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GURPS or HERO?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3577063" data-attributes="member: 22882"><p>Yeah, GURPS Powers was the book I was thinking of for converting the prebuilt GURPS experience into a more HERO-like behind-the-scenes, effects-based one.</p><p></p><p></p><p></p><p>I'm not sure. What you're looking for - granular point-buy systems on the one hand, mechanics that drive roleplaying on the other, familiar enough to run with a group mostly familiar with D&D in the gripping hand - is a tough niche to fill.</p><p></p><p>If you absolutely want all three, Mutants and Masterminds is probably your best bet. Compared to GURPS or HERO, it has stronger narrative mechanics that put the ball in the players court when it comes to driving the action. IMX, that usually encourages roleplaying.</p><p></p><p>If you don't mind losing granularity (while keeping customizability) and moving further from the D&D mold, you might want to look into Spirit of the Century. It's a *very* different system, *much* lighter than GURPS, HERO, or D&D, and even lighter than BESM or M&M. Out of the box, it's designed for pulp (1920s-1940s high action) roleplaying, but it's extremely flexible. You can download a version of the FATE rules on which it runs for free <a href="http://www.faterpg.com/" target="_blank">here</a>, although the free version of FATE isn't, in my opinion, quite as slick or well done as the full Spirit of the Century. For encouraging roleplaying, this is one of the best systems out there; if you can sell your players on it (and it practically sells itself, in my experience), they'll really get caught up in it.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3577063, member: 22882"] Yeah, GURPS Powers was the book I was thinking of for converting the prebuilt GURPS experience into a more HERO-like behind-the-scenes, effects-based one. I'm not sure. What you're looking for - granular point-buy systems on the one hand, mechanics that drive roleplaying on the other, familiar enough to run with a group mostly familiar with D&D in the gripping hand - is a tough niche to fill. If you absolutely want all three, Mutants and Masterminds is probably your best bet. Compared to GURPS or HERO, it has stronger narrative mechanics that put the ball in the players court when it comes to driving the action. IMX, that usually encourages roleplaying. If you don't mind losing granularity (while keeping customizability) and moving further from the D&D mold, you might want to look into Spirit of the Century. It's a *very* different system, *much* lighter than GURPS, HERO, or D&D, and even lighter than BESM or M&M. Out of the box, it's designed for pulp (1920s-1940s high action) roleplaying, but it's extremely flexible. You can download a version of the FATE rules on which it runs for free [url="http://www.faterpg.com/"]here[/url], although the free version of FATE isn't, in my opinion, quite as slick or well done as the full Spirit of the Century. For encouraging roleplaying, this is one of the best systems out there; if you can sell your players on it (and it practically sells itself, in my experience), they'll really get caught up in it. [/QUOTE]
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