City of Heroes is a Massively Multiplayer Online Role-Playing Game, or MMORPG. This is an Internet-based game in which multiple players can get together and adventure, playing the roles of superheroes or villains fighting against criminals, villains, heroes, and other adversaries. Characters gain experience by defeating adversaries, or by completing missions that take place on instanced maps (which some might call "dungeons" in the old RPG parlance). As characters gain experience, they can "level up," increasing their ability to take and give damage and gaining additional powers that let them do it in new ways.

If you're just getting into City of Heroes, you should probably wait to play a Going Rogue character until you're more familiar with the original game. It was designed as an "advanced" setting offering greater challenges for experienced players.


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Like all MMOs, City of Heroes is made to promote teaming up. A good team-up, with characters who complement each others' abilities, can be a lot of fun. However, there are some times you just want to be by yourself. Fortunately, City of Heroes characters are balanced enough that it's possible to play nearly any well-built character solo through at least some content.

The game can seem fairly complex at first, and there's a bit of a learning curve. (That's why I'm writing these newcomer's guides, to try to provide a grounding in basic concepts that you can build on as you learn more.) But once you start to pick it up, you'll find it gets significantly easier. Some higher-level content can be especially challenging, but by the time you get there you should be able to play well enough to deal with it.

In the "live" version of the game, Inf prices of rare items on the in-game market could and often did go through the roof, but Homecoming's economy has price controls that keep everything within a more affordable range. Super-rare items do cost a lot more money than a new player would have, but they can still be obtained with sufficient time and effort put in.

Yes! Although the City of Heroes version of them is called "supergroups." These are organizations that characters can join to play alongside friends and players of other like-minded characters. Being part of a supergroup means you can see which other players in the group are online and what they're doing right now. It also means you have access to the supergroup base, which includes amenities like teleporters, item storage, access to trainers or vendors, and so on.

Supergroup bases used to have their own in-game currency called "Prestige" that characters would build up by playing, and could be spent to afford better bases. However, in Homecoming, all base items are now free, which means that it's possible to build some very impressive bases.

The vast majority of content in the game for both heroes and villains is PVE, player-vs-environment, in which human players cooperate or play singly against computer-controlled enemies. However, there are four "PvP Zones," which are areas of the game where players from both sides can enter and clash. Some of them have useful temporary powers offered as rewards to entice players into them. There is also an arena where players can set up PvP matches against other players. (There also used to be a specialized form of PvP called "base raids," where supergroups could raid other supergroups' bases, but that was taken out of the game when supergroup base construction was made free.) There are also several co-op zones, where players from both hero and villain factions can team up to fight common enemies in PvE.

No player is ever forced to engage in PvP, apart from being required to enter those PVP zones if you want to obtain those useful temporary powers. In fact, it's pretty rare for much PvP combat to happen at all, outside of the "unofficial PvP server," Indomitable.

No. The game is made available completely free to all players, and things in the game that used to cost real-world money are now either free or bought with the in-game currency Inf instead. (One of the in-game vendors is called the "P2W Store," a name that often confuses newcomers because "P2W" usually refers to paying real money for in-game advantages, but this is just a little inside joke; the store only deals in Inf.) In fact, anyone charging real money for anything within the game is against the Code of Conduct, and if you see someone making such an offer you should report it to the game masters right away.

Great guide start to finish @Robotech_Master. Is there a section that can be added that alludes to the game's back story briefly or provides some more context besides it just being a super hero game? I mention this because I'm under the assumption that this is written for brand new players.

Hey guys, I need some advice and people to bounce some ideas off of. Currently, the type of campaign I'm running leads to large scale combat as its based on multiple kingdoms in war. I think i've gotten the grasp of how large scale combat will play out in the open terrain, essentially a combination of objectives rather than 1000 units vs 1000 units combat. However, I'm having some hiccups when it comes to sieges of settlements. The projected story will lead the enemy army to take over an allied city, and depending on how the players react they might have to take it back. I need help brainstorming some ideas on how they might try and accomplish that. Or in the extreme case, when the party retaliates by trying to take one of the enemy cities without any aid while all the enemies forces are absent. I'd appreciate any advice you guys have.

The easiest way to deal with something like this is to create checkpoints and primary/secondary locations. As the players attempt to re/take a city they must reclaim these locations and each one represents momentum toward success.

If the player can reclaim 6-8 of those locations they can rally against the opponents and the town is saved. You then populate each location with troops that match the party level. 4-6 for a fairly difficult battle sounds good, 2-4 for a little easier battle. Toss in a few random patrols of 2-3 troops that wander the town. Then you have all of these troops react to the amount of noise and damage, or lack there of, to indicate the opponents recognizing the on coming battles.

I'm with DMThac0 on this one. Make the takeover contingent on one or two or a few things the players have to accomplish. They need to clear the gatehouse to get the gates open. They fail, the invasion fails. If they get it open, there's another key thing they have to do. If they fail there--there may be multiple outcomes depending on how they fail. Failure A happens, the city is in a statemate, street to street fighting, both sides sending riders for reinforcements. Anarchy! Failure B happens, invasion fails. Failure C happens, the invasion succeeds, but 90% of the invading force is killed as well.

I saw a supplement in the DMGuild website about bar room brawls. Instead of having dozens of enemy creatures in the brawl to keep track of, the supplement turned the entire brawl into a single monster stat block. Then the players fought the "bar brawl" creature with a variety of skill checks and combat, depending on what your character was most skilled at.

DMThac0 has a system that I like a lot. He seems to have it based on a handful of skirmishes and there is something compelling about that for me. I should try a scenario like that in one of my sessions. I recently handled a combat situation where the party was with a group of about 30 paladins who were waiting to be invaded by an army of several hundred undead. I handled the mass combat a little differently. I will link the thread where I lay out the process I used. In a nutshell, everyone did a skill challenge to represent how they bolstered the fortifications. Then there was a second pass/fail skill challenge to represent the larger battle itself and the DC of the second challenge was affected by the success of the first. It was very simple in execution and the players really enjoyed the way they got to roleplay their combat preparations.

The final battle ended up being between a few key enemies and my players and it was more of a traditional combat encounter. i added some lair actions to represent the battle going on around the party. We all had a great time with it.

In a nutshell, everyone did a skill challenge to represent how they bolstered the fortifications. Then there was a second pass/fail skill challenge to represent the larger battle itself and the DC of the second challenge was affected by the success of the first. It was very simple in execution and the players really enjoyed the way they got to roleplay their combat preparations.

Night 3/Day 4: Resolution

Previous success: Retaliate if the invaders have not fled (use method outlined in my above post)

Previous failure: Recover the city (use method outlined in my above post)

Not sure how well this would play out, but I'd have fun trying it one of these days...unfortunately none of my groups are in a position to have a large scale battle at the moment. (I'll add this to your thread if you wish TexasDevin, including the checkpoint method)

One key question to answer is how your spellcasters are going to 'reload'. If you have multiple sessions dealing with a full scale city invasion, you'll want to know how to make sure your spell casters are able to get spell slots back. If the battle is literally 'raging in the streets' the whole time, it would seem less than ideal for the party to just go chill for 8 hours, right? Even a warlock is going to find it hard to find a place to get in a short rest.

If this is a medieval city, it's not NYC sized. So you might have a siege, during which you can rest. But once the walls come down or get breached, the streets fill with combatants. Bad guys are heading for the keep, house-to-house fighting. Where do you get 4 hours to lay down? Particularly for people who have cantrips and are still useful. If the fighting is still happening outside, the wizard saying "I know I could be helping still, but I need my big spells" and taking a break isn't great :) 0852c4b9a8

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