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Grade the Hero System
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<blockquote data-quote="Nutation" data-source="post: 9160143" data-attributes="member: 6749673"><p>I've been playing Champions since its inception and most of those other Hero System games. It's a point-buy system. Hero System is the ultimate toolbox for building characters. If it looks challenging, that's because it is, but only when building a character. If you are handed a pregen, you should be good to go except with a martial artist. That will take some learning.</p><p>It has a large skill list -Dexterity, Intelligence, and Presence skills, plus General Skills unless you bind those to a characteristic. (I advise against that.)</p><p>Some downsides, of course. The 3d6 roll has a tight bell curve, so you have to constrain attack and defense values (OCV and DCV) to a reasonably tight range. The GM has to scrutinize characters, because unrestrained players can build some wildly unbalanced characters. Originally designed for superheroes, it doesn't do as well at low power levels. GURPS is probably better at that (and the two systems have obvious similarities).</p><p>You can design pretty much any superpower or spell. Some like tactical time travel or precognition have meta-implications that make them difficult to implement for other reasons. it is, however, a toolbox, not a setting. If you want to run Fantasy Hero, you will have to use a published setting or design your own magic system. (Does it use gestures? Is there a specific spell list?)</p><p>6th edition (the latest) made a major break with prior editions. It corrected a big math problem, introduced IMO some unnecessary changes, and split the fanbase. Such is life.</p></blockquote><p></p>
[QUOTE="Nutation, post: 9160143, member: 6749673"] I've been playing Champions since its inception and most of those other Hero System games. It's a point-buy system. Hero System is the ultimate toolbox for building characters. If it looks challenging, that's because it is, but only when building a character. If you are handed a pregen, you should be good to go except with a martial artist. That will take some learning. It has a large skill list -Dexterity, Intelligence, and Presence skills, plus General Skills unless you bind those to a characteristic. (I advise against that.) Some downsides, of course. The 3d6 roll has a tight bell curve, so you have to constrain attack and defense values (OCV and DCV) to a reasonably tight range. The GM has to scrutinize characters, because unrestrained players can build some wildly unbalanced characters. Originally designed for superheroes, it doesn't do as well at low power levels. GURPS is probably better at that (and the two systems have obvious similarities). You can design pretty much any superpower or spell. Some like tactical time travel or precognition have meta-implications that make them difficult to implement for other reasons. it is, however, a toolbox, not a setting. If you want to run Fantasy Hero, you will have to use a published setting or design your own magic system. (Does it use gestures? Is there a specific spell list?) 6th edition (the latest) made a major break with prior editions. It corrected a big math problem, introduced IMO some unnecessary changes, and split the fanbase. Such is life. [/QUOTE]
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