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*TTRPGs General
GURPS or HERO?
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<blockquote data-quote="Avatar_V" data-source="post: 3576938" data-attributes="member: 5438"><p>It helps very much; thank you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Your description of HERO allowing characters to differentiate themselves more as they grow makes it sound more appealing to me than GURPS. </p><p></p><p>Regarding neither being ideal for emphasizing roleplaying - do you have better suggestions? I'm afraid I'm not very RPG-literate outside of D&D. I just know that during a lot of sessions, we don't break out a battle mat either because there is no combat or because it's simple enough that we abstract a lot of it away and don't need minis. Flipping through the GURPS book, there seemed to be a lot of places to spend points outside of combat-related stuff which was a breath of fresh air compared to the way that so many of the feats in the 'complete' D&D books strike me as being combat-centric. That said, I'd love to hear if there's an even better system out there for what I'm looking for!</p><p></p><p>Thanks, also, to all the others that have responded - the input has been very interesting and informative. Right now I'm trying to decide how much time I can commit to game prep. I think that what I'm reading makes HERO sound better (despite my homebrew world being basically fantasy) if I have the time that it evidently requires. I know I'd like to spend the time, just trying to decide for myself if that's realistic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Anyhow, thanks again. Please do keep the advice coming!</p></blockquote><p></p>
[QUOTE="Avatar_V, post: 3576938, member: 5438"] It helps very much; thank you! :) Your description of HERO allowing characters to differentiate themselves more as they grow makes it sound more appealing to me than GURPS. Regarding neither being ideal for emphasizing roleplaying - do you have better suggestions? I'm afraid I'm not very RPG-literate outside of D&D. I just know that during a lot of sessions, we don't break out a battle mat either because there is no combat or because it's simple enough that we abstract a lot of it away and don't need minis. Flipping through the GURPS book, there seemed to be a lot of places to spend points outside of combat-related stuff which was a breath of fresh air compared to the way that so many of the feats in the 'complete' D&D books strike me as being combat-centric. That said, I'd love to hear if there's an even better system out there for what I'm looking for! Thanks, also, to all the others that have responded - the input has been very interesting and informative. Right now I'm trying to decide how much time I can commit to game prep. I think that what I'm reading makes HERO sound better (despite my homebrew world being basically fantasy) if I have the time that it evidently requires. I know I'd like to spend the time, just trying to decide for myself if that's realistic ;) Anyhow, thanks again. Please do keep the advice coming! [/QUOTE]
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