raven_walker
First Post
GURPS vs HERO
Well, here's my $.02... (Disclosure: I have played GURPS in _every_ version for 20+ years, but only played earlier versions of HERO...)
GURPS, at its root, was built for medieval-style combat; Hero, at its root, was built for super-heroic (comic book) combat. Both have evolved over the years and can now be used for just about any sort of game you want to play (with varying degrees of work.)
BOTH systems handle combat well - I rather like the 12-part "turn" from HERO because it makes the character's speed a real factor in combat; I like the grittiness of GURPS combat which handles basic hand-to-hand melee very well. But I play GURPS because I think it does lower-level medieval/fantasy games better, because of the magic.
HERO is primarily a power/advantage based system and GURPS is primarily a skill based system (both systems have evolved to the point where this difference can be made negligible, but it is still true at the heart of the game.)
If you want D&D style Magic users with a wide variety of spells, then GURPS will work better for you. This might have changed in the current version, but the very essense of HERO is about building a handful of abilities that are _truly_ balanced agaist one another because they use identical mechanics. GURPS, on the other hand, has an established skill-based spell sytem that is pretty well balanced for standard fantasy games and has lots of non-combat spells for flavor.
My HERO mage had some attack and defense options, and that was about it, my GURPS mage, on the other hand, could do lots of little things that didn't affect the game very much, but added lots of role-playing flavor.
Well, here's my $.02... (Disclosure: I have played GURPS in _every_ version for 20+ years, but only played earlier versions of HERO...)
GURPS, at its root, was built for medieval-style combat; Hero, at its root, was built for super-heroic (comic book) combat. Both have evolved over the years and can now be used for just about any sort of game you want to play (with varying degrees of work.)
BOTH systems handle combat well - I rather like the 12-part "turn" from HERO because it makes the character's speed a real factor in combat; I like the grittiness of GURPS combat which handles basic hand-to-hand melee very well. But I play GURPS because I think it does lower-level medieval/fantasy games better, because of the magic.
HERO is primarily a power/advantage based system and GURPS is primarily a skill based system (both systems have evolved to the point where this difference can be made negligible, but it is still true at the heart of the game.)
If you want D&D style Magic users with a wide variety of spells, then GURPS will work better for you. This might have changed in the current version, but the very essense of HERO is about building a handful of abilities that are _truly_ balanced agaist one another because they use identical mechanics. GURPS, on the other hand, has an established skill-based spell sytem that is pretty well balanced for standard fantasy games and has lots of non-combat spells for flavor.
My HERO mage had some attack and defense options, and that was about it, my GURPS mage, on the other hand, could do lots of little things that didn't affect the game very much, but added lots of role-playing flavor.