Gentlegamer
Adventurer
Offtopic: I really like HERO, too, but it is less a game than a toolkit for designing a game. Same for GURPS.
MoogleEmpMog said:Balance isn't a red herring; it's just all but impossible in a system as contradictory and burdened by the past as D&D. Whether it's desirable or not is another matter.
MoogleEmpMog said:Honestly, I don't understand why people call HERO 'rules-heavy,' aside from looking at the size of the book.
Character creation is a long slog in HERO, but actual play has been, in my experience, more detailed and faster than any version of D&D.
I will say, though, that HERO is more of a 'math game' than d20 - you need to be fast and accurate at arithmetic to play it quickly and dramatically.
Not REQUIRED, but wanted. I don't know about you, but we've always used minis even when playing 1st edition and 2nd edition, that didn't change for 3rd edition.Gentlegamer said:Do you know what tactical combat is? Combat is part of fantasy role-playing. Tactical combat is not required.
Psion said:I don't see how anyone could suggest otherwise. The only strict, fair definition of rules heavy games is games that, er, have lots of rules. I think the HERO power system qualifies.
Psion said:Whilst I agree, you can't go two posts after mentioning Hero on RPGnet before someone complains about how slow the combat is. But yeah, I never found it that way, either.
Psion said:More to the point, I think if you think rules heavy = slow, you are just buying what the more vociferous rules light advocates are selling. Don't.![]()
Turanil said:So what? Is the game hugely improved by this precision? I doubt it; however I admit that the heavy rulebook helps you win the argument against players who always try to abuse the rules and get an advantage over the DM with dishonest arguments. Personally I don't game with such players. I listen to their remarks, adjust when necessary and go on with the game.
Psion said:I don't see how anyone could suggest otherwise. The only strict, fair definition of rules heavy games is games that, er, have lots of rules. I think the HERO power system qualifies.
Psion said:Especially if you play a character with VPPs.![]()
fredramsey said:Yes, you could walk x amount of inches (at 10' per inch) per round. That came out to almost all the way across any battle mat of reasonable size.
And what did moving do for you? Where was the rules for using movement in combat? Could you split your movment and move attack move?
There were none. I will admit I lied, however. We put miniatures on the battle mat because they looked cool. We used them to say, "You have this orc on you, and you have this other orc on you." And they never moved during the battle.
I still have my 1st Edition monster manual where I had written in a new stat: Tactical Movement Rate, or TMR. I was in the process of actually adding movement rules to combat.
Movement in 1e? Yes, how far you could walk in a minute. Not at all useful in combat, and bears no resemblence to current movement rules.
So I stand by my statement.
Remathilis said:Oh, but we forget that 1e combat rounds lasted 1 MINUTE, and turns lasted 10 Minutes.
10 second rounds came about in 2e (Combat and Tactics) 6/minute
6 second rounds came about in 3e 10/minute.
So that movement WAS for combat. It was typically 12" (120'). or 12 squares. You could move 1/2 and still attack. 12/6 squares is EXACTLY the same amount the current D&D PC can move (30 ft = 6 ft' squares, older D&D had 10' squares).
D&D didn't have tactical combat? So those geomorphs and basic edition maps with 1" grids
weren't for combat eh?
All D&D added to make combat tactical was Attacks of oppetunity. Everything else existed in some form or fashion, usually as an optional rule.
Remathilis said:All D&D added to make combat tactical was Attacks of oppetunity. Everything else existed in some form or fashion, usually as an optional rule.