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Can you convert 3.5 DnD Characters to hero system Characters
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<blockquote data-quote="Hyper-Man" data-source="post: 6285615" data-attributes="member: 6772590"><p>I've played D&D 3.5 one time. I played a wizard in Fantasy HERO after that and the hardest adjustment between the systems is the less structured spell system. </p><p></p><p>However, It is possible to setup a D&D-like Vancian system within HERO. </p><p></p><p>See the following link for more info: </p><p><a href="http://killershrike.com/FantasyHERO/HighFantasyHero/MagicSystems/Vancian.aspx" target="_blank">http://killershrike.com/FantasyHERO/HighFantasyHero/MagicSystems/Vancian.aspx</a></p><p></p><p>The GM offered me the choice of following Killer Shrike's setup or the more basic FH option of spell cost divide-by-3 rule. I chose the latter only because I was playing the wizard more to fill out a party need than a desire to play the character type. The book method is quicker but much less developed than D&D's. Basically HERO requires the Player and GM to create the advancement path of spellcasters vs. the far more structured system in D&D. I'm much more of a supers and comics fan than I have ever been of fantasy. I still think the benefits of HERO's game time engine make up for the extra work it requires in the fantasy spellcaster creation side of things. It works better if you start with a character concept instead of trying to do a direct conversion between systems*</p><p></p><p>*Several years ago someone developed conversion notes between the old DC Heroes system and Champions. Using those rules characters like Superman and Batman ended up costing 1000+ points in Champions. However, I have shown it is possible to make quite recognizable versions of those characters on 'starting character points' in HERO (350 points for 5e and 400 for 6e).</p><p></p><p>HERO is a crunchy system but you will get as much out of it as you put into it.</p></blockquote><p></p>
[QUOTE="Hyper-Man, post: 6285615, member: 6772590"] I've played D&D 3.5 one time. I played a wizard in Fantasy HERO after that and the hardest adjustment between the systems is the less structured spell system. However, It is possible to setup a D&D-like Vancian system within HERO. See the following link for more info: [URL]http://killershrike.com/FantasyHERO/HighFantasyHero/MagicSystems/Vancian.aspx[/URL] The GM offered me the choice of following Killer Shrike's setup or the more basic FH option of spell cost divide-by-3 rule. I chose the latter only because I was playing the wizard more to fill out a party need than a desire to play the character type. The book method is quicker but much less developed than D&D's. Basically HERO requires the Player and GM to create the advancement path of spellcasters vs. the far more structured system in D&D. I'm much more of a supers and comics fan than I have ever been of fantasy. I still think the benefits of HERO's game time engine make up for the extra work it requires in the fantasy spellcaster creation side of things. It works better if you start with a character concept instead of trying to do a direct conversion between systems* *Several years ago someone developed conversion notes between the old DC Heroes system and Champions. Using those rules characters like Superman and Batman ended up costing 1000+ points in Champions. However, I have shown it is possible to make quite recognizable versions of those characters on 'starting character points' in HERO (350 points for 5e and 400 for 6e). HERO is a crunchy system but you will get as much out of it as you put into it. [/QUOTE]
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