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<blockquote data-quote="DrunkonDuty" data-source="post: 7619695" data-attributes="member: 54364"><p>Also HERO system.</p><p></p><p>1. Flexibility. Make what ever you want. I'll admit it takes time to develop the necessary system mastery and not having templates (such as DnD classes) can make it seem challenging to a newcomer. But there are genre books that can help new players by providing guidelines and templates. And of course you can always get help from other players. The forums are very helpful to new players. (Sometimes too helpful - you can get a dozen different suggestions on how to make a given power. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />)</p><p></p><p>2. Consistency of Rules. Once you know the rules there's very little need to open the rule book. This makes play a lot faster. </p><p></p><p>3. A good range of genre supplements and settings are available. Fantasy, Sci-fi and, most famously, Supers. The Champions Universe is very well developed after all these years.</p><p></p><p>-1. The main negative for new players is the very user unfriendly way in which many of the books are presented.</p><p></p><p>To do my bit for alleviating this tendency toward user unfriendly materials I've just written an introduction to HERO for fantasy games called Fantasy Hero Basic. It's a <strong>free </strong>PDF download available on the HERO Games site. It covers the basic HERO rules and is consistent with 6th edition HERO. It includes templates that can be used to help build characters and a simple spell system. I've written it with new players in mind and have done my best to give it a good, consistent, and above all clear presentation. If you're at all curious drop by the HERO site and download it; it is free. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Here's a link to the HERO site.</p><p></p><p><a href="https://www.herogames.com/files/" target="_blank">https://www.herogames.com/files/</a></p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7619695, member: 54364"] Also HERO system. 1. Flexibility. Make what ever you want. I'll admit it takes time to develop the necessary system mastery and not having templates (such as DnD classes) can make it seem challenging to a newcomer. But there are genre books that can help new players by providing guidelines and templates. And of course you can always get help from other players. The forums are very helpful to new players. (Sometimes too helpful - you can get a dozen different suggestions on how to make a given power. ;)) 2. Consistency of Rules. Once you know the rules there's very little need to open the rule book. This makes play a lot faster. 3. A good range of genre supplements and settings are available. Fantasy, Sci-fi and, most famously, Supers. The Champions Universe is very well developed after all these years. -1. The main negative for new players is the very user unfriendly way in which many of the books are presented. To do my bit for alleviating this tendency toward user unfriendly materials I've just written an introduction to HERO for fantasy games called Fantasy Hero Basic. It's a [B]free [/B]PDF download available on the HERO Games site. It covers the basic HERO rules and is consistent with 6th edition HERO. It includes templates that can be used to help build characters and a simple spell system. I've written it with new players in mind and have done my best to give it a good, consistent, and above all clear presentation. If you're at all curious drop by the HERO site and download it; it is free. :-) Here's a link to the HERO site. [url]https://www.herogames.com/files/[/url] [/QUOTE]
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