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Grade the Hero System
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<blockquote data-quote="RealAlHazred" data-source="post: 9167459" data-attributes="member: 25818"><p>The way I explained it to my D&D friends:</p><p></p><p>Hero System is front-loaded. We're going to take a whole session and work out your character, some background details, and whatnot. But it'll be fine, once you've built your character, it's usually pretty easy to "level up" by adding a few points to this power here, or adding a Skill, or learning a single Martial Maneuver, or whatever. Sometimes something game changing might happen in the campaign, and you might have to do a major rework, but it's not usually <em>required </em>in gameplay. All the rules you established early on for your character still work exactly the same way.</p><p></p><p>D&D is back-loaded. Creating your character at the beginning is easy. But every time you level up, it's going to take a bit of time to figure it out. Every few levels you'll gain a power that will completely change your tactics. If you choose a feat or learn a special spell, that changes the rules we've already established for your character. And in some flavors its even worse -- I remember high-level 4E taking a loooong time to level up, because the system forced you to relearn your tactics every three or four levels, even more frequently than other flavors of D&D.</p><p></p><p>They're both fun games (especially the way I run them) but they have different focuses. I generally like the Hero System approach, because characters created in a vacuum are less fun than characters created during a "Session 0" -- it's how one of my former characters ended up being the brother of another player's character, and a different guy ended up being a chef. Those were decisions made in reaction to decisions made by other players during the joint character creation session.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9167459, member: 25818"] The way I explained it to my D&D friends: Hero System is front-loaded. We're going to take a whole session and work out your character, some background details, and whatnot. But it'll be fine, once you've built your character, it's usually pretty easy to "level up" by adding a few points to this power here, or adding a Skill, or learning a single Martial Maneuver, or whatever. Sometimes something game changing might happen in the campaign, and you might have to do a major rework, but it's not usually [I]required [/I]in gameplay. All the rules you established early on for your character still work exactly the same way. D&D is back-loaded. Creating your character at the beginning is easy. But every time you level up, it's going to take a bit of time to figure it out. Every few levels you'll gain a power that will completely change your tactics. If you choose a feat or learn a special spell, that changes the rules we've already established for your character. And in some flavors its even worse -- I remember high-level 4E taking a loooong time to level up, because the system forced you to relearn your tactics every three or four levels, even more frequently than other flavors of D&D. They're both fun games (especially the way I run them) but they have different focuses. I generally like the Hero System approach, because characters created in a vacuum are less fun than characters created during a "Session 0" -- it's how one of my former characters ended up being the brother of another player's character, and a different guy ended up being a chef. Those were decisions made in reaction to decisions made by other players during the joint character creation session. [/QUOTE]
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