GURPS or HERO?

Andor said:
Yeah, if time is an issue, go with GURPs, although personally I'd prefer HERO. Honestly the biggest problem with GURPs is that it descends form an ancient (1980~) game about gladiatorial combat, so while it's really good at covering two guys in a pit with clubs it starts to break down as you get beyond that power level. The system starts showing cracks at about the level of modern weaponry, and just looks rediculous for things like modern military weaponry.

What sorts of cracks? Personally, I do not have much of a problem with the notion that modern military weapons are rather good at killing people... ;)

Superheros and epic spells? Be prepared for the system to show it's flaws.

Such as...?

I'm not trying to be snarky. But what kinds of effects do you think are difficult to do with GURPS 4E?
 

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Olive said:
What about the comments that HERO is simply much more complex than GURPS?

Simply put, I don't entirely agree with them. It really depends on where you're coming from.

Hero enables you to do a significant amount of customization to your setting. It even encourages it. It does not, however, demand it. And that's a pretty significant point. If you're someone who is drawn to tweaking and twiddling details of setting, then Hero can really suck away your time. On the other hand, if you can keep yourself to some predefined concepts, then you don't have to have the time sink.

There are several sourcebooks for Hero that will define your magic system, spells, races, classes, and the rest of the structure you need to play, just like there is for GURPS. If you're fine with those, then Fantasy Hero is a totally "off the shelf" playable game.

Actually, even if you want to customize things, Hero can be an "off the shelf" game. In the campaign I mentioned above, the GM had the players create their own magic systems, within certain parameters, and we ran with them. He also ran a nine month long campaign, at 6-8 hours of play per week almost off the cuff. And it was a blast. I'll grant that this guy had a better than average understanding of the Hero rules, but it definitely shows what's in the realm of possibility.
 

Avatar_V said:
I've run D&D games for a while now. But, I'm thinking about trying out a new system. I enjoy D&D, but could use a change of pace. :)

I'd like a more general, flexible system because I house rule a lot of stuff. I'm also hoping to find a system that emphasizes roleplaying more and combat less (my group prefers less combat).

I was looking at the GURPs character guide in my game store today and really liked the flexibility I saw. I understand that HERO is a similar system, though, so I was hoping that people here who have experience with these systems could advise me as to the differences and make a recommendation as to which they prefer.

Thanks in advance for the advice!

I'm gonna start out with a summary list of where i think the various options stand. If you want supporting detail as to why i think this, read on; otherwise, you can just read the list and be done.
  • IMHO, don't bother with GURPS--if you like what it does, get CORPS instead.
  • HERO is awesome, but very crunchy, and doesn't particularly give you the RPing emphasis you want, other than by being consistent so it won't get in your way. But it is awesomely consistent, and has tons of support material out there to do the work for you.
  • M&MM and True20 are D20 System supers and universal games, respectively, and while neither is particularly RPing-oriented, they will be familiar, and handle most genres well enough, and are much simpler than GURPS, HERO System, or Tri-Stat dX. (and probably simpler than CORPS and BESM3, too.) And True20 has rudimentary support for social interactions--beyond just skill checks, that is.
  • BESM3 and Tri-Stat dX will give you 95% of the functionality of HERO System, at about 25% of the work. Plus, they give roughly as much detail to social interactions as combat, but by treating them like combat. But you'll have to do any work beyond the rulebook yourself, because there's little or no support, unlike HERO System.
  • Fudge is really a toolkit for designing exactly the system you want. And it will. But you'll have to pick and choose from the prebuilt systems in the rulebook, or build your own, before you can really get started. Which means as RPing-oriented, and non-combat-oriented, as you want it to be.
  • FATE is built on top of Fudge, and its use of aspects makes it the first of these to really give all sorts of interactions, combat- and non-, equal attention. You'll need some new dice.
  • Story Engine, and Story Bones, are systems that are built around the characters interacting with the setting and, as such, maybe even give combat short shrift. OTOH, i think they do the best job of any of these of really focusing the mechanics on the RPing--and as good of a job as any system, while still being familiar-looking to traditional RPers.

OK, differences between GURPS and HERO System, speaking as someone with minimal experience with both:

GURPS feels like a hodgepodge to me. There's a character-creation system, which uses 4 stats, an extensive skill list, and then tons of advantages/disadvantages (many of which feel like kludges to make up for the overly-broad and unevenly-divided stats). You build characters with points, in theory assuring they're all about similar in pffectiveness. However, some of the skills and (dis)ads are clearly priced on utility, and some on rarity/difficulty. There's basic skill resolution, then there's 2 combat systems, the simpler of which is pretty much basic skill resolution, and the more complex of which is really very detailed, and at least seems realistic. Then you start getting into things like magic, psychic powers, and superpowers, and it's whole new add-on systems. Yes, they'll tie into the basics (like using skills and [new] (dis)ads to define them), but they're not something you could simply build out of the basic systems (or, for those things not in the core books, out of the core books), with any sort of reliability. The tools for creating new skills, (dis)ads, powers, etc., are much like those for building new feats in D&D3E--only there to the degree that you can reverse-engineer them from the examples already in the system. In fact, if you want something that's not alryeady there in GURPS, it's much like adding a new class or feat in D&D3E: a fair bit of work, and no guarantee it'll be balanced, etc. If you want detailed vehicles and tech, that's yet another new system or 3.

n.b.: All of the above is based on a detailed knowledge of GURPS3, but only a skim and some discussions of GURPS4. I gather some of this has been fixed, though the basic schizophrenic nature of the point-costing is still there (even if the more egregious cases have been fixed), and it still uses different systems to describe characters and, say, vehicles.

That said, if you're not tight on funds, someone has probably already done the work for you. There are a *lot* of GURPS sourcebooks, on just about every conceivable topic. And they are, without exception as near as i can tell, excellent. I buy the setting-based ones all the time, and have bought a couple of the rules-/topic-based ones, too, despite having no intention of ever playing GURPS [i tried it once; it's not for me].

HERO System, on the other hand, starts from the premise that everything is part of one overarching system. You have stats (12 of them), skills, perks&talents, and powers. It doesn't matter if you're trying to describe a character, a battleship, a doberman, or a toaster, you use the samy systems and mechanics. And this whole system is costed on utility. So, like GURPS, you create a character by spending a pool of points. But unlike GURPS, things that are easy to learn but very powerful (poison creation) are consistently expensive, and things that are hard to learn but have minimal impact in most games (Ph.D. in medieval Scandanavian lit) are consistently cheap. The upside of this is that you don't need anything beyond the core book. Ever. Period. All the tons of sourcebooks out there for HERO? They either describe settings, or give you specific applications of the rules from the core book--no new rules. The downside is that, well, it can be a bit of a pain to figure out the stats for a curling iron when someone uses it as an improvised weapon. [Though the experienced HERO System GMs i've seen have been able to do such things essentially instantly, and the rules give you plenty of weapon stats to start with. And, unlike GURPS, you can actually derive the stats to a new weapon from first principles, rather than approximating them by merely comparing to existing weapons.] And if you want things like racial packages and a specific magic system (i.e., an across-the-board set of limitations and techniques and so on), you'll need to construct those ahead of time.

But all of that assumes you're a stickler for rules and balance, and never fudge or wing it. If, as a group, you're cool with the GM winging minor details, and don't care if they perfectly match the book, a lot of those concerns go away. It's a lot like high-level characters in D&D3E: building an NPC exactly by the book, to the same degree of optimization as the PCs, is a detailed, complex, time-consuming process. Building the same NPC only to the level of detail required for the intended encounter, and with simplified techniques (i.e., simply max out class skills until you run out of points; or even just assume +level+3 for class skills, and no points in others, without ever spending them; don't figure out where every single bonus comes from, but make sure her total BAB is in line with PCs of the same level; etc.), can be a breeze.

Now, as for relative power levels. HERO System, because it uses a coarse scale designed to accommodate supers very well, tends to get a bit fuzzy at the low end of the scale. It's simply that the difference of one point of a stat is large enough that a lot of normal people fall into it. As a hypothetical example, Oliver Queen and Bruce Wayne might look identical in HERO System stats. Whereas the differences between them would clearly show up in GURPS (even if they ended up being small differences, like a point or two in a stat). On the other end of the scale, you can differentiate between Galactus and, um, my comicbook knowledge fails me, so [some other cosmic-scale entity] with HERO System very handily, and use the game system to have them meaningfully interact mechanically. GURPS can certainly describe such beings, and clearly differentiate them, but unless GURPS4 has changed this, having them interact sorta breaks the system. The way dierolls work, at such extreme power levels, they only sorta make sense--it becomes sort of "who rolls crappy first", moreso than who has the better stats.

That said, both systems basically fulfill your desire for a universal system that can genuinely handle lots of settings, but neither of them is particularly less combat-oriented [than D&D3E]. Yes, both have plenty of non-combat (dis)ads and skills (unlike D&D3E), but both of them are clearly products of the 80s, despite their many revisions since then, and the game mechanics focus on combat. Each has a lengthy chapter on combat and physical harm, but neither has any sort of, say, detailed duel-of-wits mechanics. Both have ways you can quantify character reputation, influence, honor, etc., but neither gives you anything more detailed than the basic skill system for dealing with these.

Also, there are several systems that do roughly the same things, but that you might prefer. Mutants and Masterminds (M&MM) has been described as "HERO Lite", and it very much is. Pretty much the same design philosophy, but with a bit less detail, and a bit less effort. For most people, it's "good enough", in going in that direction. Personally, the D20isms show through too much for me--particularly the relatively wide variability of the die in comparison with the range of character stats--but for a group only familiar with D&D3E, that's probably a bonus feature. Still, no real attention given to non-combat interactions.

True20 is a system that comes out of the fusion of M&MM and Blue Rose, and is a generic system designed for all possibilities. Despite a powers system that is a streamlined version of M&MM, it feels more like GURPS than HERO System to me. Nonetheless, it should be instantly familiar to D&D3E players, since it's the same system, and is probably generic enough to handle most anything--at least in roughly the same sorts of ranges (of power and setting) as GURPS. And while it panders to the notion of social interactions, it's really only a step more specific than the equivalent rules in D&D3E.

CORPS is, IMHO, "a better GURPS than GURPS". I find that it does everything that GURPS does, often with greater detail/accuracy, and for about a quarter the headaches. It handles about the same power levels well, and starts to get a bit weird at about the same high-power point; it provides about the same level and sort of detail; and it requires you to go beyond the book for vehicles. However, it has a built-in power system that i think is excellent, and, like i said, i find it more consistent and simpler. I get just as much bang, for less buck [effort, that is].

BESM3 or Tri-Stat dX are universal systems that have also been described as "HERO's little brother" or "HERO Lite", and i think fully live up to the claim. Like HERO, they give you all the tools to do whatever you want, right from the core book. Like HERO, they even have powers in there that might break the game, with specific notes to the GM to watch out for them. But unlike HERO, they're not quite as complex, or detailed. Frex, they only use 3 core stats, rather than 12. I think they're both excellent. Tri-Stat dX is perhaps a bit more flexible and "universal", but at the cost of requiring a bit more set-up. It's also much cheaper. BESM3 is in print, and a bit more fleshed out, but you'd also be buying a big fat rulebook full of anime stuff (setting, GMing style advice) that you might not want, and is therefore considerably more expensive. But maybe a better introduction to the system for someone without a lot of RPG background. Either version gives you the tools to give non-combat interactions just as much detail and importance as combat interactions--by using the same system and turning them into a sort of combat. Still, it's one of the few universal systems to do so, and while still differentiating it a bit.

Fudge/FATE: Fudge is a free universal system, available in hardcopy as a nice fat hardcover with the core system and lots of examples/instantiations of the rules. With the hardcover, you'll have everything you need to go, including the most excellent "5-pt Fudge" variant, and a magic system tuned for it. It also has systems for pretty much everything else you might want: dogfighting, netrunning, firearms, social interactions, kung-fu--you name it. But, perhaps even moreso than Tri-Stat dX or HERO System, it's a toolkit as much as a game system. Most groups, especially if they're used to a more concrete system like D&D3E, will likely want to sit down and figure out which rules you're going to use, and maybe create some things ahead of time, before getting to chargen and play. Even with Tri-Stat dX and HERO System, i think a group could sit down, agree upon a genre/setting, and make characters right out of the book, just choosing to only create characters that fit that genre/setting. That would be harder to do with Fudge, without at least first deciding what stats you're using, and what scale, and some other basics. On the upside, you could build a game with as much mechanical detail on social/political interactions as D&D3E has for combat, and minimal combat detail, with great ease.

FATE does that work for you. It's a "story-oriented" RPG built on the FUDGE engine. It's basically the same system as found in Spirit of the Century, which some others have recommended, though without a couple refinements. Of the universal systems i've mentioned, i think it comes the closest to doing what you want: the nature of aspects and how gameplay and character advancement proceed is such that RPing is primary, and combat is just another way to act out the RPing. Also, it's available for free download. For both Fudge and FATE, you will want to buy some Fudge dice.

Now, you want something that's completely focused on the RPing and creation of the story, while still giving you character stats and other such familiar RPGisms, I'd actually recommend Story Engine, by Hubris Games. It is, sadly, long out of print, but you might be able to find a copy online. And PIG is coming out with a new edition in the not-too-distant future, though i have no idea how it might be changed. You might also be able to find a copy of the free Story Bones floating around on the net somewhere. I don't think it's quite as elegent as Story Engine, largely because it's less detailed and specific, but it might at least give you a feel for whether Story Engine is for you. Though it might also give a misleading impression ,precisely because of how they differ. I think FATE stole the way it uses aspects from Story Engine (though maybe unknowingly--i have no idea if the folks behind FATE ever saw Story Engine).
 

Jürgen Hubert said:
What sorts of cracks? Personally, I do not have much of a problem with the notion that modern military weapons are rather good at killing people... ;)



Such as...?

I'm not trying to be snarky. But what kinds of effects do you think are difficult to do with GURPS 4E?

As with many of the others here, my GURPs experience is with 3e, if 4e is significantly different my comments may not apply.

Basically the problems are three fold.

1. The bell curve that results from using 3d6 as the resolution mechanic works fine when the highest stat is a 14. When some characters have an 18 things start to get funky in that "I can't miss unless I roll a critical fumble and decapitate myself" kind of way.

2. With things like modern weapons the numbers start to get both large and funky. Figuring out how 20d6x2+5 AP damage goes through a vehicle, especially with GURPs compound armour system can be a headache.

3. Sometime the numbers are silly. I could probably build a solid anime ninja for less points than it would cost to build an accurate model of Jackie Chan. Ever see Gurps Lensman? Kimball Kinneson was a 1500 pt character.
 

I started playing Hero in the early '80s and didn't stop until the early '90s, playing Champions mainly with a few shots at Fantasy that I was unimpressed with. Champions I loved, it had a great feel, though some of the rules we Housed to make a few things work more logically.

(Shh- don't tell Coyote6 (or DarthJaye for that matter) I said this but- M&M pulls the hero campaign off better then Heros though ;) )

GURPs we picked up to play military campaigns- Twilight2000, and another campaign that ran for about 15 years (ya, guys its been that long). The long running campaign went from Special Ops (Force Recon) to a mystical/psionic super powers on the rim to extra planar travel to a high tech thing that is ever changing. The system kept pace, very well.

Someone said something about GURPs being low on the roleplaying- I disagree, I think our roleplaying took a dive when we got back into D&D (but in the last year has started to pick back up).

Also keep in mind that you need to be well versed in GURP's combat system, have your Players help you with number crunching (I use to run through the negitives aloud so the Player knew what their chances were with conditions from the characters POV). Also we house ruled a Blunt Damage system which allowed for people to have a good ol' fashion bar room brawl and not be down for a month (though during the fight you could get killed), though you might have a broken limb or something like that.

Emm- all in all, I would go back to GURPs this Saturday without a thought, but I might have hesitation in going back to Hero, but I would still love to play Hero again.

Take care, good luck, and hope everything works out for you. :D
 

Now you wanted to have less combat, but one of the big differences is in how combat works (and I'm mostly going from 3rd ed GURPS memory here).

In HERO you have an attack value, the target has a defense value, you compare them, and roll to hit. When I saw 3rd D&D and saw how the hit roll system worked, it was very familiar.

GURPS is a weapon skill based, so if you make your skill roll for weapons, you hit, unless the target has parry or block or something, and then if they make their roll, that attack misses.

One of the guys in my group, and ex-GURPS player, had combats last forever due to the high level that characters had in parry.

Again the GURPS info is old, and may be misremembered.


I am a complete and total HEROphile though, so understand the bias.

I liked character construction in GURPS for the most part (and yes I have an older copy of the rules where HERO is acknowledged as the source/inspiration for the character creation system).
 

Hero is more cinematic by default. GURPS more pseudo realistic feeling.
Hero I think is easier to map to multiple genres than GURPS once you know the basics, because the point costs don't change.
Everything in Hero is an ibality though. So if you are sometimes imagination impaired, or just get tired of knowing in the back of your mind that your uber sword is the same mechanically (more or less) as some superhero's uber punch, which is also the same as that thug's baseball bat, well, you get the idea. People who like an actual rule widget for each piece of equipment might get tired of Hero.

I'd lean toward Hero over GURPS. I'd also suggest you check out M&M 2.0 for a more streamlined version of a flexible system.
 

Of just those two, HERO all the way. And my reason is...

I understand the logic of HERO and its design, it makes sense to me. I can read the book, understand it and its order of chapters, and it just makes sense. To me.

I do not understand the design and logic of GURPS. It doesn't make sense. It doesn't have a neat formula for determining advantages and disadvantages and how they apply to powers and advantages... and for me, trying to balance characters made above 350 points is a fricken nightmare for me. Others try and show me the design, I just don't get it.

And the Gurps Powers book is one of the worst written sourceboooks for powers ever. I can't for the life of me understand that book. How they go about generating powers, and the structure of how they go about it, and the layout and how its written and chapter order... my god its bad. For me. Others might get it, but I don't.

HERO has a chapter on advantages, one on disadvantages, one on power frameworks, all spelled out for you, and how each applies to the core system, and how each applies to the powers in the Powers chapter.

Gurps does NOT do this. Sure some HERO powers have their own advantages and disadvantages, but there are enough examples to understand them, and they have a HUGE amount of examples on how they do their things. Gurps doesn't have all that seperated, and they go by percentages...

One modifier is 30%, another is -20%. Nowhere in the gurps book does it say how to exactly apply these to their Advantages. In HERO is easy.

So, for me, it's simple.

- HERO is easy.
- GURPS is a fricken nightmare.

So, my choice... Wild Talents :D
 

I never played GURPS, so I can't offer much advice there. After years of running a fantasy campaign in HERO, however, I can offer some perspective.

The system is great, and makes it easy to do whatever you as a DM feel like. It also gives total freedom to the players to make their PCs. However, this comes with a price: just because everything is possible in the rules, doesn't mean that everything should be possible in the game. The GM of a HERO campaign has to rule with an iron fist, vetoing ideas that don't fit the style. Otherwise you end up with a hodgepodge of wierdness.

The system has a definite superheroic bias. While it runs well on the low-level D&D scale, you still find that resource management has slipped out of the game. The PCs will never get tired, never run out of spells, etc unless you implement new rules to make sure this happens. (One common example, which also appears in some of the sourcebooks is to give magic its own "endurance pool" that recovers more slowly than regular endurance.) By the end of my campaign, I had introduced my own simplified endurance rule for tracking fatigue due to both combat and spellcasting, so that the warrior-types didn't outstrip the spellcasters.

Finally, the rules assume that the PCs opponents will be similar in power to the PCs. It doesn't exactly break when the PCs fight mooks or find themselves up against the Big Bad... but the effect of a power differential on combat can be pretty extreme (leading to TPKs if you're not careful, and letting the PCs defeat a horde of lesser opponents without a scratch). I eventually started rolling combat on 2d10 instead of 3d6, so that mooks had a higher chance of hitting even when their attack value was significantly lower than the PC's defense value.

For fantasy campaigns, you'll want to consider heavy restrictions on certain powers: I suggest doubling the cost of "force field" type magic so that spellcasters aren't invulnerable (there's actually a precedent for this in the rules describing the power), and *heavily* restricting healing magic. It is also very important to remember that all powers are VISIBLE by default, even "psychic" ones like telekenisis and mental illusions. If you give psions subtle powers for free, they'll walk all over everyone.

I never felt like HERO had rules bloat in the way that D&D does, and I loved running it. After a few years I felt myself drawn back to D&D for what it does well: reducing the PCs' resources on all encounters, niche protection, and player comfort. This thread has gotten me all nostalgic for running it again, though.
 

Andor said:
As with many of the others here, my GURPs experience is with 3e, if 4e is significantly different my comments may not apply.

Basically the problems are three fold.

1. The bell curve that results from using 3d6 as the resolution mechanic works fine when the highest stat is a 14. When some characters have an 18 things start to get funky in that "I can't miss unless I roll a critical fumble and decapitate myself" kind of way.

Well, skill values that high are basically only useful if you are expecting penalties to your skill rolls.

Which aren't all that uncommon, all things to be considered. Sure, you won't get penalties in "standard" situations, but combat hardly qualifies as "standard". Range penalties are a killer, and anyone who can be accurate over very long ranges will certainly appreciate the extra points he put into the skill.

And there are options in melee, too. For example, for hitting a specific limb (if you use different hit locations). Or, in 4E, the option to attack twice with a balanced weapon in one round (I think you take either a -4 or -6 penalty to both rolls), or lowering the defenses of your opponents (for each -2 you take on your attack roll, the defense value of your opponent goes down by -1).

And, of course, even non-combat skils will have more difficult applications. Normal people do well in standard situations, but true masters will succeed even under the most difficult conditions.

2. With things like modern weapons the numbers start to get both large and funky. Figuring out how 20d6x2+5 AP damage goes through a vehicle, especially with GURPs compound armour system can be a headache.

I think in 4E efforts were made not to increase the dice beyond 6d6 - everything else is done with multipliers.

3. Sometime the numbers are silly. I could probably build a solid anime ninja for less points than it would cost to build an accurate model of Jackie Chan. Ever see Gurps Lensman? Kimball Kinneson was a 1500 pt character.

In general, the way you spend your points is much more balanced in 4E...

Acid_crash said:
I do not understand the design and logic of GURPS. It doesn't make sense. It doesn't have a neat formula for determining advantages and disadvantages and how they apply to powers and advantages... and for me, trying to balance characters made above 350 points is a fricken nightmare for me. Others try and show me the design, I just don't get it.

Could you perhaps give some more specific examples of things you had trouble with?

And the Gurps Powers book is one of the worst written sourceboooks for powers ever. I can't for the life of me understand that book. How they go about generating powers, and the structure of how they go about it, and the layout and how its written and chapter order... my god its bad. For me. Others might get it, but I don't.

I thought it all was pretty simple. Create a list of thematically appropriate advantages for a certain power, asking questions such as: "What should an Earth Mage be able to do?", "What can you do with a power that manipulated probability?", figure out the Power Modifier, and you are done.

Creating a new power took me rarely longer than 15 minutes.
 

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