entry. It's totally straightforward for game masters that feel a need for that immediate and familiar structure, but also doesn't go so far as to necessarily restrict a more freewheeling decision for that moment and context. Top marks.

Second to those is the simplification of designing and customizing statblocks for nonplayer characters using small modifications based on their role in an encounter, though I expect this is going to be a much loved element for many GMs. A bit like D&D 4e's creature role system but simpler and less necessary to worry about for every combat-ready NPC, and with no stressing over adapting power blocks for concept and role, which was a design structure I had always found prohibitive rather than helpful. In contrast this is something you opt into selectively almost as a shorthand--more of a loose guideline for a presence in a scene rather than any obligation to build a scene a certain way.

Also very notable is the Background and Profession system, divvying up the mechanics of the familiar and much tread ground established in 5e's use of species and background--but importantly with an included system for designing your own to more firmly suit your character concept, or the particular milieu for a particular campaign.

On its own it could fit any number of modern and semi-modern campaign concepts (to quote a friend, "it's versatile enough to run every Die Hard movie," which is a lot more impressive than it might sound!), although depending on the specific setting and your own expectations that may take a bit of leg work as the game sensibly features many little rules and trappings designed to support characters and games set in the present day, give or take a few decades. For example, if you were to want to run a classic Western, you might feel an itching drive to create a laundry list of variatons on a few guns to more fully express and reinforce the setting from the outset (Notably, this isn't actually important to do: How often did classic Westerns care much for those finer details, or maintain them consistently when it did come up?). They have already announced some supplements that will almost certainly reinforce this minor shortcoming, if it could even be called that: The Armory to outline a great many more (and more specific) guns; The Garage, to do the same for vehicles; and a book for running military campaigns, sure to have modular options for supply lines and logistics and chains of command, etc.



Rating:
[5 of 5 Stars!]
Everyday Heroes™ Core Rulebook
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