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GURPS or HERO?
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<blockquote data-quote="Acid_crash" data-source="post: 3581000" data-attributes="member: 16278"><p>Of just those two, HERO all the way. And my reason is...</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>So, for me, it's simple. </p><p></p><p>- HERO is easy.</p><p>- GURPS is a fricken nightmare.</p><p></p><p>So, my choice... Wild Talents <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Acid_crash, post: 3581000, member: 16278"] 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 [/QUOTE]
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