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<blockquote data-quote="The_Gneech" data-source="post: 3195839" data-attributes="member: 6779"><p>Strangely enough, this is one of the reasons I love the HERO System. For all its math and wonky formulae for creating new powers, when the rubber hits the road all you need to think about are "the parts you need to think about" so to speak. If you want a character to be ferocious but maneuverable in combat, you just give them <em>n</em> levels in combat and the Acrobatics skill and you're done, without having to think, "Oh, well, he'll need to have X amount of fighter to have enough BAB, Y amount of rogue in order to tumble effectively, which means that skills P, Q, and R can only have thus-and-so ranks and oh yeah, that'll nerf his Will save, won't it?" HERO characters aren't the complicated lattices that <em>D&D</em> characters are. For the average adventure I could build the BBEG for HERO in a matter of minutes compared to the time it takes me in <em>D&D</em>. <em>E-Tools</em> has helped in that regard, but we all know the fate of that now, don't we? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /> </p><p></p><p>OTOH, the reason I play <em>D&D</em> (besides my players not being intimidated by it the way they are by HERO for whatever reason) is that there's so much pre-written stuff for me. <em>Dungeon</em> is a godsend. If/when I ever want to run something that doesn't use the 3.5 ruleset straight from the box (and thus isn't supported by <em>E-Tools</em>), I'm going to have a lot of heavy deciding to do. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>-The Gneech <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 3195839, member: 6779"] Strangely enough, this is one of the reasons I love the HERO System. For all its math and wonky formulae for creating new powers, when the rubber hits the road all you need to think about are "the parts you need to think about" so to speak. If you want a character to be ferocious but maneuverable in combat, you just give them [I]n[/I] levels in combat and the Acrobatics skill and you're done, without having to think, "Oh, well, he'll need to have X amount of fighter to have enough BAB, Y amount of rogue in order to tumble effectively, which means that skills P, Q, and R can only have thus-and-so ranks and oh yeah, that'll nerf his Will save, won't it?" HERO characters aren't the complicated lattices that [i]D&D[/i] characters are. For the average adventure I could build the BBEG for HERO in a matter of minutes compared to the time it takes me in [i]D&D[/i]. [i]E-Tools[/i] has helped in that regard, but we all know the fate of that now, don't we? :mad: OTOH, the reason I play [i]D&D[/i] (besides my players not being intimidated by it the way they are by HERO for whatever reason) is that there's so much pre-written stuff for me. [i]Dungeon[/i] is a godsend. If/when I ever want to run something that doesn't use the 3.5 ruleset straight from the box (and thus isn't supported by [i]E-Tools[/i]), I'm going to have a lot of heavy deciding to do. :uhoh: -The Gneech :cool: [/QUOTE]
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