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<blockquote data-quote="dbm" data-source="post: 9739114" data-attributes="member: 8014"><p>I tried to learn Hero a few years back, using it to run a Champions campaign for a few months, and ultimately we decided the learning curve was too high for us. If I had picked up Hero 20 years ago that might have been a different outcome.</p><p></p><p>Hero is a more tightly defined game system than GURPS in my opinion, with a very solid power framework that underpins most of everything. GURPS has a mix of value systems it uses for different elements, with some based on estimated real-world complexity (skills) while stats are based on game value, and advantages use a mix of game advantage and game scarcity (e.g. Combat Reflexes is priced lower than the sum of its parts as it is a common feature of adventurous characters). That makes it easier to min-max GURPS characters in game-damaging ways (I wouldn’t go as far as to say game breaking). There are more / less efficient ways of making powers in Hero, too, but the maths are more clear cut so it seemed like less of an issue. </p><p></p><p>GURPS seems to have more ‘real’ support materials, for example lists of weapons and other equipment which can be used as-is and which are distinct. Hero seems to have equipment lists which are more procedural in nature, though that is more about presentation rather than a meaningful difference between using the systems. Hero’s powers are also more clearly constructed of powers; some of GURPS magic systems work that way, but others do not use the powers system at all. To me that makes some of those systems more characterful in play, but again you can build anything you want in Hero.</p><p></p><p>The games are very similar in concept, functionally I think the main decider of which to chose would be what kind of character power band you want to operate in. GURPS seems to handle the human+ band better while Hero handles the super-human band better. Each can operate in the other‘s space but it takes work.</p></blockquote><p></p>
[QUOTE="dbm, post: 9739114, member: 8014"] I tried to learn Hero a few years back, using it to run a Champions campaign for a few months, and ultimately we decided the learning curve was too high for us. If I had picked up Hero 20 years ago that might have been a different outcome. Hero is a more tightly defined game system than GURPS in my opinion, with a very solid power framework that underpins most of everything. GURPS has a mix of value systems it uses for different elements, with some based on estimated real-world complexity (skills) while stats are based on game value, and advantages use a mix of game advantage and game scarcity (e.g. Combat Reflexes is priced lower than the sum of its parts as it is a common feature of adventurous characters). That makes it easier to min-max GURPS characters in game-damaging ways (I wouldn’t go as far as to say game breaking). There are more / less efficient ways of making powers in Hero, too, but the maths are more clear cut so it seemed like less of an issue. GURPS seems to have more ‘real’ support materials, for example lists of weapons and other equipment which can be used as-is and which are distinct. Hero seems to have equipment lists which are more procedural in nature, though that is more about presentation rather than a meaningful difference between using the systems. Hero’s powers are also more clearly constructed of powers; some of GURPS magic systems work that way, but others do not use the powers system at all. To me that makes some of those systems more characterful in play, but again you can build anything you want in Hero. The games are very similar in concept, functionally I think the main decider of which to chose would be what kind of character power band you want to operate in. GURPS seems to handle the human+ band better while Hero handles the super-human band better. Each can operate in the other‘s space but it takes work. [/QUOTE]
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