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GURPS or HERO?
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<blockquote data-quote="Kafkonia" data-source="post: 3589250" data-attributes="member: 40261"><p>I like both systems, but if I had to choose one I'd go with GURPS 4e (caveat: I don't have Hero 5e, just the BBB.)</p><p></p><p>There are a few reasons:</p><p></p><p>1) I find that the quality of the writing is higher. Hero had some good supplements, but it also had some shoddy ones; I've never bought a GURPS book that was less than adequate, and usually they're quite good.</p><p></p><p>2) I feel that the character creation is simpler. Four basic stats in GURPS vs. 7 (IIRC) for Hero is a good indicator -- although the derived stats are about even. And there are two costs for basic stats (10 and 20) vs. the three or four for Champions. This streamlines character creation, and if you're going to be introducing a system to new players that's probably a good thing. Both systems can take a while, depending on the type of players you have.</p><p></p><p>3) With 4e, GURPS has really improved its scalability for high-powered games. Now, I don't know about 5e Hero, but back with the Big Blue Book the stats were very chunky. By which I mean, if you were going to buy a strength higher than 10 (baseline), there was almost no point in stopping shy of 13 -- strengths of 10, 11, and 12 were identical in play (ignoring derived stats.) If you have problems with "dead levels" of stats in D20, you'll find no respite with Hero. You basically have Strengths of 3, 5, 8, 10, 13, 15, etc. With GURPS, every increase in a stat has a palpable effect.</p><p></p><p>4) Time progression in combat is more intuitive. Now, it's a bit of a change going from 6-second rounds to one-second rounds, but it's less complicated than the Hero turn/phase/segment approach. (A turn is 12 seconds, there are 12 segments in each turn, and you have a number of "phases" per turn equal to your speed.) It can make it easier to deal with characters with wildly different speeds/reaction times (ie the Flash vs. Terrible Turtle), but at the same time you have to refer to a chart to figure out who goes when.</p><p></p><p>I recently started running a Victorian supernatural GURPS game, and I wouldn't dream of using another system (and this is after considering and discarding Masque of the Red Death d20, Etherscope, and Call of Cthulhu.) There has been quite a bit of roleplaying, no combat, and (I think) a good time has been had by all. <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=":)" /></p><p></p><p>Both systems are quite good, though. But in the end, I've only upgraded one of them to the current edition -- and I don't regret it for an instant.</p></blockquote><p></p>
[QUOTE="Kafkonia, post: 3589250, member: 40261"] I like both systems, but if I had to choose one I'd go with GURPS 4e (caveat: I don't have Hero 5e, just the BBB.) There are a few reasons: 1) I find that the quality of the writing is higher. Hero had some good supplements, but it also had some shoddy ones; I've never bought a GURPS book that was less than adequate, and usually they're quite good. 2) I feel that the character creation is simpler. Four basic stats in GURPS vs. 7 (IIRC) for Hero is a good indicator -- although the derived stats are about even. And there are two costs for basic stats (10 and 20) vs. the three or four for Champions. This streamlines character creation, and if you're going to be introducing a system to new players that's probably a good thing. Both systems can take a while, depending on the type of players you have. 3) With 4e, GURPS has really improved its scalability for high-powered games. Now, I don't know about 5e Hero, but back with the Big Blue Book the stats were very chunky. By which I mean, if you were going to buy a strength higher than 10 (baseline), there was almost no point in stopping shy of 13 -- strengths of 10, 11, and 12 were identical in play (ignoring derived stats.) If you have problems with "dead levels" of stats in D20, you'll find no respite with Hero. You basically have Strengths of 3, 5, 8, 10, 13, 15, etc. With GURPS, every increase in a stat has a palpable effect. 4) Time progression in combat is more intuitive. Now, it's a bit of a change going from 6-second rounds to one-second rounds, but it's less complicated than the Hero turn/phase/segment approach. (A turn is 12 seconds, there are 12 segments in each turn, and you have a number of "phases" per turn equal to your speed.) It can make it easier to deal with characters with wildly different speeds/reaction times (ie the Flash vs. Terrible Turtle), but at the same time you have to refer to a chart to figure out who goes when. I recently started running a Victorian supernatural GURPS game, and I wouldn't dream of using another system (and this is after considering and discarding Masque of the Red Death d20, Etherscope, and Call of Cthulhu.) There has been quite a bit of roleplaying, no combat, and (I think) a good time has been had by all. :) Both systems are quite good, though. But in the end, I've only upgraded one of them to the current edition -- and I don't regret it for an instant. [/QUOTE]
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