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Fantasy Hero
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<blockquote data-quote="Archade" data-source="post: 1180589" data-attributes="member: 7654"><p>I played earlier editions of Fantasy Hero (I have the second-most recent version of the Hero system), and I enjoyed the system at the time.</p><p></p><p>However, I disagree that you can't have unique characters in D&D. In FH, you can buy allergies of phobias for your character, in D&D you can roleplay them. While D&D is far more mechanical than previous editions, it leaves the realm of roleplaying off of paper. While you can build custom characters in the Hero System, I find that those characters tend to be the same for each player -- ie, Bob will give his character 5 phobias each time to get more points, etc.</p><p></p><p>That being said, FH/Hero has all sorts of good mechanics for a reactive combat system, unique magic systems, and deadly creatures easily managed. Their XP system rewards roleplaying and the growth of power and expertise of characters is easily handled by the DM. The downside is that a mechanical system is provided, and you will have to build EVERYTHING yourself. Every unique spell, monster, npc, trap, or effect is a complex mathematical statblock (just as bad as D&D), and the source material is nil -- if you are into building it yourself, or running a tight-knit campaign that doesn't stray too far out there, FH might be the system for you.</p></blockquote><p></p>
[QUOTE="Archade, post: 1180589, member: 7654"] I played earlier editions of Fantasy Hero (I have the second-most recent version of the Hero system), and I enjoyed the system at the time. However, I disagree that you can't have unique characters in D&D. In FH, you can buy allergies of phobias for your character, in D&D you can roleplay them. While D&D is far more mechanical than previous editions, it leaves the realm of roleplaying off of paper. While you can build custom characters in the Hero System, I find that those characters tend to be the same for each player -- ie, Bob will give his character 5 phobias each time to get more points, etc. That being said, FH/Hero has all sorts of good mechanics for a reactive combat system, unique magic systems, and deadly creatures easily managed. Their XP system rewards roleplaying and the growth of power and expertise of characters is easily handled by the DM. The downside is that a mechanical system is provided, and you will have to build EVERYTHING yourself. Every unique spell, monster, npc, trap, or effect is a complex mathematical statblock (just as bad as D&D), and the source material is nil -- if you are into building it yourself, or running a tight-knit campaign that doesn't stray too far out there, FH might be the system for you. [/QUOTE]
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