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<blockquote data-quote="M.L. Martin" data-source="post: 2849272" data-attributes="member: 4086"><p>Depends on what you consider wrong. If your problems are tactical combat, high levels of options in character creation, and rigorous mechanics, then HERO will make the situation <em>worse</em>.</p><p></p><p> Now, the HERO System was the third system I checked out in the course of my RPGing life (after AD&D/D&D and MERP/Rolemaster), and while I've never played it, I have a lot of respect and affection for it, and it was my 'armchair system' of choice for a couple of years recently with the release of 5th Edition and their stellar genre books. But I've come to the conclusion that while it's a great system, it's not for me. There's a little too much clunk and crunch to it, at least on paper; I place a higher value on unity and elegance in design than HERO does, and a lower one on completeness and precision. Thus, I've been seduced by M&M for the moment. All of this could change, of course, if I ever get around to actually <em>playing</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p> My point, which I'm approaching, is that I agree with buzz's general point, but would welcome him and others taking it a step further. Let's suggest which of those systems are better for given purposes; not everyone has the same problems with and goals for their gaming, after all.</p><p></p><p> On a tangent, one of the unexpected benefits of the OGL is that it's allowed for various systems to spring up that use the same general grammar but tweak the details for individual styles of play. D&D, True 20, and Iron Heroes are three very different games with very different results, for example, but a good sourcebook (like the WotC monster books) for one can be useful to players of the other two without too much tweaking, no?</p><p></p><p> Matthew L. Martin, Armchair Gamer</p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 2849272, member: 4086"] Depends on what you consider wrong. If your problems are tactical combat, high levels of options in character creation, and rigorous mechanics, then HERO will make the situation [i]worse[/i]. Now, the HERO System was the third system I checked out in the course of my RPGing life (after AD&D/D&D and MERP/Rolemaster), and while I've never played it, I have a lot of respect and affection for it, and it was my 'armchair system' of choice for a couple of years recently with the release of 5th Edition and their stellar genre books. But I've come to the conclusion that while it's a great system, it's not for me. There's a little too much clunk and crunch to it, at least on paper; I place a higher value on unity and elegance in design than HERO does, and a lower one on completeness and precision. Thus, I've been seduced by M&M for the moment. All of this could change, of course, if I ever get around to actually [i]playing[/i]. :-) My point, which I'm approaching, is that I agree with buzz's general point, but would welcome him and others taking it a step further. Let's suggest which of those systems are better for given purposes; not everyone has the same problems with and goals for their gaming, after all. On a tangent, one of the unexpected benefits of the OGL is that it's allowed for various systems to spring up that use the same general grammar but tweak the details for individual styles of play. D&D, True 20, and Iron Heroes are three very different games with very different results, for example, but a good sourcebook (like the WotC monster books) for one can be useful to players of the other two without too much tweaking, no? Matthew L. Martin, Armchair Gamer [/QUOTE]
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