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GURPS Fantasy / Dungeon Fantasy (and beyond)
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<blockquote data-quote="Ahndrostalgan" data-source="post: 9737604" data-attributes="member: 7053756"><p>GURPS and HERO, I have played both and have huge collections, are basically two flavors of the same food, with each being slightly better than the other for certain things. HERO is definitely better for Supers especially higher powered ones, but is a little dry at very low power levels. But knowing the math/mechanics well for either one is probably more important than the differences between the two. GURPS has far, far more supplements of all types (excepting Supers, where the number of HERO/Champions supplements is almost insane in its volume and dwarfs by orders of magnitude what is available for GURPS), whereas HERO is going to require you to do a little more work.</p><p></p><p>The big appeal, IMHO, to GURPS Dungeon Fantasy is that it includes the necessary rules and options for a fantasy game (particularly an older school dungeon crawling fantasy, but not at all limited to such) across a swathe of supplements, and presents it in a tighter, more coherent package. If you like GURPS as a system, and you want to play fantasy, then this is the product you can use at your table and all those other books become merely reading options.</p></blockquote><p></p>
[QUOTE="Ahndrostalgan, post: 9737604, member: 7053756"] GURPS and HERO, I have played both and have huge collections, are basically two flavors of the same food, with each being slightly better than the other for certain things. HERO is definitely better for Supers especially higher powered ones, but is a little dry at very low power levels. But knowing the math/mechanics well for either one is probably more important than the differences between the two. GURPS has far, far more supplements of all types (excepting Supers, where the number of HERO/Champions supplements is almost insane in its volume and dwarfs by orders of magnitude what is available for GURPS), whereas HERO is going to require you to do a little more work. The big appeal, IMHO, to GURPS Dungeon Fantasy is that it includes the necessary rules and options for a fantasy game (particularly an older school dungeon crawling fantasy, but not at all limited to such) across a swathe of supplements, and presents it in a tighter, more coherent package. If you like GURPS as a system, and you want to play fantasy, then this is the product you can use at your table and all those other books become merely reading options. [/QUOTE]
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